You know I don't suffer these problems but from watching your videos it looks incredibly frustrating. Posting for support and in hope of getting a response.
You know I don't suffer these problems but from watching your videos it looks incredibly frustrating. Posting for support and in hope of getting a response.
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Modern MMORPG don't use predicative rollback or anything fancy. All it does is ask the client to make decision where it'd know best (like where the player is). Client reports something like: "Player was at position XYZ and totally dodged that", and server acknowledges it. If you somehow hacked your client to always say 'totally dodged that', it still reports back the position XYZ. The server, which also knows the radius of all AEs, is going to realize this position is suspicious and make note of that. If you do that too many times you'll likely get banned for hacking as the server can conclude you didn't actually move. But the server isn't going to try to catch let alone correct your cheating behavior on the fly.
My problem is the other way around. The server is not sending positional data to my client - at all. Either that or location data packets get lost on their way to my client for very specific targets. For example, the boss may not be in the correct location, but all the adds will be. If only there was a way to ensure location data finds it's way to the location of my client... :P
You've got my support OP +1
I don't experience this as often as my boyfriend but I know it's there.
I think bare minimum they should re time the aoe hit detection to line up with when the actual hit goes off in the animation, and not the start of the animation. it was one of the odder things to adjust to. the fact that even if you stand there and eat an aoe, it can take a good second for the attack animation to actually trigger the strike, it just amplifies the wtf I was no where near that problem and makes the whole thing feel clunker then it should.
I have this happen all the time. Not only is it very frustrating, but it is even more frustrating to been constantly told its my fault, and l2p by people who don't experience it.
I really don't mind a challenge or a game that requires super fast reaction time at all, but when the entire game's fight mechanics are based on that and the server/client can't update your position in time because of lag / latency / whatever then sorry .. your game is BROKEN.
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The lag actually double dips. An ability like WotL almost certainly is just cast at your character's current position, but if you've a running start you'll notice the AE is placed considerably far away from where you're if you started out moving at full speed. So this means your client is receiving the information late. All abilities basically have 2 times the lag factor subtracted from the time you're supposed to have, though the first half (the start) can be dealt with by memorization. That is, if you're running the whole time then you're already on your way getting out of the AE even though you can't actually see it.
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