With the amount of warping harvest bots and such, it seems this decision was pointless.its very simple, FFXIV every check is done on the server. when the cast ends, where the server thinks you are is how it calculates if you are hit or not. It does not matter what you see on your screen, if your updated position has not hit the server (ISP lag or w/e other reason may slow it down) you get hit. WoW does these checks on the client and then passes to the server if you were hit, making what you see what happens. The client side checks are nicer for the gamer, but are susceptible to hacking to say you evaded wen you didn't. SE took the easy path of making the server do it to ensure this can not happen, and it has its downsides.
SE doesnt care about rmt farming there gil. What they do is they track the gil that was earn by rmt and ban whoever uses the rmt gil.
Heard one server had 10 houses and all 10 of them were removed because some of it had rmt gil used in it.
So yeah once gil touches a rmt it becomes dirty gil. RMTs cant do much with the gil once they are labled rmt.
There is no where near the sort of reaction time needed to dodge anything in WoW. There is no equivalent to Titan HM/EX in WoW, so you would not notice as much. Unless WoW puts a fight in like Titan then you can't really compare the two. FFXIV requires you to be out of AOE when it happens, there are so many players in a party in WoW that it doesn't matter if you are hit. Every party member matters in FFXIV.
I disagree that there haven't been encounters that required the same reaction time. The difference is that in WoW groups are larger, so a person dying isn't as high of an impact. In 10 mans, someone dying is a bigger deal.. but the encounters are generally balanced to be a little less severe.There is no where near the sort of reaction time needed to dodge anything in WoW. There is no equivalent to Titan HM/EX in WoW, so you would not notice as much. Unless WoW puts a fight in like Titan then you can't really compare the two. FFXIV requires you to be out of AOE when it happens, there are so many players in a party in WoW that it doesn't matter if you are hit. Every party member matters in FFXIV.
There is definitely nothing new or different here, except for the level of advanced warning with the ground indicators... in other games, there is more memorization required ahead of time.
I played WoW for 7 years before coming to XIV, and i have to say that XIV was damned refreshing to play after trying out just bout every other MMO that came out in the last few years.
So far, XIV has been the only one to give me a fluid hotkey based combat system.
Keep in mind, i use 'fluid' to describe how well the hotkeys themselves work.
Heres an example:
On WoW, i press a skill, the global cooldown begins about 250 - 400 ms later, then the skill happens. This is input lag. The server is checking whether I'm allowed to cast something before it actually lets me. This leads to combat feeling very sluggish as my character fails to respond to my input properly. On XIV, It's reversed, action happens client side, is checked for legality during the 2 - 2.5 Recast timer/ Animation sequence. Input Lag in TERA is abysmal, but thats beside the point.
On position checking, WoW actually uses a prediction system to determine where you might be. This is where you're seeing the better avoidance of red markers. This is incredibly noticeable when viewing a player lagging while you have a stable green (less than 250) ping. What you see is the player moving in a given direction, then snapping back several feet and moving in a different direction. This is also quite noticeable when playing with a Pet class (Warlock or Hunter), take a few steps forward and the pet which is supposed to stay behind you, runs in front of you for a few steps before turning back and settling next to your stopped character.
This is because the server got the message that you moved forward, then predicts that you will keep doing that and shows everyone else that you're still moving, causing you to snap back (affected player never sees this, just others looking at you)when the client corrects the server on where you are. Or just stand near a quest giver and watch as everyone seemingly runs right on past only to snap back a moment later.
Essentially, the WoW servers are assuming you moved all the way out of any given red marker because you started moving in that direction. It determines where you MIGHT be going, and assumes you to be there for determining whether or not you get hit.
XIV does not do this. XIV checks your position at frequent intervals. Most of the time, you will be checked both in and out, lower pings reduce the chance that you get caught inside a marker at a bad time, Like getting pinged on the inside edge of a marker, stepping over the line but getting hit anyway because at the time the server pinged you, you were inside the marker. (A simple fix here is to attach a position check to any skill that utilizes markers so that your positions are pinged on spell completion. Eg: Right before Titan claps his hands together for the Weight, server pings your position.)
As for animations .. Well, just watch a Beast Mastery Hunter in WoW alongside an XIV Bard, Hunter looks like its using an SMG. Or a WoW Warrior next to an XIV Warrior etc. Nothing in WoW has weight. 'Mortal Strike' in WoW has a most laughable animation/sound, especially when compared to a basic WAR skill like Skull Sunder. Dragon Kick and Demolish are both amazing examples of the awesome animations XIV has over any other MMO I've seen.
WoW has a very button mashy combat system anyway, lending itself to spamming a couple of skills as many times as you can while hitting a cooldown spell whenever its not on CD.
Pretty sure my wrist is busted from early Warrior tanking, hurray for slamming Sunder Armor/Cleave as many times per minute as humanely possible without smashing the keyboard. When i compare that to how XIV flows .. I just can't bring myself to go back to WoW.
It's unfortunate that we have positional lag in XIV, but I'll GLADLY take position lag over input lag any day. I can predodge most skills, but i cant make my internet liaise with the servers any faster.
Exactly, I don't mind anticipating and dodging but seriously when I am already out of the animation in newer fights and it still register as hit that's when we have a problem. The reason why I was actually able to do the other harder fights was thanks to better gears. They put howling eye at an ilvl 67 fight, you should be able to do it then, a full group of 75+ have been getting destroyed do dodging but being registered for the hit anyway. If they want us to dance to a fine tune rythmn then they should let us dance and toe the line down to the millisecond.
Pretty crazy when you have to get an additional service like a VPN to run a game, when no other MMOs have lag issues and then people defend the game.
2 main reasons
WoW checks client side, FFXIV checks server side. Client side is more responsive
WoW's attacks apply damage on the animation,FFXIV calculates at the end of the cast and applies at the end of the animation.
This is not true. WoW does a bunch of very sophisticated things to make it appear instantaneous - the server is actually keeping track of player positions across a range of time values, and showing things before they "happen," since the boss's behavior can be simulated a bit in advance. Especially for things like cast bars.
For example, in WoW, something like this will happen.
T=0, boss begins using an ability (according to the client)
T=3 seconds, boss finishes using the ability (according to the server)
T=3.5 seconds, boss ability is actually resolved, based on what positions the clients sent timestamped t=3.0.
This is why PvE in WoW feels smooth, while PvE is choppy and jumpy (since the server can't warn the client of things that haven't happened yet). The Source engines multiplayer actually does something very much like this, where you can hit someone by shooting where they are on your screen - because the server knows that that's where they were however long ago.
My colleagues call this "Frame Behind," but I don't know if there's a more common name for it; wikipedia doesn't recognize the term.
Last edited by Misteyes; 01-25-2014 at 04:34 PM. Reason: character limit
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