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  1. #11
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Sinth View Post
    The problem is that the game is coded to future standards that our current network infrastructure is not yet (obviously) capable of handling in order to provide a good experience. The server running the show is the way of the future. I expect to see many more games which run the majority of their code executions in a server live-state environment to arrive in the next 5-10 years. However, SE may have been a bit too ambitious in their efforts to lead with this technology given today's typical networking speeds.
    Then how do you explain the complete lack of predictive coding both on the client side and the server side, that has predominated the better half of post Y2K online gaming.

    Or the backward failsafes for sticking with TCP, that has lead to massive ISP p2p toggling flags.

    Or the FF11 like animation sync problems with network congestion instead of rollback syncing

    Or how well stupidly bad it is in comparison to many MMOs that run with less hardware, less intrusions, and generally better all around "brain power".

    It's not 5-10yrs ahead, that's pure BS. It's just inferior coding and planning.

    Just like 2013 computers are far more energy efficient while being more powerful and perform better optimzation then 2000 era models. There is never a time that "well in the future we can brute force it".

    No there is never a future that will brute force it. That's not engineering.

    This isn't even about SE or FF14 anymore, this is about pure technology and theory. There's no white knighting here.
    (6)
    Last edited by kukurumei; 11-19-2013 at 05:15 AM.