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  1. #1
    Player
    Diraco's Avatar
    Join Date
    Mar 2011
    Posts
    49
    Character
    Dirac Quin
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Blarp View Post
    It was equally terrible, but the gameplay was so slow, you could play with like 500ms and never notice.
    Playing white mage on 11, even with 80% fastcast, I don't remember frequently seeing a cure land on a dead player -- the server cancels the spell before it completes if the target dies while casting (even if the spell takes less than ~100ms to cast). It seemed that any amount cured showed on the client did accurately reflect the server's state. Really the only questionable syncrhonization issue I've seen is something that SE ninja-patched in a few years ago involving zoning: previously a warp or zone change would be successful even if you died slightly before the warp resolves, and you'd end up dead at your destination. Now if you die even while warp takes effect, it's canceled.
    (1)
    Last edited by Diraco; 11-18-2013 at 08:43 AM.

  2. #2
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Sinth View Post
    The reasons why SE would choose server dictated live-state:
    -Prevents desync bugs (on the server)
    -Prevents countless potential duping bugs
    -Prevents (in theory) teleportation and other unauthorized client commands from being accepted
    Unfortunately not a single one of these have been prevented.

    There are lots of desync bugs, hence the issue.
    There have been a couple duping bugs and even worse than that... as the game is extremely hackable
    lol Teleport, look at all the mining bots.
    (5)

  3. #3
    Player
    darzok's Avatar
    Join Date
    Oct 2013
    Posts
    49
    Character
    Darzok Rinnegan
    World
    Cerberus
    Main Class
    Arcanist Lv 60
    There has to be some thing done soon many people i know have or are quiting when subs run out due to not been able to enjoy it due to this delay.

    Avoid it player is happy server kills you any way not going to make people mad at all and quit.
    (4)

  4. #4
    Player
    HoroBoro's Avatar
    Join Date
    Aug 2013
    Posts
    213
    Character
    Marisa Kirisame
    World
    Cactuar
    Main Class
    Thaumaturge Lv 55
    I hate to dig on a group trying to make a living but...

    The server guys can't even get the "Server Live-State" correctly because the client can, apparently, still send whatever commands it wants to the server and have it implemented (Teleport, Item Conversion, Level up, system queries, packet intercepts, etc).

    So basically we are getting all the drawbacks without any of the benefits. Year/months to change the code? Millions? What is the code right now? I bet it was outsourced. I can't image that the people who coded and worked on such a great game coded the servers to allow such blatant vulnerabilities. I'm not even talking about the art.

    The game mechanics are smooth and polished to almost OCD status. Do you believe the same group who changed Scholar pet control mechanics (that you can't issue commands when casting) is the same group who does the netcode? Those guys give a shit. I mean, come on. Can't issue pet commands while casting? How minor is that?

    The server guys so far, just deal with problems as they come up. Slowly. Without any planing. And many emergency maintenance.

    Also I'm not sure how they made the decision, but server side architecture, how they've implemented it, is just really really bad. You trust and verify. That's the golden rule. Do it any other way and you're going to have a bad time. Right now, how I see it, they don't trust, and don't verify.
    (3)

  5. #5
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Even in a server based game somethings have to be done by the client. The client always issues teleport commands to the server because pathing is a very difficult problem for the computer to figure out. Instead the client just sends a position update with timestamp, and the server treats your movement as teleport. Therefore it is easy to have teleport hacks since all you're changing is how much you've moved.

    At any rate usually the most common 'hacks' are really exploits. That is, doing stuff that is legally acceptable in the game in an unintended way. It's very difficult to hack your client to say "I have no GCD", but perhaps you can find a tricky combination of abilities that somehow reset your GCD. It's hard to say "I have Godmode", but perhaps you can find a clever way to stack certain buffs/items to have 100% chance avoidance which is usually good enough. Exploits cannot be stopped architecture design, because what you're doing is allowed by the game.
    (0)

  6. #6
    Player

    Join Date
    Sep 2011
    Posts
    430
    Quote Originally Posted by Astarica View Post
    At any rate usually the most common 'hacks' are really exploits. That is, doing stuff that is legally acceptable in the game in an unintended way. It's very difficult to hack your client to say "I have no GCD", but perhaps you can find a tricky combination of abilities that somehow reset your GCD. It's hard to say "I have Godmode", but perhaps you can find a clever way to stack certain buffs/items to have 100% chance avoidance which is usually good enough. Exploits cannot be stopped architecture design, because what you're doing is allowed by the game.
    How do hackers steal gil when an online player goes near a market board? I've never heard of anything so crazy even in the dime-a-dozen Korean F2P MMO's. There's some pretty serious issues/vulnerabilities with this game. There's days I think SE took the 10 years of accumulated knowledge and experience they have in this genre and flushed it down the toilet before they set out to make this game.
    (4)

  7. #7
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Blarp View Post
    How do hackers steal gil when an online player goes near a market board? I've never heard of anything so crazy even in the dime-a-dozen Korean F2P MMO's. There's some pretty serious issues/vulnerabilities with this game. There's days I think SE took the 10 years of accumulated knowledge and experience they have in this genre and flushed it down the toilet before they set out to make this game.
    I don't know the details of that particular exploit but I thought they found a way to get other people to buy stuff from them without that guy even being there. It'd still fall under the 'exploit' category. A hack would be me taking over your account and grab all your money, and it's clearly not what's happening as the accounts themselves are not compromised. And it also highlights the real serious problems with MMORPG tend to be exploits, not hacks, so gutting your netcode to stop hacks isn't really that helpful.
    (0)

  8. #8
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    You say "poor network connection" in your OP however I feel that statement is a little inaccurate.
    I live in Australia, which is technically a "supported" country, however due to my location, I ping to NA servers at 350ms (without VPN) or 240ms (with VPN). If I were to ping any other server in Montreal I will get 240ms..
    In addition to this I have 0% packet loss and my local speed is 100Mbps down/2.5Mbps up.
    From a technical standpoint, my service is not poor, but simply my geographical location.

    My connection is not poor, however without a VPN the game is impossible to play at an endgame level..

    I think it is worth noting that a big downside with the server side option is that someone who lives in NA, Canada or EU will have a pretty large advantage over someone who lives far away, like me.

    Client side however, this advantage is greatly reduced.

    This will become an issue once PvP is released next patch.
    (1)

  9. #9
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Altena View Post
    I think it is worth noting that a big downside with the server side option is that someone who lives in NA, Canada or EU will have a pretty large advantage over someone who lives far away, like me.

    Client side however, this advantage is greatly reduced.
    It's more like the other way around. In the server model everyone is limited by the 0.3s pooling frequency, as regardless of how close you're to the server, you can't get key information any faster than every 0.3s (like when AEs fire off). Everyone is roughly equally screwed under FF14's model. If your client could make its own decision, the guys living closer to the server would have an advantage. It does create an equal playing field, but in the wrong way (by crippling everyone equally).
    (0)

  10. #10
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Astarica View Post
    It's more like the other way around. In the server model everyone is limited by the 0.3s pooling frequency, as regardless of how close you're to the server, you can't get key information any faster than every 0.3s (like when AEs fire off). Everyone is roughly equally screwed under FF14's model. If your client could make its own decision, the guys living closer to the server would have an advantage. It does create an equal playing field, but in the wrong way (by crippling everyone equally).
    I see; that's pretty interesting to note.

    So to make everyone equal, they basically reduce the performance of the "optimal" network/geo location to a more standardized level... Hah, seems pretty poor design choice in my opinion :/

    Really confused why they decided server side was a better choice..
    (0)

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