
Originally Posted by
Kosmos992k
No, I'm suggesting that it would fix the OPs ridiculously long ping times. Where did you get the idea that VPN would fix the kind of issue you raise?However, just to play along with your question, the network lag time involved in the use of LB abilities would not be significantly altered by physically moving the data center across the border. Network latency is affected more by the number of routing hops than the actual distance - unless you're literally playing on the NA Servers from the other side of the world (sorry Australia). In addition, the polling interval on the server for character position and actions will have a far greater impact than any normal network lag.
Consider that the player hits the button for the LB, that takes about a quarter of a second from the decision to the reaction of pressing the button, that goes to the server, so add whatever the total network lag is, the server does something with it, and updates all the clients, incurring not only the processing time on the server, but also the network lag of the return trip, and then your client displays the result. Including the fluid motion of battle and random lag that is subtle enough to not really be a spike, and you have a fairly wide margin of timing error. To the player, it can feel fairly sluggish because of that.
Games overcome this either by going peer to peer, leaving everything on the client side - which means it's open to the possibility of client side exploiting/cheating; or by allowing the client to handle some more of the work, using predictive movement of other characters on the client side to make it appear that everything is happening in real time (But, again it's open to exploit on the client side). That works much of the time, but if the movement predictions are wrong, when the attack is processed by the server, and the client updates, the action can change jarringly - "Hey! I swear I was TOTALLY out of the AoE in time!" On their screen they probably were, but...
SE's client server model puts more on the server and less on the client in order to avoid exploits.
The truth is that unless game clients communicate peer to peer, the network lag of the process will inevitably impact time sensitive actions. FFXIV is emphatically a client server game, not peer to peer, no matter what you do there will always be inherent lag, that can be masked to an extent, but will never be removed.
The most that using a VPN service would do is reduce the total network lag by reducing the number of hops, but there will still be some network lag, server lag and client lag. Even if the polling interval on the server was as low as 200ms, that's still 12 frames of action at 60fps, which doesn't even include the overall network lag, or client processing. I honestly don't see how you expect a MMO to truly perform like it is a real time combat game such as Tekken.
Many of the issues in that topic you linked sound to me like they are impacted more by animation lock than anything else.