Results 1 to 6 of 6

Hybrid View

  1. #1
    Player
    towel's Avatar
    Join Date
    Mar 2011
    Posts
    12
    Character
    Hammy Rule
    World
    Shiva
    Main Class
    Gladiator Lv 50

    Video representation of - Desynchronization and Delay

    http://www.youtube.com/watch?v=Q1TwV7fO5tk

    Original Clip without freeze frames, http://www.youtube.com/watch?v=tOkGEZjkwos


    Overview

    Time it takes for client to acknowledge combat
    has started after active mode has been initiated(Enemy name turns red): 4.04 seconds.

    Time it takes on-screen player damage
    to show after combat has started: 5.00 seconds.

    Time it takes enemy to enter active mode
    after player has entered combat: 2.00 seconds.

    Time it takes enemy to deal damage to player
    after combat begins: 2.12 seconds.

    Time it takes enemy to turn to the player
    after combat begins: 2.92 seconds.

    Time it takes enemy's attack animation to begin
    after damage for ability has already shown (health bar going down): 0.92 seconds.

    Time it takes on-screen damage to show
    after player health bar starts going down: 1.9 seconds

    Using second wind nearly instantly restores health, but
    player loses control of avatar for 2.12 seconds after button is pressed.



    __________


    Note: My internet connection is almost without flaw.
    I am located in California and I believe the servers are all in located Japan.
    However my in-game latency icon is always green.

    Please syncrhronize the game to be fluid and natural.

    Delays are not limited to combat:
    Depositing items into the Bank (retainers)
    Conversing with an NPC
    Crafting
    Nearly everything has massive delays.

    My belief is the client is excessively reliant on the server.
    While using this method can provide some degree of security...
    if the data isn't in the client it can't be data mined.

    An example of the client not needing server acknowledgement would be when distributing stats.
    You can spam your enter key as fast as you want and the stats get distributed.
    The server comes into play when you hit Apply, which makes perfect sense.

    Please do not improve delay, fix it entirely.
    (6)

  2. #2
    Player
    Holland's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa ^^
    Posts
    751
    Character
    Holland Stark
    World
    Faerie
    Main Class
    Marauder Lv 24
    I sincerely don't know how they are going to fix this issue, but they must if they want to have a successful relaunch of the game. That said, this is a known issue and there are several threads about it, some, even with Com rep responses indicating something is being done, alas!, no more info is given to us other than a request to wait patiently.
    (3)

    Signature provided by grausekopf ~ Thank you ^^
    Quote Originally Posted by Hikozaemon View Post
    Thanks for the 5 ifrits canes Yoshi i can build a life raft and use them to float to another mmo.

  3. #3
    Player
    Grim_Lion's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    101
    Character
    Grim Lion
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Anther good video to show some problems.

    I have to wonder though if this isnt a problem for the JP client and only those outside of the Asian Market. Here is why:

    I do behests all day long. Every time I play with someone who's obviously playing from an Asian country I notice that they start running for the Behest Mobs about 7-10 second before they even show up on my screen (I play in Canada). Meaning, the Behest Mobs are showing up on JP players screen as I see it 7-10 seconds before I see the behest Mobs.

    This isnt the glitch where there is a red dot outside the yellow circles that you can some times see giving you some proir directions. Ive tested it many times this week and every time, the JP players are getting an obvious head start on the mob spawns.

    This has to have a tie in with the over all major server lag problems. But I just wanted to add this to the pile of evidence towards there being critical problems with server structure and lag.
    (0)

  4. #4
    Player
    Korbei's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    218
    Character
    Korbei Korobei
    World
    Excalibur
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Grim_Lion View Post
    I do behests all day long. Every time I play with someone who's obviously playing from an Asian country I notice that they start running for the Behest Mobs about 7-10 second before they even show up on my screen (I play in Canada). Meaning, the Behest Mobs are showing up on JP players screen as I see it 7-10 seconds before I see the behest Mobs.
    I'm in Canada too and I'm always running off before anyone else is. Here's why:

    If you check your /clock, the registration ends at :03 or :33, about 1 second later you can check your map and see where the behest targets are. The targets won't appear on the minimap until about 5 seconds after registration ends. If you're only relying on the mini map as your indicator, you'll be left behind.
    (0)

  5. #5
    Player
    towel's Avatar
    Join Date
    Mar 2011
    Posts
    12
    Character
    Hammy Rule
    World
    Shiva
    Main Class
    Gladiator Lv 50
    Anyone able to provide some comparison numbers from Europe or Japan?

    Note: I pinged a few different Japanese IP addresses and it resulted in 100-120ms range of response time.
    (0)

  6. #6
    Player
    Coldfire's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,130
    Character
    Nero Coldfire
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by towel View Post
    Anyone able to provide some comparison numbers from Europe or Japan?

    Note: I pinged a few different Japanese IP addresses and it resulted in 100-120ms range of response time.
    This isn't a latency issue. Even japanese players have these problems.
    (0)