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  1. #421
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by complexxL9 View Post
    SE simply does not care about this that much, control is not king here. They think people can live with it, because it is a matter of "taste". And they are right, there are plenty of clueless people, who never had better experience in mmorpg, and don't know what we are talking about. And those who do, will be back on their epic quest, to find another wow killer, soon enough. Wildstar next in line.
    I think you'd literally have to be living under a rock to not know what a modern MMORPG control feels like. Sometimes it feels to me that none of the devs ever played a MMORPG besides FF11 which is why they thought this control is okay. Heck they didn't even see the need to put in the ability to jump in 1.0.
    (5)

  2. #422
    Player
    Bloopan's Avatar
    Join Date
    Oct 2013
    Posts
    93
    Character
    Noe Mo
    World
    Gilgamesh
    Main Class
    Pugilist Lv 100
    This thread just opened my eyes, so thats why Im getting hit even before the cast finishes..

    I thought it was some kind of mechanic like you gotta just react fast or else if the bar reaches to 90%, its a sure hit - now I know its a latency issue
    (7)

  3. #423
    Player
    Guyjin37's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    22
    Character
    Guy William
    World
    Tonberry
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Alcyon_Densetsu View Post
    For those of you who might want to learn a bit more about the issue of server/client sync and concurrency, here a few (technical) sources and (cultural) remarks.
    Bam. That's it.

    Being one of those few IT/programmer Westerners working for a Japanese company I can corroborate these things 100%. That's how Japanese companies are to a T.

    If the top dawgs won't recognize the problem, it's not going to get fixed. And nobody is going to tell them about a problem until there is absolutely no choice. Though I do think that Yoshida has the power and balls to fix it; he just has to recognize it as a significant enough problem.

    Sorry to disregard your instructions to start a new thread
    (3)

  4. #424
    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 Guyjin37 View Post
    Bam. That's it.

    Being one of those few IT/programmer Westerners working for a Japanese company I can corroborate these things 100%. That's how Japanese companies are to a T.

    If the top dawgs won't recognize the problem, it's not going to get fixed. And nobody is going to tell them about a problem until there is absolutely no choice. Though I do think that Yoshida has the power and balls to fix it; he just has to recognize it as a significant enough problem.

    Sorry to disregard your instructions to start a new thread
    It's still kind of on topic. I mean, we do want Yoshida to answer. I did post a question (nicely, and hopefully well worded) in the ask thread thing for the next live letter deal.
    (4)

  5. #425
    Player
    Kyunya's Avatar
    Join Date
    Oct 2013
    Posts
    15
    Character
    Anai Murasaki
    World
    Behemoth
    Main Class
    Culinarian Lv 50
    I give up dodging....i just tank tho all the AoE when grinding now...
    Latency wasn't a issue here at all
    (1)

  6. #426
    Player
    Seth_Ahriman's Avatar
    Join Date
    Mar 2011
    Posts
    154
    Character
    Seth Ahriman
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    yet another bump for justice
    (1)

  7. #427
    Player
    Oldvegeta's Avatar
    Join Date
    Jun 2013
    Location
    Gridania
    Posts
    8
    Character
    Vegeta Soloviev
    World
    Behemoth
    Main Class
    Lancer Lv 70
    I would really love an answer from Yoshida on this matter =(
    (1)

  8. #428
    Player

    Join Date
    Jan 2012
    Posts
    518
    Me too .
    (1)

  9. #429
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Borfin View Post
    Can you link the response? So far as I can tell no one can, and there hasn't been one. I'd love to see it; maybe seeing peoples' responses to the response will wake SE up.
    Google is your friend ( Actual Post from Yoshi in Beta-Forums ):


    ■Area Attacks and Latency Issues■ Producer and director Yoshi-P here. Thank you for all of your feedback on latency issues and the evasion of enemy attacks. As we continue working to address these issues in time for phase 4 and release, I'd like to inform you all of the current situation.
    This post will focus on area attacks that are difficult to evade, or still connect even if you appear to have avoided it.
    Damage taken when Ifrit uses Eruption.
    When Ifrit used eruption in phase 3, the animation had a momentary build-up before the explosion. Because of this momentary buildup, there was a slight delay between the server's check and the explosion. This has already been corrected for phase 4 and release.
    Damage taken for what looked like a near miss.
    Registering Player Damage
    In phase 3, when judging whether a character was standing in an attack's area of impact, your position was checked using a circle around your character to represent the space your character stands in.
    Furthermore, to keep the different races balanced, the radius of this circle was the same for all characters. Because of this, even if you appeared to have barely escaped the area of effect, a portion of the circle was still within range. This created the illusion that you barely evaded attack, with varying results depending on your race. For phase 4 and release, this circle has been reduced to a single point at the center of where your character is standing to more accurately determine your position.
    Enemy Progress Bars and Area of Impact
    Being an online game, there will always be a minimal delay when input is received from the player and sent back after being processed by the server. In FFXIV: ARR, your position is checked by the server once every 0.3 seconds. This timing is synced and processed according to the servers to prevent lag between your input and what you see.
    During phase 3, however, this syncing did not take place due to stringent server checks that took place, causing lag between what you saw on the enemy progress bar and your character's positioning. As a result, even if you appeared to be outside the area of impact when the progress bar was filled, damage was still taken.
    Adjustments are being made to reduce lag as much as possible, and syncing should improve the timing between enemy cast bars, area of effect markers, and the actual attacks.
    Rest assured that we're doing what we can to make sure players can safely evade attacks by watching enemy cast bars and markers for area attacks.
    Players overseas were also affected by having to access the Japan data center in Version 1.0, as this further delayed the relay of data from the server. With the establishment of a regional data center and the above measures being taken to improve syncing with the servers, we will continue working to ensure an enjoyable gaming experience for all of our players. (Even with a great connection, I think there's still maybe a 0.1 second margin of error with the cast bar, so make sure to get out of the way when playing with your party. )
    (0)

  10. #430
    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 Nero View Post
    Google is your friend ( Actual Post from Yoshi in Beta-Forums ):

    *snip* "Adjustments are being made to reduce lag as much as possible, and syncing should improve the timing between enemy cast bars, area of effect markers, and the actual attacks.
    Rest assured that we're doing what we can to make sure players can safely evade attacks by watching enemy cast bars and markers for area attacks."
    The person Borfin (whom you responded to) said that response was that the delay stuff was here to stay, and to deal with it... the part I quoted certainly doesn't sound like that. Additionally, I would not think that addressing the issue publicly post launch when it's apparent the issue is still an issue.. would be "readdressing the same question over and again every time someone new asks it." It hasn't been addressed a single time since that update to .3 second intervals was suppose to "fix" it.
    (1)

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