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  1. #2
    Player
    TekspaR's Avatar
    Join Date
    Dec 2013
    Posts
    9
    Character
    Overdrive Taru
    World
    Behemoth
    Main Class
    Arcanist Lv 50

    Couldn't Agree More

    The changes that were proposed to update the frequency of player positioning is only a SMALL part of the problem.

    It has to do with latency between the projected texture of the ground effects, and our ability to react to said effect. When the client has high latency (or ANY latency), ground effects do not register on the client in a timely manner.
    Take for example:

    1# Monster uses the ability (server determined)
    2# Effect is sent to client (High latency data transmission)
    3# Player sees ground effect and attempts to avoid (human reaction time is variable here)
    4# Player moves to avoid and sends data to server (High latency data transmission + reporting of player position)
    5# Server processes data

    Part 2 and part 4 have the same problem. It is the time it takes to SEE the effect on the ground and our ability to react to it, AND THEN the time it takes to SEND said reaction. Updating the players position more often HELPS, but it does not help if the game doesn't' display that information in a timely manner for us to react to.

    The game is UNPLAYABLE. Even knowing the fight VERY well, I cannot reliably avoid attacks with any sort of randomized element to it. If I happen to be fighting TITAN HM and plumes appear under me, unless I'm already running, I CANNOT get out of the way in time. I am a burden to my party because, not for lack of ability, my latency is a DIRECT problem to my ability to play the game effectively at endgame.

    This should be your #1 priority because as content increases in difficulty, I will not be able to move forward and I do not like playing a game where I feel I have to be carried (as a corpse) through every fight because I can't avoid even simple mechanics. And I will not continue to pay for a game I cannot progress in.

    The solution: Utilize the latency values from the player to calculate timing for ground effects sooner to higher latency clients so that everyone receives that information at the same time. The other side of the equation is to have the server calculate relative time an effect will update on the server. If I cast a spell that takes 3 seconds to cast, but its already 1/2 a second behind because of latency on the server, make the server calculate the spell as having been cast 1/2 a second ago already.
    (2)
    Last edited by TekspaR; 12-24-2013 at 01:30 PM. Reason: Example.