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  1. #11
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    Apr 2011
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    Looks like he also had some follow up posts to players concerns about this topic.

    Quote Originally Posted by Naoki_Yoshida View Post
    With the current server state, we noticed a lag when we cast spells. Are you sure there won’t be a bigger lag than 0.3 seconds when cancelling a spell via movement?
    We are currently performing tests by changing the process from a script to hard-coding. Please note that if we are unable to achieve the results that we want, we will not implement the feature forcefully.

    Quote Originally Posted by Naoki_Yoshida View Post
    *When an enemy that is much higher level than you performs a long-ranged attack, you tend to KO prior to actually seeing the damage.
    * When you use a WS, the attack motion, damage done, and logs are out of sync (HP drops > attack motion > logs)
    I’m going to go a little off topic here, but this is something I eventually wanted to talk to the community about.
    This issue actually isn’t caused by server lag, but due to how the client program was made. Therefore, it’s currently working by design.
    It was designed so that any communication from the server will reflect the UI without any lag.

    After I took over, I instructed the devs to change how this works and it was originally planned to go live in patch 1.17.
    However, upon implementation, we received numerous negative feedback from the QA team such as “It’s harder to cure” and “It’s more stressful than what it was before.” It took me a while to make the final call, but at the end, we decided not to implement it. The process is currently masked and it can go live at any time.

    The current plan was to implement this with 2.0, but if need be, it can be implemented sooner. Would you guys prefer us implementing this sooner in the current state?

    The only thing about this is that if it is implemented in the current state, it might actually feel like there’s more lag than what there is currently.
    This is due to the server implementing a wait time in order to make sure the damage, motion, and logs are all synchronized.
    It may not have been a problem if it was implemented from the start, but since it’s not, the feature may cause more stress for the players.
    It’d be great if we could receive feedback regarding this matter (it might be better if a new thread was created specifically for this discussion).
    Please make a separate topic if you would like to discuss this topic so it can be easier for us to send your feedback to Yoshida.
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    Last edited by Camate; 12-15-2011 at 02:27 AM. Reason: Edited due to translation error.
    Bethany "Rukkirii" Stout - Community Team

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