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  1. #1
    Player
    Jonny_Tapas's Avatar
    Join Date
    Apr 2011
    Location
    Limsa
    Posts
    197
    Character
    Jonny Tapas
    World
    Faerie
    Main Class
    Archer Lv 50

    A different view of why we complain about lag and "the net code"

    Lag or no lag. We have established that some of us have lag and some don't and severity differs. So arguing that in to the ground is well a continued waste of time.

    Here's a different look.

    If any of us at all have had a problem. That problem is:

    We clearly dodged something dangerous and still took damage! That's the big beef right?

    What about this problem. I can run right through the actual landslide itself and not take any damage or get knocked back! Ifrit's eruptions. As long as I get off the cracks, I can strike a pose in the explosions all I want!

    This leads me to believe we're playing a game where the actual mechanics themselves do not pose any danger. We are dodging warning indicators! You don't have to dodge the explosions or landslides or any of that stuff. What you have to dodge is the red circle or red cone!

    So fighting a Succubus! A red circle appears for Void Fira and I run out of it and then back in the moment it disappears! What follows is I'm hit by a big explosion and I take no damage from it. Just playing around in the fire!

    The other option. I see that an indicator that explosion is coming and I take it as a warning. Smack the Succubus one more time and then run away. I get to safety before the big ball of fire lands, but in this situation I will take damage!

    Sure we all know that is the case now, and we have no trouble dodging Void Fira but this does not mean it is not broken or just plain silly!

    Many of us have memorized Titan and have no trouble dodging our way through the rotation. But this does not make it OK for 1 player who ran half way across the arena before there was an explosion to be knocked off, while another player ran directly into the explosion suffers no harm!

    Me personally I'd rather see myself getting blown up by an explosion or a lazer or whatever it may be because I was actually hit by it.

    Seeing myself take damage because I didn't run out of the red circle before it disappeared even though I'm miles away from the explosion itself seems silly and well... BROKEN!

    By all means blow me up with all this cool stuff you're throwing at us... The red circle needs to be a warning, not the deciding factor!
    (52)
    Last edited by Jonny_Tapas; 11-02-2013 at 12:09 PM.

  2. #2
    Player
    Tashigi's Avatar
    Join Date
    Jan 2013
    Posts
    293
    Character
    Nico Robin
    World
    Cactuar
    Main Class
    Blacksmith Lv 50
    I am going to sound angry, but I assure you, I am not.
    I am mainly concerned for a game I love and value a great deal currently.

    Lets put it this way: If I've played GW2/TERA/WOW/AION, etc. Even some Korean MMO, Blade & Soul in this case (You can imagine the huge amount of ping; over 600 MS in some cases, 250-400 with third party help) and I do not experience this skill input delay and general delay (0.3 sec from what's been gathered/calculated) in any of those games, what makes it OK for this game to have this problem, when I have a 40-80 MS ping?

    There is no way I'll accept anyone walking up to me and telling me this problem doesn't exist, when clearly it exists and has persisted for many BETA phases of the game and made it to release.
    If this community doesn't wake up and voice their concerns, we'll be in for more problems/trouble as game content continues to progress/elevate in difficulty as expansions come and go.
    (60)
    Last edited by Tashigi; 11-02-2013 at 01:04 PM.

  3. #3
    Player
    beydan's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    37
    Character
    Beydan Rauffa
    World
    Gilgamesh
    Main Class
    Archer Lv 50
    Quote Originally Posted by Tashigi View Post
    If this community doesn't wake up and voice their concerns, we'll be in for more problems/trouble as game content continues to progress/elevate in difficulty

    It's already this way in Turn 5. I was getting divebombed a couple of nights ago when I was no where near Twintania and she wasn't even facing me to begin with. Needless to say if SE doesn't at least ADMIT that there's a problem I will be inclined toward quitting this game in the next few months.
    (5)
    Last edited by beydan; 11-05-2013 at 05:05 AM.

  4. #4
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    Hit detection needs to be placed client side, or SE needs to add longer wind-ups to mobs skills.

    I dunno how many times I've watched a mobs cast bar continue to fill, while I'm outside the "danger zone" and yet still get hit.

    How many times have I been hit by Weight of the Land during a Titan run when I was well outside the areas influence, before the wind-up cast bar completed.

    If SE continues to move forward with these types of game mechanics they need to so something about this sever/client lag.
    (23)

  5. #5
    Player
    DragonFlyy's Avatar
    Join Date
    Sep 2013
    Posts
    889
    Character
    Jasla Angelkin
    World
    Balmung
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by ChiefCurrahee View Post
    Hit detection needs to be placed client side, or SE needs to add longer wind-ups to mobs skills.

    I dunno how many times I've watched a mobs cast bar continue to fill, while I'm outside the "danger zone" and yet still get hit.

    How many times have I been hit by Weight of the Land during a Titan run when I was well outside the areas influence, before the wind-up cast bar completed.

    If SE continues to move forward with these types of game mechanics they need to so something about this sever/client lag.
    I agree that they need to fix the .3 delay problem, however they should never (and I mean NEVER!) put hit detection on the client side. That will open it up to hackers that would be able to stand in the middle of an AoE and take 0 damage.
    (0)

  6. #6
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by DragonFlyy View Post
    I agree that they need to fix the .3 delay problem, however they should never (and I mean NEVER!) put hit detection on the client side. That will open it up to hackers that would be able to stand in the middle of an AoE and take 0 damage.
    Every other MMORPG have hit detection determined by the client. Do people thinK WoW invented teleportation so that it can consult the server for a hit detection without a roundtrip between client to server so that you always know you got hit (or not) the moment an ability is done casting?
    (1)

  7. #7
    Player
    Jonny_Tapas's Avatar
    Join Date
    Apr 2011
    Location
    Limsa
    Posts
    197
    Character
    Jonny Tapas
    World
    Faerie
    Main Class
    Archer Lv 50
    Once again it's because the warning indicator is deciding weather or not you are to take damage/effects. Not the actual mechanics.

    Seriously find a landslide that is not targeting you and run directly into it as the warning line disappears... Jump around in it, have a seat, dance a jig! You will not take damage!

    However if you don't get away before that indicator disappears + 0.3 sec position update + server ping + hardware latency... You can be on the other side of the map and you're toast!

    It's awesome it's like you have to escape the warning with a giant random vision debuff! But you can totally play around in the explosion no problem!
    (6)

  8. #8
    Player
    Keeff's Avatar
    Join Date
    Oct 2013
    Posts
    24
    Character
    Keeff Veidrik
    World
    Behemoth
    Main Class
    Thaumaturge Lv 50
    I agree completely. Too many say nothing or simply except it as part of the game.

    Playing Everquest, back in 1999, this wasn't a problem for them, yet in 2013 SE can't seem to figure this out.

    Please SE, I love this game, played 11 for 4 years. Fit it!
    (24)

  9. #9
    Player
    Techro's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    101
    Character
    Loken Kaiser
    World
    Lamia
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Jonny_Tapas View Post
    ..indicator is deciding weather or not you are to take damage..
    I understand what you are trying to say and do here but, you do not understand game engines and programming. The indicator is there because of something called a "hitbox". which is the reason why also you can, in many different games, hit a massive dragon with a melee weapon from miles away. If they were to apply a hit box on moving particles in-game; such as plumes. Trust me you would have more problems than just lag. Game mechanics and engine mechanics are all hidden within the graphics to make the look and feel seem legit. The real issue here is that the hitbox does not register with your toons hitbox and the server/client does not ping back and forth fast enough.The lag is created from poor server management and high game engine output. Basically they made a game engine that their servers can not handle. It will be fixed all it takes is time to work out the engine kinks.
    (1)

  10. #10
    Player
    theflo84's Avatar
    Join Date
    Aug 2013
    Posts
    127
    Character
    Flimer Mithrandir
    World
    Cerberus
    Main Class
    Thaumaturge Lv 50
    I also think the detection zones are very often to small. I offten get hit when i stand to close but out of it.

    But i am not 100% sure
    (3)

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