

No, when you have bad netcode if you have a good connection everything will play fine because your computer can communicate with the server fast enough for the server to check what's going on.
Bad netcode shines when you have 200-300+ MS to the server.
About that "everyone would be having isuues" Here you go: plaiin and simple in black and white: http://forum.square-enix.com/ffxiv/t...-fix-something.
I rest my case.
Last edited by ArcheustheWise; 11-03-2013 at 05:04 AM.
They're really not. It's a rarity to find someone who CAN dodge easily, especially for people with lots (in some cases, like my own, nearly a decade) of experience in avoiding ground-based AoE.
The game isn't harder than others. It's not more tightly tuned. This is 100% the way the game checks your position and this bandaid fix only lessens the symptoms for people whom are having difficulty moving due to low FPS.
Oy, you have been talking out of your ass this entire thread. Stop plugging your ears and listen to what people are telling you about why it seems like it works.
It seems?? lol
Well, i know it works for me and its helpful for some other players.
Take it as a hint. I'm not trying to refute all that postional delay and bad connection things.
.
Yes, it does work. My sister only had to change from a GT650 with an average FPS of 20-30 to a HD7850 which now gives her over 60 fps constant.
Ya know what? She wanted to quit the game because she was not able to "get out of the fire". Now, with the new GPU she's able to stand in fire for a second and still make it out without an issue.
This newly created engine solely for ARR rocks.
Except, that delay is essentially fact, proven by watching the way players move out of red markers.
Wanna know a fun fact? I run the game at Ultimate settings, maxed everything, and sit in all HM Primals at a solid, unbroken 60fps.
And I'll still get blown backwards off Titans platform because the server says i got hit, but my client says I'm 10 yalms away from Landslide, and the result is a phantom push in the opposite direction to the Rockslide.
I call it the Asslide. Whereby he faces you and puts down the Landslide, you move to well and truly behind him, cast finishes, you take damage a second later, and get punted off a second after that, based on where your client says you are.
Then you must have a high ping.Except, that delay is essentially fact, proven by watching the way players move out of red markers.
Wanna know a fun fact? I run the game at Ultimate settings, maxed everything, and sit in all HM Primals at a solid, unbroken 60fps.
And I'll still get blown backwards off Titans platform because the server says i got hit, but my client says I'm 10 yalms away from Landslide, and the result is a phantom push in the opposite direction to the Rockslide.
I call it the Asslide. Whereby he faces you and puts down the Landslide, you move to well and truly behind him, cast finishes, you take damage a second later, and get punted off a second after that, based on where your client says you are.
It does not happen to me.
.
FPS has nothing to do with the server knowing where you ACTUALLY ARE on the map.. and the server ONLY CHECKS IT EVERY 0.3 seconds as confirmed by the devs.
If you have a 100ms latency to the server, it will NOT know where you actually are until 0.1 to 0.4 seconds AFTER you moved. That in itself is the problem. I play from Australia to JP servers, with 200ms latency. The server literally thinks I am at a certain spot HALF A SECOND ago. Can I dodge AoE? Sure, if my reaction is perfect or move ahead in anticipation of an aoe.
This is the only MMO where I've played which does this positional check so slow in frequency. If they changed it to every 0.1s, most people would have no issues at all.
Sorry OP but you're wrong on this; mostly.
There is a possibility that a small number of players may have ass-end PC's and the graphic is taking a moment to load. But for most us it's simply not the case. As an EU player i have around 160ms latency to Montreal. So do the maths; in a worst case scenario where the server thinks I am, and where I actually am may be as much as 660ms out of sync (over half a second). Given that I lose 180ms from the front end of the plume (due to latency) in time to react, and it takes the best part of a second to walk out of a plume, and it takes a plume 2 seconds to detonate that gives me a reaction window of as little as 0.16 of a second to begin hauling ass once a plume forms. Furthermore, the upper limit of this window is about 0.46 of a second; 3 times longer. Making titan feel like Russian roulette; sometimes you can get out way in advance and die, other times you might get out at the last moment and be spared.
Random number generation in one-hit-kill mechanics in a high end raid is NOT acceptable.
The fact I've beaten titan says I have crazy awesome reflexes; but that is some seriously broken game mechanics: "You have less than a quarter of a second to respond to AoE's, every 20 seconds for the next 8 minutes on penalty of death"
Last edited by RyuujinZERO; 11-02-2013 at 11:20 PM.

3 things:
1) animation load speed
I realised this only after getting a new pc. before i just assumed that the aoes have such short time. turns out it is not so. before even on lowest settings the animations took way more time to load (plumes especially). And not that i had a rly bad pc and the game itself was running totally ok.
2)Lag to the server
Well everyone in eu knows this. nothing to do about it untill they move their srv to eu, which most prob is not gonna happen.
3)Something of a bug
It just looks like that the positioning update could be bugged or lagged on server side itself. Because in most cases it is possible to avoid the stuff if u run out and cast immediately after. So how is it that this position is miraculously updated (gets to the server fast) and the other is not? and 0.3 secs has nothing to do with this because you can use this also at the last moment and avoid, and at the same time run waaay out and get hit....
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