kek /10char
kek /10char


Well from the other perspective its "Hey guys I used to take a Segway everywhere and now I actually have to walk and its just impossible."
From the perspective of people who have played quite comfortably at pings at or above 200 its hard for the complaint threads not to sound spoiled and whiny.

"Hey these people are trying to ask for better conditions because something screwed then up! How dare they! Everyone needs to accept my comfortable misery!"Well from the other perspective its "Hey guys I used to take a Segway everywhere and now I actually have to walk and its just impossible."
From the perspective of people who have played quite comfortably at pings at or above 200 its hard for the complaint threads not to sound spoiled and whiny.
Last edited by Takamorisan; 05-18-2017 at 08:26 AM.


I am not miserable. That is kind of the point.
Hey, I am trying to sympathise. No one likes it when things are lost. That's why nerfs are never popular with the people being nerfed even when they are fair. However the server move was needed and honestly I am not sure they could have done it without effecting people to some extent at least. Feel free to vent but really its probably unrealistic to expect any dramatic responses to this issue immediately cause as I said, the game is still very playable.
Hopefully they will consider this issue and look at ways of improving things. I certainly won't complain because that would be beneficial to me. But such changes take time, investigation and resources and SE generally doesn't talk about things till they know its going to work since people generally take anything said as a promise. Add to the fact they will be pretty busy with the whole expansion thing and making sure all the new server set up is working fine, plus the inventory upgrade they are planning, and we likely won't see any real progress on this issue for at least months.
I get your pissed and sure, make a point of wanting better but from those used to this, our point is that the game is quite playable and enjoyable still and this move was needed. The reality for at least probably the rest of this year is that you will need to adapt if you want to play the game.


I don't even want to imagine what 200ms is like after experiencing the increase from 20ms to 90ms. My opener feels like it's being done in slow motion. It's gross.


I guess it makes me sad that if we believe the 200 ping = the way the game is designed is true, players with ping below 50 still can't dodge ground marked AoEs. That said, I don't think 200 ping is acceptable in a modern online title, but then again my ping is nowhere near that high.


This actually won't chase any new players away. This is only affecting all the old, entitled people who likes to cry about things before seeing what actual outcome will be. The servers just went back up today, and its very possible that the latency will get better.
Just calm down and breathe a bit.

TL;DR: If more actions in the game functioned like Mudras, where the Client is trusted without requiring a response from the server, much of FFXIV's clunky action execution problems would evaporate. That's what I think, anyway.
What do you think about FFXIV's overall responsiveness, relating to Ping and in general?
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After the server move, there are a lot of players who have much worse Ping than before; and many who have much better. That's to be expected.
But the server move basically makes it such that almost every player understands the effect an increase from 70 to 150ms can be to FFXIV.
I think r/Anidamo on Reddit summarised the underlying issue with FFXIV's ping-reliant responsiveness:
The way the Client and Server communicate is (presumably, based on watching traffic via Network Monitoring programs) seems to favor waiting on the server before allowing the Client to proceed. This is quite frankly woefully inefficient and sluggish for a game that came out post-2010.The global lockout timer (the timer on all skills that forces you to wait 0.75 seconds after inputting one action before you can use another) should start the instant you press the button, not when your client receives the ACK packet acknowledging that you pressed the button.
I don't know exactly how the system works so I'm speculating, but it seems like the 0.75 second timer does not start until your client receives a response from the server acknowledging that you initiated an action. As a result, it ends up being more like 0.75s + your ping, roughly. With a 2.5 second GCD, you only have 250ms of leeway to double weave (0.75s * 3 = 2.25 seconds, or weaponskill, oGCD, oGCD), so as soon as you have more than ~70ms or so it becomes very difficult to double weave without clipping a bit.
Legacy players will remember that a lot of the reasons why 1.0 felt so clunky to play was because every single action, including menu actions, would require a response from the server before executing that action. It does appear the same issue is at play, but to a lesser, though still noticable degree.
The following are also affected by FFXIV's tendency to wait on the server for input:
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>Moving targets being more difficult to hit, as melee abilities start then stop if you aren't inside of the target
>Buffs/Debuffs need a tick to apply, or the next GCD used after them will not benefit from them unless you wait a moment (best exemplified with using Bio then Fester or Bane)
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Now, my question is:
What do you think? Is FFXIV responsiveness about right? Is it sluggish, compared to other MMOs? Do you like that there is an activation-delay between a GCD and an oGCD being available?
I've seen people fall into one of three camps:
-They think XIV is a clunky MMO
-They think XIV is fine as it is
-They don't notice the sluggishness I an many other players talk about
I'm wondering how many people really think of this as a problem, and if so, how interested they would be in the game being overall more responsive.
Last edited by Sousoulsu; 05-18-2017 at 07:24 AM.
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=(-*w*-)= Nyew're
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Speculation (like all of this), but I don't think this is necessarily accurate. There have been plenty of times where I've started an oGCD action, but then it was interrupted; in other words, the client starts playing it out, but then the server says "nope." This seems to indicate the client is trusted, until the server confirms (or in the case of my example, rejects) the action.
All that said, I'm all for improving latency hiding techniques.
Also worth noting for discussion... FFXIV's tickrate is really, really slow. It's nothing compared to what you get playing an FPS or MOBA or similar.





I can play a few top MOBAs with similar ping and have a much higher response (feeling/feedback) than FFXIV, and WoW definitely had this problem for me the first while I played it (omg so laggy/bad for a while after release, and issues slowly fixed since then like ability delays even when your connection quality was good - its super snappy now).
Currently (for the year at least) with FFXIV I have had pretty decent response times though, minus when the server takes a poop, but there are a few mechanics/conflict resolution tools that have always drove me mad (like HG, or when a buff applies its effect to other abilities, oGCD timings). Pretty decent = the great average is fine, but there are specific moments I can point out that are repeatable where I'd love to see ironed out.
Talking about this field is always a big pia lol, because there are soooo many reasons why you could be experiencing an issue. Definitely support the movement to tighten the ship wherever possible though, like HG you work when I touch you and don't you dare apply your debuff start to reduce damage and then kill me anyways lol.
Last edited by Shougun; 05-18-2017 at 07:49 AM.
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