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  1. #51
    Player
    Melithea's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    235
    Character
    Melithea Tinvelle
    World
    Ultros
    Main Class
    Conjurer Lv 60
    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
    -If the player has a good connection to the server, little to no delay is observed by the player
    You forgot:
    -PS3


    Quote Originally Posted by Alhanelem View Post
    Also, the more things the client is put in control of the easier it is to hack and cheat.
    Well thank goodness the game is so secure and there are no hackers messing things u- ohhhhh wait.
    (13)

  2. #52
    Player
    Sadebreth's Avatar
    Join Date
    Aug 2013
    Posts
    57
    Character
    Toladina Tigersoul
    World
    Leviathan
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Rochetm View Post
    Living on east coast I get around 70ms ping to everywhere on the eastern half of the US and between 100 and 140ms everywhere else in the country. So how is my location an issue with this game and only this game?
    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.
    (0)
    Last edited by Sadebreth; 11-16-2013 at 09:46 AM.

  3. #53
    Player
    Quesse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    When your client receives this information, it syncs to the time provided by the server
    Why couldn't this read "When the server receives this information it syncs to the time provided by the client?" For your particular session anyway.

    Anyway I have tested running out at the last possible instant with monster AOEs and its always right on. No issue here.
    (0)

  4. #54
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    The issue between FF14 and other game isn't just a matter of degrees. It's something versus nothing at all. Turn autorun on and start casting your 'mount chocobo' spell. You'll see that the spell obviously attempts to be cast and depending on your lag and time of the day it might even claim to finish. It'll certain go on for at least 0.5s or so in the vast majority of the time.

    Now go to WoW or any other MMORPG, put autorun on and try to get on your mount. I'll be shocked if the game even displays the casting timer at all (unless you managed to accidentally ran into something and got stuck). You should just get 'can't do that' 100% of the time. This is obviously because FF14 chose to handle this issue totally differently, unless WoW and every other MMORPG has managed to invent teleportation of data, which is what is necessary to ensure the castbar never even starts at all if they operated under the same architecture as FF14.
    (6)

  5. #55
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Quesse View Post
    Why couldn't this read "When the server receives this information it syncs to the time provided by the client?" For your particular session anyway.

    Anyway I have tested running out at the last possible instant with monster AOEs and its always right on. No issue here.
    When the AE fires, the server is supposed to make its decision at that moment, not some time later when the client sends the next update. In theory it can wait, but that means even more lag. It's already laggy enough right now when the server doesn't bother wait for the next client update to render its decision. Imagine what happens if the server has to wait? It'd generally be in favor of players, but the lag will be even worse.
    (1)

  6. #56
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Thank you very much! I enjoyed reading this!
    (2)

  7. #57
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Sinth View Post
    snip
    As a thought, would extending the cast timers on the Mobs AE abilities slightly to compensate help to aleviate most of the problems?
    (0)

  8. #58
    Player
    Shneibel's Avatar
    Join Date
    Mar 2011
    Posts
    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Sapphic View Post
    As a thought, would extending the cast timers on the Mobs AE abilities slightly to compensate help to aleviate most of the problems?
    it would, longer cast time aoe = more time to move out (if want to keep the aoe radius as it is now)
    (2)

  9. #59
    Player
    Billie21's Avatar
    Join Date
    Sep 2013
    Posts
    195
    Character
    Mikh Lihzeh
    World
    Famfrit
    Main Class
    Arcanist Lv 47
    Thanks for this thread that summarise the situation pretty well.
    Quote Originally Posted by Sinth View Post
    The reasons why SE would choose server dictated live-state:
    [...]
    -Prevents (in theory) teleportation and other unauthorized client commands from being accepted
    That's the most sad with all this: they still suffer from hackers, even more so than anything I've seen so far (before you answer that: no, I haven't seen it all).


    At this point, I'd rather suffer from visible lag and rubberbanding. I'll take the lag I can see (and potentially adjust to) over the lie that is the game at present.
    (10)
    5 seconds video collection:
    http://www.youtube.com/watch?v=Wbaqy_rUxys ¤¤ http://youtu.be/PGSnnof--LY?t=4s ¤¤ http://youtu.be/cDdhLy3ZRu4?t=4s ¤¤ http://youtu.be/X8JJ2hwH_fM?t=4m48s ¤¤ http://youtu.be/8mMzkXRERIU?t=3s ¤¤ http://youtu.be/bm_cJxwZRBE?t=2m2s ¤¤ http://youtu.be/sUjwBpOMMNQ?t=3s ¤¤ http://youtu.be/Y42H3RPuZrk?t=5s ¤¤ http://youtu.be/ES2ugI_k6Es?t=1m22s ¤¤ http://youtu.be/zFfu0i89gpI?t=7s ¤¤ http://youtu.be/xqRN--laUiM?t=56s

    http://forum.square-enix.com/ffxiv/threads/80152-GAMEBREAKING-Ability-moving-objects-delay-and-unresponsiveness-%28affects-everybody%29

  10. #60
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Teleport is basically impossible to stop completely because to the server, the client is always issuing teleport commands. The only question is how far are you teleporting? A server model is in theory safer against other things you might want to do with your client, but it's not like other MMORPGs are plagued with hacks. In a game with very rigid rules, it's pretty hard to successfully lie to the server for prolonged amount of time. For example let's say I hacked my client to always report 'I just healed myself for 9999', and let's say server is completely trusting here and doesn't even question how this is possible. It's still hard to do anything else useful because if I ever start trying to cast any offensive spell, the server is going to notice I somehow casted 2 spells in one GCD and will suspect I'm hacking. About all I can do is stand there and never die.
    (2)

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