If that is so, then we actually were tricked into buying this game given false/incomplete technical requirement. Actually, any sale outside of Japan and Canada is a scam.
Tell that to Yoshida
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There are many factors that come into play as far as the game's general unresponsiveness goes:
- The netcode and server-side decisions
- The 0.3s positions updates (now reduced to 0.1 in primal instances)
- The game's difficulty being mostly based on twitch reactions and dodging one-shot-attacks
- The animations locks
Each of those factors might have been delt with by everyone separately. All of them together means that the game is extremely lag-sensitive.
Each of those design choices is amplifying the effects of the smallest lag/latency/packet loss/whatever can cause your game to react slowly.
If you add to this the fact that there is only one datacenter in the whole world.
(I'm going to ignore JP datacenter because I believe the japanese-speaking population out of Japan playing this game is small enough, and we are on the English-speaking forums)
And the fact that some have put in question the quality/placement of this datacenter. (some claiming that the network problems was occurring on SE's end). I have no opinion on this since my knowledge in IT/networks is extremely limited
Considering all of the above, this:
...is shamefull and insulting.Yoshida: What I can official say from my end is that if you’re really going to fully go into the contents please have the best environment. But this is really hard, there are those that will say “You are the one creating the Online Game, you prepare that type of environment”, or look over it and make adjustments so you can dodge those.
GW: That’s impossible.
Yoshida: It is, if we do that we can’t make difficult contents.
GW: If you’re able to dodge with 3 digit Ping then it’s not fun as a game
Yoshida: We would need to extend the time players have to dodge. But doing that will make the content super easy, so it’s impossible.