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  1. #1
    Player
    ilitirit's Avatar
    Join Date
    Oct 2013
    Posts
    18
    Character
    Fishenn Chippes
    World
    Shiva
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Ceol View Post
    Wouldn't that just let people make programs that tell the server a player avoided an AoE no matter where they are? There has to be some server-side validation.
    That's why 99% of big-budget multi-player games use predictive netcode with rollback.
    http://www.gabrielgambetta.com/fpm1.html

    How a game like this exists in this day and age is beyond me...

    To see rollback netcode in action, take a look at any FPS or a fighting game with GGPO-style netcode (this is P2P, but the concept is the same).

    eg. http://www.youtube.com/watch?v=q0TZdY9_XHo

    One client "thinks" the opponent opponent died so the "KO" sound plays. However, the opponent did actually manage to block in time so the match "rolls back" to a previous state and continues.
    (7)

  2. #2
    Player
    Sybreed's Avatar
    Join Date
    Oct 2013
    Posts
    68
    Character
    Silvaire Gerraldieux
    World
    Malboro
    Main Class
    Marauder Lv 50
    The worst part about this whole thing, is that if it's causing this many problems with simple encounter mechanics (to be honest, Titan, for example, is an insanely simple and straightforward boss, yet the fight is made hard by these issues), it's going to make any truly challenging fights with extremely complex mechanics and high damage attacks, and absolute nightmare. Basically the more challenging and complex Square wants to make this game (a good thing) the more we have to worry about it actually being a BAD thing, because its hamstrung by these ridiculous lag issues.
    (13)

  3. #3
    Player
    Sunarie's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    544
    Character
    Sunarie Rymshek
    World
    Famfrit
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Sybreed View Post
    The worst part about this whole thing, is that if it's causing this many problems with simple encounter mechanics (to be honest, Titan, for example, is an insanely simple and straightforward boss, yet the fight is made hard by these issues), it's going to make any truly challenging fights with extremely complex mechanics and high damage attacks, and absolute nightmare.
    I think you're correct..my theory is that's why some of the people doing Turn 5 Coil at the moment think it's bugged. Can't know for sure as I don't know the strat, we aren't there yet (still working on Turn 4). A guild managed to down it (awesome job Blue Garter!), but they also said they felt sorry for all who are having latency issues.
    (2)

  4. #4
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by ilitirit View Post
    That's why 99% of big-budget multi-player games use predictive netcode with rollback.
    http://www.gabrielgambetta.com/fpm1.html

    How a game like this exists in this day and age is beyond me...

    To see rollback netcode in action, take a look at any FPS or a fighting game with GGPO-style netcode (this is P2P, but the concept is the same).

    eg. http://www.youtube.com/watch?v=q0TZdY9_XHo

    One client "thinks" the opponent opponent died so the "KO" sound plays. However, the opponent did actually manage to block in time so the match "rolls back" to a previous state and continues.
    In those games...players bitch about "rubber-banding". It is not as perfect as you think it is.
    (1)

  5. #5
    Player
    ilitirit's Avatar
    Join Date
    Oct 2013
    Posts
    18
    Character
    Fishenn Chippes
    World
    Shiva
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by tymora View Post
    In those games...players bitch about "rubber-banding". It is not as perfect as you think it is.
    I play "those" games so I'm aware of the issues. As long as we haven't found a way around light speed and as long as people with crappy internet exist, there will always be problems. There is no "perfect" solution, but using a predictive approach with rollback is pretty much the standard because it alleviates many of the network problems that people complain about. It's unbelievable that SE didn't adopt this.
    (6)

  6. #6
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by ilitirit View Post
    I play "those" games so I'm aware of the issues. As long as we haven't found a way around light speed and as long as crappy internet is all that is available to most people, there will always be problems. There is no "perfect" solution, but using a predictive approach with rollback is pretty much the standard because it alleviates many of the network problems that people complain about. It's unbelievable that SE didn't adopt this.
    I fixed that for you. It's not that people choose crappy internet, it's that it's their only option.
    (3)