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  1. #1
    Player
    Karbine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    266
    Character
    Karbine Vashai
    World
    Excalibur
    Main Class
    Miner Lv 50

    Visual Knockback vs Actual Position

    This is a problem that has roots even back to FFXI. I was wondering how others felt about this, and if theres any planned fixes in store for us and if its even possible? It would be a big deal it seems bit I don't know anything about how its coded.

    So often I will be casting on somebody like, say, a tank in darkhold, and they will be knocked back against a wall under a ledge. What happens at this point is instead of just being pushed against the wall to his back, he slides up the wall and actually looks to be pushed up ON the ledge and some ways too. This makes it so the other players cant use spells or abilities on the now out of range person, even though on their screen they are still against the wall.

    Thoughts?
    (13)

  2. #2
    Player
    Ekko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    461
    Character
    Ekko Noire
    World
    Ragnarok
    Main Class
    Conjurer Lv 60
    I agree and I add : why is there a 2,5 seconds delay between what I do and what others actually see.
    (3)

  3. #3
    Player
    trinta's Avatar
    Join Date
    Mar 2011
    Posts
    332
    Character
    Trinta Wins
    World
    Hyperion
    Main Class
    Archer Lv 7
    Karbine: My (primitive) understanding is that most MMOs use estimation of positions. Your character will move on my screen based on the speed and direction you were moving at my last confirmed position for you. If you stop or run into a wall, it will be corrected on my screen at my next sync with the server that transmits your position to me. It's possible that if you see the tank up on the ledge, but the tank shows himself against the wall, you're in that hangtime. And your client says, "No, I can't see him," and doesn't allow the cast.

    Again, this is just my very basic understanding, and could be entirely wrong. I'm sure the legions of experienced developers will be along in a few hours to correct any mistakes.


    Ekko: Lag. It takes time for your action to go from you to the server, and then the server to the other players.
    (0)
    Last edited by trinta; 07-27-2011 at 05:00 PM.
    ----------------------------
    Interim solutions are for pansies.

  4. #4
    Player
    Join Date
    Jun 2011
    Posts
    710
    And I add: why is there no realistic knock-back animation. I've already had enough of sliding around on the ground as it is, what with the new active/passive animations. Or lack thereof.
    (4)
    Last edited by giftforce; 07-27-2011 at 06:24 PM.

  5. #5
    Player
    Esk's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    604
    Character
    Esk N'tania
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Got to Agree it needs some tweaking here. I understand that its not the easiest thing to fix in all situations, but it does seem a lot more present in FF's then other mmo's i've played.

    As for animations i'm hoping a lot of simple ones get added along with 1.19, like actually running not sliding while going active/passive.

    (<<feedback section)
    (0)

  6. #6
    Player
    Gun_Anam's Avatar
    Join Date
    Mar 2011
    Location
    Besaid
    Posts
    157
    Character
    Gun Anam
    World
    Odin
    Main Class
    Marauder Lv 50
    Agreed. It does look rather silly, and is quite inconvenient, seeing people sliding up and down walls. Perhaps if they changed the knock back animation to a knock down animation it would alleviate some of the problems. Put the tank on his ass instead of making him defy gravity.
    (0)

    Là á Bhlàir's math na Càirdean.
    (Friends are good in the day of battle)

  7. #7
    Player
    Join Date
    Jun 2011
    Posts
    710
    I guess the whole tactical point of implementing the knockback is precisely so monsters can knock an opponent outside of range, but it does seem stupid if the player can be knocked back even if he has his back against the wall.
    (0)

  8. #8
    Player
    Zenaku's Avatar
    Join Date
    Mar 2011
    Location
    FL,Hialeah
    Posts
    5,526
    Character
    Zenaku Yamada
    World
    Cactuar
    Main Class
    Conjurer Lv 50
    I think this would be fix when they redo the maps.
    (0)
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  9. #9
    Player
    Karbine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    266
    Character
    Karbine Vashai
    World
    Excalibur
    Main Class
    Miner Lv 50
    I don't think its a map problem though....even against a wall in thanalan that doesn't have an upper level, or a ledge in Nanawa that is just a hole, you will notice the player still travels that way.
    (0)