So we should chalk it up to irony that the game has all of these problems?
I just dont like that SE blames our ISP's yes, my isp is at fault for giving me only up to a 25meg connection, which results in about 1.6meg/s download speeds, but that is the best i can get where i live, in North west cumbria in the uk, even if Fiber optic came in the next year or 2, i'd be charged an additional £10 a month for it, and i've never had an issue with any other mmo in the past.
It really upsets me that now i am end game, i can not proceed any further because of this, i can not even get Titan done without major carry/support. my fc is a uk only fc, and alot of us have the same problem, most people from europe are abit further away from the datacenters compared to us, but very few locations in the uk actually have fiber, unless you live in the major citys.
I blame BT.. lol
Most of the game it doesn't really matter. You can compensate somehow by memorizing the fights, strategic ability/spell use, good healers, etc.
Then we get to Titan HM, and all we have left to compensate is to "zoom out the camera."
The one thing that really gets to me, and what may end up being the reason I cancel is that SE seems to be.... not too bright.
Decision: Let's make it server side instead of client side like basically every other MMO out there so we have less cheating/hacking/etc.
Result: I've seen more frequent botting/teleporting/duping/hacking in this game then any of the other major MMOs I've played at release. Meanwhile the rest of us get stuck with a terrible netcode that doesn't work for a game requiring .5 second responses.
Decision: lets make it so you can only mail to people on your friends list so we have less RMT.
Result: RMT spam as rampant or more than any other MMO I've played, RMTs have multiple accounts and can easily friend each other to mail or face to face transfer. Meanwhile the rest of us who pay extra for alts, can't transfer items to our own characters.
It seems like they just spit out all these random ideas without actually thinking of the real effects. Whats more, in what may be just them trying to save a little face, they refuse to respond or change many of these decisions once its pointed out that it isn't working the way they thought and instead is just making it harder for the normal players.
Not for nothing, but Titan HM is the most clockwork fight in the entire game. His rotation is 100% fixed. His strongest attack (mountain buster) can't crit. Every attack but stomps can be dodged. In fact, the final phase is so clockwork, that each "cycle" of his attack pattern lasts exactly 60 seconds, which means:
1) Mountain Buster happens every 30 seconds. Three mages can do a virus rotation to mitigate every single Mountain Buster.
2) Divine Seal and Swiftcast will be up for every set of stomps.
3) Paladins will have a defensive cooldown available for at least the first 10 Mountain Busters, if you start with shortest cooldown (Rampart).
So yes, the fight can be memorized and that will compensate handily. Titan HM is a classic noob killer but you can snooze through it once you learn the fight.
It's no different in Titan HM.
You still use a memory game; it's just that if you have people who lack practice or knowledge of the encounter, someone in your group, namely said person, will drop the ball and things will go from smooth sailing to a sinking ship, very, very fast.
I tank Titan HM as a Warrior and I can survive his MB by following a rotation every now and then with some self skills.
However, if the healers aren't on top of their game and or/not alive, things can get hairy. Thus you have to have experienced players.
Not to say I disagree, but saying that currently, despite the issues which shouldn't exist, you can counter almost every mechanic in the game, simply by memorizing.
However, when the game uses red circles and cast bars for enemy abilities, you'd think things would be more reaction based, than memory based.
This is where the problem lies and why the game feels totally bonkers and just plain frustrating/annoying; even when you "win".
Correct me if I'm wrong but I thought most MMOs actually used server side hit detection? Or is there a hybrid combination of the two?
My reasoning:
I have played a game with client side hit detection, and you would have to lead attacks greatly in front of some people to compensate for their lag even if you yourself were fine. It makes sense of course when you realize the data saying where they actually are is still being sent due to bad connection.
Now a game like GW2, I have never missed a person because of their lag. The server responds right away if my hit was on the spot they were. What does happen that makes me think it uses server side is massive skill lag in large groups. Like I person a button my computer prints out it's skill request and mails it, waits 3-4 days, skill gets used bad. I would not think that is client based. PvP games in general I would have to assume use server based because it provides greater accuracy when dealing with hits, since then you are dealing with the latency of 1 person vs 2.
Therefore I would think that once again it is just shody use of a system that generally works for other games. Or am I wrong? Though personally I know once PvP comes in I will not want to hear the term client side for this game.
No lag here. East coast Virginia with Cox Cable as well. I only lag when I normally would be lagging(netflix, lots of streams or downloads)I live on the southern half of the east coast near florida and I don't have any issue with the game. It runs fine. I never checked my ping times because I don't seem to have an issue at all. I am with cox cable. I don't really know if that is relevant or not but it might be.
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