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  1. #1
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    Did you fully read my post? I am aware it is done server side, thus the delay. As for "simple crafts being faster", that is because you aren't allowing for the time you, as a human, take to select the craft & press the buttons. It may seem faster but in reality it isn't. This is magnified greatly the more complex the craft is, or the lower the levels. Plus, there's the global server polling & latency to account for in every single action. They've already sped it up, I'm sure if they could make it fast, they would. They don't set out to inconvenience & upset players.
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  2. #2
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Culfinrandir View Post
    As for "simple crafts being faster", that is because you aren't allowing for the time you, as a human, take to select the craft & press the buttons. It may seem faster but in reality it isn't.
    Even if that were true (which it isn't) it wouldn't be relevant. We were only discussing how long the server needs to complete its part of the process, since that's the only part that happens during quick synth. The server can determine the outcome of a quick synth in the same time as it can determine the outcome of a single Basic Synthesis action. The difference is that it doesn't need to then wait for the user to specify the next action. It goes right from one to the next.


    Quote Originally Posted by Culfinrandir View Post
    Plus, there's the global server polling & latency to account for in every single action.
    You're just making things up now. Quit trolling. There is no latency involved in Quick Synth, because it's a server action followed by a server action followed by a server action, etc. Latency only figures into things where the server and client have to communicate between each action, but that's not the case here. The only communication going on during quick synth (well, the communication that's relevant to the synth, anyway) is for the server to notify the client what the result of each one was: a HQ item, NQ item, or failure. But that notification is after the fact, and doesn't have any bearing on the following synth in the batch. It doesn't introduce latency because there's no reason for the server to wait for that communication to complete before continuing.
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