Why do people like OP get to lvl50 and still doesn't understand this? This isn't an action MMORPG. It's suppose to feel more turn base and cast timer dependent in the spirit of Final Fantasy's classic ATB system.
FFXIV is supposed to be turn based? I applaud you for that response, few would dare to make such an audacious claim.
I have played a few turn based games and none of them involved getting hit by mechanics you were clearly out of or indicators that don't really indicate anything (the issues people are discussing in this thread). So since being akin to turn based and "feel more turn base" mean two very different things in your mind perhaps you would care to elaborate on what exactly it is you meant, you know for those of us with terrible reading comprehension.
This... am I seeing this correctly...
OK first... Says who?
Here's what I see since I've been playing this since the beginning of it's existence.
1.) We had a game with zero use for dodging mechanics to start with.
2.) Darkhold was introduced and the need to dodge Ogre slams and Batraal lazers raised a few eyebrows... Let the latency youtube begin.
3.) Ifrit was born and the issue became glaringly painful. It was paired with action lock not allowing you to move when performing an action. You couldn't even cancel.
Ever since this point SE has done nothing but develop ways to avoid lock and make the game feel smooth and seemless. Now we complain about gliding.
What about this to you favors turn-based over action RPG.
The answer:This... am I seeing this correctly...
OK first... Says who?
Here's what I see since I've been playing this since the beginning of it's existence.
1.) We had a game with zero use for dodging mechanics to start with.
2.) Darkhold was introduced and the need to dodge Ogre slams and Batraal lazers raised a few eyebrows... Let the latency youtube begin.
3.) Ifrit was born and the issue became glaringly painful. It was paired with action lock not allowing you to move when performing an action. You couldn't even cancel.
Ever since this point SE has done nothing but develop ways to avoid lock and make the game feel smooth and seemless. Now we complain about gliding.
What about this to you favors turn-based over action RPG.
The other problem is that they are inconsistent with their mechanics. Player skill effects go off after the animation while enemy skill effects are applied at the start of them. What's silly is that if they just reversed this concept, it would go a long way in helping the issue. You'd rarely see a situation where you are hit by something outside of the animation and players would feel like they had a lot more control since what is actually happening is also represented better on the screen.
Right now, the biggest issue seems to be the game has zero movement prediction on the server and doesn't trust the client at all when it comes to movement in battles (which is odd given the number of teleporting bots seen around, so there must be some trust but I digress). There is a post here for another online game, Path of Exile which is an Action-RPG (ie, Diablo) style game and the linked post explains how they are compensating for latency; what i'm primarily pointing out is the part on movement prediction and how ARR really needs something like this if they are intending to stick with the 300ms update cycle as well as the tight-timing dodge mechanics.
While this method can induce "rubber banding" when client/server disagree, it seems preferable to the roulette style of dodging we have now and, given the less frantic pace of movement in ARR vs an ARPG, its less likely to rubber band anyway. Yes, it does involve trusting the client somewhat and verifying later, but if there are only 2 server clusters for the entire planet, then lag compensation is outright required to level the playing field.
I agree, its some total crap sometimes, and I feel like the issue about "dodging" is being "dodged"
~snortle~ ~guffaw~
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