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I think Yoshi should implement this asap. Let us get used to it and get past it. It won't take us that long to adjust. Just the same amount of the time it will to get used to the new battle revamps so I say throw it in together for us in 1.20! The sooner we get used to this the better for the future!
1.) This is due to engine limitations and client design -- They made certain NPCs/Players pop at varied times but can only display so many people/NPCs at one time due to using an engine not designed for MMO play. This isn't due to the interface lag.I have some questions about the "lag". Here is a list if anyone would mind clearing the air for me on this topic of lag:
1) Is this lag the same reason that NPC's and Players take minutes to pop?
2) Is this lag why when I change gear I dissapear for several seconds?
3) Is this lag why buying things from anyone (NPC or player) is so stressfull?
If so, the lag causes the most stress in this game.
2.) This is indeed due to lag and client design -- in FFXI you change gear and blink for barely a quarter of a second unless you started losing connection to the game then you wouldn't blink at all until your connection restored.
3.) This is the main culprit of interface lag - Given the interface is serverside and the server infrastructure is pretty bad, it's pretty horrible. This is also due to client design as it's been better compared to last year but it still has problems until the it's completely client dependent.
So the lag he's referring to also may or may not be the exact same since it's designed to wait for a server response, but at the same time it may not even that big of a lag, but when you "feel lag" it means you'll actually feel the server response time compared to FFXI where it was perfectly in sync outside of Besieged and Campaign, due to massive amounts of damage all over the place.
I did some research into the 3 problems above. My findings are as follows:I have some questions about the "lag". Here is a list if anyone would mind clearing the air for me on this topic of lag:
1) Is this lag the same reason that NPC's and Players take minutes to pop?
2) Is this lag why when I change gear I dissapear for several seconds?
3) Is this lag why buying things from anyone (NPC or player) is so stressfull?
If so, the lag causes the most stress in this game.
1) When I turn down the settings this problem improves DRAMATICLY.
2)When I turn down the settings this problem does not improve. Still takes 2 seconds to reapear.
3) When I turn down the settings this problem improves DRAMATICLY.
Conclusion:
Problems 1 and 3 are due to my outdated computer hardware. Problem two is not because of my computer.
I hope that helps someone else besides myself. Thanks for the replies on these problem guys!
I have a question regarding this.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).
If the server is implementing a wait time in order to synchronize the battle events, are the events processed first then sent to the player in order make it all appear smooth?
If this happens I can see some issues during longer animations. If the results of say Hellfire are processed, then not sent until synchronizing occurs could Ifirit not start his next attack before the player even gets to see the result of the first attack? As it stands how, we take damage and can begin reacting to it before the animation completes. If syncing the actions delays what the player sees, then we're in for a world of hurt during important fights.
Think of the results if you apply this to Ifrit Eruptions, they would already be processed before we even see the results. Yes it would look proper, but the player has no way to know the result until the animation happens. Many players would become trapped.
I'd love some clarification on this plan before deciding.
Last edited by Holy_Dragoon; 12-15-2011 at 02:05 AM.
Yea I feel the same way. This kind of stuff really takes you out of the game because it makes you feel like the actions on screen serve no purpose. You are really just playing the interface.I personally prefer it to be fixed right now. Now when I click a button to use a WS, before the animation finishes, I would have already known whether I miss or land the WS. We can tell that from mob's hp bar. Its just not right.
Attack motion should always come before hp drop. I don't see why players would feel more laggy when it's supposed to be like that in the first place.
EDIT: mob is dead before our weapon slashes it? @.@
It's funny though because I thought this was the kind of stuff that Yoshi said he was going to fix before they started adding content...
The game state as it is now under construction can be difficult enough to work in sometimes. I think this is something that can wait for the 2.0 release.
i would be against the changes for the moment,spend the time the ways you guys have till its ready to be done rite...HOWEVER TH WIN WIN situation is test servers as said many times before me..Is this out of the realm of possibility atm?
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