Already a thread on this: http://forum.square-enix.com/ffxiv/t...-fix-something.
Please contribute to it till we get a crown on it please.
Already a thread on this: http://forum.square-enix.com/ffxiv/t...-fix-something.
Please contribute to it till we get a crown on it please.
I usually run back at the mob as soon as the cast bar finishes & don't take any damage.
It's the cast bar not the red lines which determine if you are in the target area or not.
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.
Thanks for the explination on MW: online lag. I've been wondering for a long while how that game feels so smooth and why I never feel that lag is getting me killed when it's such an intense and pin point accuracy needed shooter yet XIV with it's cool downs and animations just can't keep up leading to endless deaths by lag.
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~
Thanks I've actually been following this topic, and I started this one to create a different perspective. I wonder how long we're going to have to beat on it, just to get a response... and will that response be "Working as intended" I have submitted this thread in contribution to the other.Already a thread on this: http://forum.square-enix.com/ffxiv/t...-fix-something.
Please contribute to it till we get a crown on it please.
And by the way I think the best solution to this is simply putting more trust into the client. Sure that gives people opportunities to cheat, but we all know. Most of us don't want to cheat, most of us want to play the game.
Just continue catching and banning cheaters. Many of us that might cheat if it was an option don't because of the fear of the ban stick. If we keep that fear strong... Cheating is reduced... and for those few that still do it... Well, they just don't matter to me. I wouldn't even announce new detection systems in place... I'd just catch people and crack heads without warning. Cheat if you want... but hey... when you're busted you're busted!
I would also publicly humiliate cheaters. Once they're banned... I don't want to see (deleted) on the FC list. I want to see Their name and (Perma BANNED on the FC list big and bold for everyone to see!)
Last edited by Jonny_Tapas; 11-04-2013 at 11:18 AM.
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