Any updates on when this is getting fixed? I'm already bummed enough about all of the other nonsense going on with today's patch, it would really suck to have to cancel raid because of this.
Any updates on when this is getting fixed? I'm already bummed enough about all of the other nonsense going on with today's patch, it would really suck to have to cancel raid because of this.

This needs to be fixed. I am beyond inconvenienced by this. Please fix it ASAP.

can we also get more force feedback (vibration)? LBs, crits, etc?![]()

Oh YES! Please... while you are fidling with controller, please make vibrations support better like it has been always in jRPG, right now in FFXIV you only have vibrations mainly during a cut scenes, while they should be present during various actions around Eorzea for example battle etc. We (or at least I) want more controller vibrations during my gameplay. When a mob hits me hard or I hit him hard, I don't only want to see and hear it, I want to also feel it with my hands via gamepad vibrations like it is in most jRPG's that support vibration on consoles.
I notice that the left analog stick doesn't seem to register the down movement very often. I've tried to re-calibrate the xbox 360 control pad from in game in hopes to fix any of this but it hasn't. Even when I was trying to re-calibrate, the right analog stick didn't seem to always register.
Another thing I've noticed is that while running in Stone Vigil (HARD) I was on blm and ran out mana after flare, used transpose as I walked up to the grp of 3 monsters left alive, used Blizzard2 when I had enough mana to cast, THIS is where things changed also. At this point I tried to walk back (from my point of view I was moving down onscreen) away from the monsters at that point where you wern't finished casting but it would still finish as you were walking and I was stuck walking as if i had a weight/heavy effect on me AFTER the cast was finished until I stopped which is further than the regular "ramp up" speed. I couldn't move before the Blizzard2 cast was currently being cast for some reason. I tried to replicated it but I couldn't figure out how.
I just ran Hullbreaker and noticed that the times I would use the down analog stick motion, most of the time I would walk instead of normal jog motion like I did in ANY other direction.
So pretty much what I've noticed is that DOWN(Direction) on both analog sticks doesn't always work correctly and the "ramp up" timer to start going from standstill->jog does not match up with using keyboard controls.
I've tried to bump up the sensitivity of the controller but this only slightly makes it better, not enough to overcome the frustration of getting hit/dying because I couldn't make it out of aoe in time because of the down direction not working correctly or the jog lag input.
Here's a video of me doing Garuda (Hard Mode) throughout most of the video the down direction on the analog stick works fine. At the end, you will see me testing this out by walking towards the camera and I will stutter from time to time or completely not move. Also, I am not triggering the walk command at any point so I should ALWAYS be in jogging motion.
http://youtu.be/69iDrE2AWJA
Win 8.1 Pro 64-bit
Xbox 360 Wired controller
EDIT: I also went into Devices and Printers -> Xbox 360 Controller Settings -> Properties and used the Test function to make sure that the down directions on both analog sticks were receiving input. Both are working correctly along with all other button presses. Although the issue still exists in game .
Added this info to help programmers narrow down the issue at hand.
Last edited by Guetta_Joeb; 09-17-2014 at 08:39 AM.


Windows 7 64-bit here with PS3-to-PC gamepad also experiencing this issue. For ho hum overworld combat, it doesn't have a huge impact. However, the delay would be deadly in high end content. Also it is three times as noticeable while on chocobo. That alone makes it very frustrating to deal with, since it makes you feel like your controller is malfunctioning.
I would imagine it is equally as annoying when using sprint, as you'll be wasting a precious 2-3 seconds of the timer on it due to this glitch.
Here's hoping for a fix very, very soon. Going to be a lot of unhappy coil runners tonight if there isn't.
"Be EXCELLENT to each other!" ~ Bill S. Preston Esq.
For a controller dependant player like me, it was easy too notice the issue the second i logged in once server's came back online.
There is a slight 'acceleration' animation on ps4 user character's now, and after sampling several instances with 7 other controller users we all noticed the difference, although we cleared the instances we still had to work around this bug at times like:
Titan's Plumes
Twintania's Divebombs
Rafflesia's Acid Rain and
Turn 7's exploding platforms..
It really is a game breaking bug for controller user's so please fix this before this bug gimps our performance any further..
Other than that, amazing patch !! Keep up the good work SE ^_^
Zidan Tribaal
Odin Server



I failed an alex map for the first time because of this.![]()
It feels sluggish. Not wipe level bad (I was able to do Divebombs with less issue than people who didn't have controllers) but I'm still glad the cause is being looked into.


I play on PS4, and I haven't really noticed much in the way of controller lag or other problems, though I've only tanked Tam Tara Deepcroft (Hard) twice and Lost City of Amdapor once since the patch. I also use the Auto-run function a lot if I'm not in battle, so I haven't had anything glaringly problematic pop-up. I'll weigh in later if I notice it more tonight, but it could be that not every controller user is facing this problem.
EDIT:I'm noticing absolutely 0 lag on my controller when I play on PS4, so I really think it is as I had said and may either be isolated incidents or even tied to your internet connection.
Last edited by The_Last_Dragoon; 09-17-2014 at 10:14 AM.
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