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  1. #1
    Player
    Jaykos's Avatar
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    Nov 2013
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    216
    Character
    Jaykos Molkot
    World
    Tonberry
    Main Class
    Conjurer Lv 71

    Yoshi P addresses lag. Its time to deliever...

    ■Area Attacks and Latency Issues■ Producer and director Yoshi-P here. Thank you for all of your feedback on latency issues and the evasion of enemy attacks. As we continue working to address these issues in time for phase 4 and release, I'd like to inform you all of the current situation.

    This post will focus on area attacks that are difficult to evade, or still connect even if you appear to have avoided it.

    Damage taken when Ifrit uses Eruption.

    When Ifrit used eruption in phase 3, the animation had a momentary build-up before the explosion. Because of this momentary buildup, there was a slight delay between the server's check and the explosion. This has already been corrected for phase 4 and release.

    Damage taken for what looked like a near miss.
    1.Registering Player Damage
    In phase 3, when judging whether a character was standing in an attack's area of impact, your position was checked using a circle around your character to represent the space your character stands in.

    Furthermore, to keep the different races balanced, the radius of this circle was the same for all characters. Because of this, even if you appeared to have barely escaped the area of effect, a portion of the circle was still within range. This created the illusion that you barely evaded attack, with varying results depending on your race. For phase 4 and release, this circle has been reduced to a single point at the center of where your character is standing to more accurately determine your position.
    1.Enemy Progress Bars and Area of Impact

    Being an online game, there will always be a minimal delay when input is received from the player and sent back after being processed by the server. In FFXIV: ARR, your position is checked by the server once every 0.3 seconds. This timing is synced and processed according to the servers to prevent lag between your input and what you see.

    During phase 3, however, this syncing did not take place due to stringent server checks that took place, causing lag between what you saw on the enemy progress bar and your character's positioning. As a result, even if you appeared to be outside the area of impact when the progress bar was filled, damage was still taken.

    Adjustments are being made to reduce lag as much as possible, and syncing should improve the timing between enemy cast bars, area of effect markers, and the actual attacks.

    Rest assured that we're doing what we can to make sure players can safely evade attacks by watching enemy cast bars and markers for area attacks.

    Players overseas were also affected by having to access the Japan data center in Version 1.0, as this further delayed the relay of data from the server. With the establishment of a regional data center and the above measures being taken to improve syncing with the servers, we will continue working to ensure an enjoyable gaming experience for all of our players. (Even with a great connection, I think there's still maybe a 0.1 second margin of error with the cast bar, so make sure to get out of the way when playing with your party. )

    Taken from the beta forums. With the game 6 months old its time to deliver on what you said about lag and avoiding aoes. Currently there is a large amount of people that are still dealing with lag, lag spikes, latency and unavoidable aoes. We want an updated response to what it going on in se and how they are addressing these difficulties.

    I understand that not everyone is lagging and in that case this thread isn't for you so don't post. This thread is for the people after a box sale and 5 or 6 months game time paid for that are still not getting the service they should.

    Lets get a response in here from Yoshi P himself.
    (28)
    Last edited by Jaykos; 02-12-2014 at 05:25 PM. Reason: lenght

  2. #2
    Player Shioban's Avatar
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    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    #1 Most important thing : LOTS OF PEOPLE HAVE RUBBISH INTERNET CONNECTIONS. This is a fact.
    Almost always, its the fault between the persons computer and the nodes and hops between them and the server they're playing on.

    ------------------------------------------------------------------------------------------------

    Have you tried diagnosing the issue step-by-step?

    For the most part the problems I've heard of from other people are outside of Square Enix's data centres, if everyone encountered this issue then Yoshi-P would need to address it, as its only a select number of people it's not their problem necessarily.

    Check list;

    •Your Hardware:
    Line > Modem/Router > Router > Adpaters/Transmittors > Adapters/Cards > Computer.

    I had horrific lag for years playing FFXI, I sent in support tickets and complained and shouted throwing all my abuse and efforts directly at Square Enix. The problem actually lay in two things; Line [The 40-60year old copper-line had partially corroded causing packet loss] and my Wireless adapter [Which was faulty and overheating].

    After these two things were replaced my lag was solved.

    •Your ISP:

    The second time for me was FFXIV on launch, horrific lag, seemingly "oh em gee, must be SE". This time the fault lay with my ISP, after a quick phone call support had been receiving other calls about a similar issue, a day later the issue was fixed.

    The problem almost definitely lies between YOU and the server. I have a friend playing in Australia, who has completed Turn 5 and regularly has no issues dodging anything.


    Have a little bit of consideration and maturity and diagnose the issue from your end to the server, unless everyone on the server has these issues, then it's you, not them.

    ------------------------------------------------------------------------------------------------

    But I've done all of this, and I keep dying!?!?!?!

    Cast Bars!
    AoE (Area of Effect) indicators are a great way of seeing the radius of what you need to dodge, however its the cast bar from the enemy that matters most. There will always be a minimum transfer time between you>server>you, this can't be fixed, and the greater the distance the longer this will take.

    Watch your enemies cast-bar, if you aren't out of the AoE before the cast finishes you will get hit.
    In some cases moving pre-emptily is the only way to dodge it (Piercing Laser in T2 is a great example of something a ton of people get hit by, due to its insanely fast cast-time and slow to dissipate AoE indicator)




    As always, I could be wrong. But there are ways to try and fix it, check your hardware, check with your ISP and see if the issue really is yours before pointing the finger.

    ------------------------------------------------------------------------------------------------

    But, muh lag!

    If all of the above fails, it could just be general internet traffic in your area.

    The more people trying to force send/receive data requests through your nearest exchange the slower things are going to become, in some cases the following may help you, however this isn't guaranteed to work;

    WTFast: http://www.wtfast.com/
    Battleping: http://www.battleping.com/
    Pingzapper : http://pingzapper.com/

    If these companies offer a 'server' try connecting to the 'Montreal' or Canada based servers (As this is where the NA/EU database centers are located for FFXIV:ARR). The rest are located in Japan.

    ------------------------------------------------------------------------------------------------

    [ Port Forwarding ]

    There's a change this could also be a potential issue, opening the ports used by the NA/EU data centre could very well solve some of the issues you're facing (although this isn't likely, it's worth a try)

    http://portforward.com/english/appli...l_Fantasy_XIV/

    Simply find your router on the list provided and instructions on how to open the ports specifically for FFXIV:ARR's datacentres will be listed and how you can set it up.
    (46)
    Last edited by Shioban; 02-13-2014 at 04:02 AM.

  3. #3
    Player
    Nijinsky's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    38
    Character
    Nijinsky Aguero
    World
    Odin
    Main Class
    Arcanist Lv 50
    I'm on a 75mb connection in the UK and i ge this a lot. Was never a problem in swtor. Dont get me wrong i think this game is great but if there is one downside its pot luck if i get out of an AoE, sometimes I get about .5 of a second to respond!
    (11)
    www.thewhitewolves.co.uk

  4. #4
    Player
    Arcaloid's Avatar
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    Sep 2013
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    227
    Character
    Arcana Holo
    World
    Tonberry
    Main Class
    Conjurer Lv 50
    Yoshi P doesn't (want to) understand the real issue here. If the game can check player position against AOE on client side (like most MMORPG if not all), people will be fine even with 200-300 ping. But that will be a massive job to do.
    (22)

  5. #5
    Player
    FallenHero's Avatar
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    May 2011
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    96
    Character
    King Nyxus
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    WTFast worked for me, I can dodge everything now.
    (3)

  6. #6
    Player
    Elvin's Avatar
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    Aug 2013
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    320
    Character
    Elvin Rath
    World
    Moogle
    Main Class
    Alchemist Lv 51
    Quote Originally Posted by Shioban View Post
    There will always be a minimum transfer time between you>server>you, this can't be fixed, and the greater the distance the longer this will take.
    Yes.

    That's why most games have some kind of movement prediction. Oh, an servers in more places in a Pay to play game woud be common sense.

    This being said, is true that most issues can be fixed by our side (Sometimes with methods that we shoudn't be forced to use, as vpn services... but well...).

    But even with those issues fixed if you get out of the AOE damage just in time you will be hit. That's bad design. I mean, maybe it doesn't happend with american/japanese players, but It happends with those on the EU. I can deal with knowing that I have to go out of the AOE damage about 0,1-0,2 sec before it hits, but a lot of people don't like it.

    Hell, I recognize that everytime that I talk about that it makes me go enrage mode that this problem exist and they don't even bother to put servers in our continent. I mean, I'm sure that we are a large enought party of the player base...
    (14)

  7. #7
    Player
    CHunterX's Avatar
    Join Date
    Jun 2013
    Posts
    96
    Character
    Rin Tezuka
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Enemies play by different rules than players, which is piss poor design. Enemy actions are calculated before animation, whereas player actions are calculated after animation.

    This is why you can hit Holmgang or Hallowed Ground, die, and have the skills go on cooldown. It's pure nonsense.
    (34)

  8. #8
    Player
    Crevox's Avatar
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    Mar 2011
    Posts
    481
    Character
    Crevox Shadeseer
    World
    Hyperion
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by CHunterX View Post
    Enemies play by different rules than players, which is piss poor design. Enemy actions are calculated before animation, whereas player actions are calculated after animation.
    We follow the same rules. When the action finishes executing (cast bar, or if instant, as soon as it's pressed), targets are determined. This is the same for everyone.

    -If a warrior uses Overpower (animation starts), and a mob is in front of him, even if that mob gets knocked away by Fluid Aura/gets far away from him for whatever reason, Overpower was already executed, and thus the mob will be hit.
    -If a Paladin casts Spirits Within and the mob runs away after he pressed it and the animation already started, they're still going to be hit. They were determined as a target and thus it will happen.
    -If a BLM casts Fire II and the cast bar ends (finishes, disappears)... even if one of the mobs in the aoe moves away, they still get hit. They were in the AoE when it finished casting, and thus, they get hit.
    -If Titan casts Weight of the Land and you're in the circle when his cast bar ends, it doesn't matter where you go, you're getting hit. You got determined as a target.
    -Here's one going the other way. Titan casts Landslide, and his cast bar finishes. You were standing outside of the line AoE, and thus weren't determined as a target. You can now walk INTO the line after his cast bar finished, and you still won't be hit. You're not a target. The same thing goes for Weight of the Land, or any other boss.

    This is why you can hit Holmgang or Hallowed Ground, die, and have the skills go on cooldown. It's pure nonsense.
    You die because these skills have an animation before the actual status buff is applied. This is no different than skills like Overpower, where the damage is not actually applied until after the animation executes. You can say the same about Titan; if he finishes casting Landslide (the bar disappears) and you're in the AoE, but you kill him before his fist rams into the ground, then you won't get hit by Landslide, because he has an animation delay. Titan can be just as angry if he finishes casting Landslide while you're in the AoE, but he has to wait on his animation delay to finish before you actually take the damage and get knocked off.

    We all follow the same rules.
    (3)
    Last edited by Crevox; 02-12-2014 at 08:56 PM.

  9. #9
    Player Shioban's Avatar
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    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by CHunterX View Post
    Enemies play by different rules than players, which is piss poor design. Enemy actions are calculated before animation, whereas player actions are calculated after animation.

    This is why you can hit Holmgang or Hallowed Ground, die, and have the skills go on cooldown. It's pure nonsense.
    The strange thing is, after a short period of time you learn to compensate.
    Same as we did with the abilities from the primals.
    Same as we did for dodging AoEs during battles.

    You learn the timing and you compensate for that. The extra time on Holmgang and Hallowed Ground are completely intentional.
    (2)

  10. #10
    Player
    AmandaHuggenkiss's Avatar
    Join Date
    Mar 2011
    Posts
    1,030
    Character
    Amanda Huggenkiss
    World
    Sargatanas
    Main Class
    Samurai Lv 90
    The lag is a lie.
    (1)
    I like frog

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