You won't see anything if there is an answer until Monday anyways seeing as Friday has come and gone. Unless of course Yoshida comes to this thread personally to post, which won't happen.
You won't see anything if there is an answer until Monday anyways seeing as Friday has come and gone. Unless of course Yoshida comes to this thread personally to post, which won't happen.
Bump
/10char
Saying this happened in FFXI so its no big deal is dumb. FFXI is 9 years old. Games made is 2010 should not have this issue. Most games made since FFXI dont have this issue nearly to the extent FFXIV does.
I have 8 crafts at 50. All I did was watch T.V. and spam standard for easy mode synths. Enjoy leveling those crafts in 1.19 and beyond everyone!
I sort of agree but for the same reason it's even more ridiculous that XI has a bigger draw distance of other characters and less lag. Maybe they can alleviate this issue when player housing is introduced and character data doesn't include so many items in the inventory.
To me seeing players around me in the distance is a lot more important during gameplay than seeing their normal maps.
wow... just wow
bump to top - wheres our answers
I liked the OP also....
With any problem or issue... experimentation and tests help isolate the problem...
With that being said...
Has anyone tried doing this in every region? Any EU dual boxers? JP dual boxers? Australia?
A few people just assume it's because the servers are in Japan... but whether it happens in Japan or not can give us a lot of insight into what the real root of the problem is... and possible solutions...
One solution SE seems hellbent on avoiding is making any part of the game client side... down to the smallest thing, it's all Server. To potentially protect against hacks, formula/mechanics data mining and possible exploits....
I'm sure if they could, the MOBs and the gear would all only exist server side and not on the client...
I wouldn't be surprised if they tried that in early stages of development but found lag got ridiculous at that point
tl;dr Has anyone tested to see if playing the game in Japan actually reduces this phenomenon?
As someone who has a background in client/server architecture, it looks like to me the server is designed to only update the client a limited number of times. I'm not sure as to the reasoning behind this, considering you can grow a server horizontally (across multiple processors and network interfaces). It seems someone made a really bad decision to cull client updates this way since that means there's a possibility of losing client data or the server fails to update the state of a client as represented on the server as the character. There's no way to be sure as to what methods they're using or why they choose to do this, but I think they need to go through this part of the software implementation and see where the bottleneck is (it could be something stupidly small that they didn't even notice on their end when running tests or simulations of client activity on the servers).
It could be lag and they are simply cutting out the extra data every few seconds so things can 'keep up'. If it were constant lag because of poor code, then this is the only way they'd be able to have real time response, otherwise the longer you're on, the longer the delay would become. a few seconds at first, but eventually a few minutes.
Seems like perhaps Tanaka's team, who I believe we were told were all relatively new programmers, did poor networking code, and the delay problem forced them to create a hack like this that just threw extra data in the garbage once the delay got to a certain point.
I think that fairly represents what we see in the video too, doesn't it? Accurate running for a half a second, then a jump to the next point... ie a triangle instead of a circle.
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