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  1. #11
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Sylkis View Post
    It shouldn't matter where the plumes appear, even if you are right in the centre of it you should be able to dodge it , given enough time.
    I do agree, thing is, the way current engine works the server gets your position too late -> if you are on one of those small isles or run out just in time, you will get hit.

    For my part, it isn't such a big issue cause i'm usually not in reach of plumes being a PGL, unless i mess up real bad.
    (0)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  2. #12
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I think this would be less of an issue for me if i didn't have to deal with getting stuck in a WS or casting animation at bad times, but even so, when I do get out of the circle, I would like to actually be out of the circle and not take damage. Some are saying this is not a big deal, when it really is a big deal. Its a handicap that some people rather not have to play with. I also don't think we will see any fixes to latency issues prior to 2.0, so I think they should do 2 things until 2.0's new servers; They either should Reduce the number of plumes or make the damage relative to your distance to the center of the plume, so if you 'kinda dodge it' you wont take 600 dmg, and instead take 200.
    (1)

  3. #13
    Player
    Signy's Avatar
    Join Date
    Dec 2011
    Location
    Ul'dah.
    Posts
    329
    Character
    Signy Ragnarok
    World
    Hyperion
    Main Class
    Marauder Lv 50
    I play with 350ms of ping (i live in Argentina) and i don't have any problem to win a ifrit fight without get hit by a crack or plume. I usually play borh lnc and cnj.
    (0)
    I'm the Princess of the Night~~


  4. #14
    Player
    KitCat's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    180
    Character
    Kit Cat
    World
    Ultros
    Main Class
    Conjurer Lv 90
    Yeah such a pain. Severs in FFXI were the same way. Though it's more of an issue with new games today.

    This SHOULD be fixed with 2.0's servers unless they get monkeys to code them and make the same stupid mistakes. I really hope not.

    It's tiring to run to a mobs flank when he starts his TP move, where you can safely avoid it (because the game takes positioning into account) only to get hit anyway, even when you are clearly out of harms way.
    (0)

  5. #15
    Player

    Join Date
    Jul 2011
    Posts
    231
    all i know is the ifrit fight is THE most frustrating gaming experience in my decades of gaming... ever

    and it can only be put down to the design and development decisions, the only saddening thing is this is content from the new development team- so should i expect more of the same?!?

    their latest gaff- the moogle fight, you have to do a 45+min pre-req everytime u win and considering the drop rate this can ONLY result in more frustration if not down right aggrevation- this seems absolute common sense!! so the next question i ask is why implement it!?!?!?!

    a little advice to SE, people have fun when they are winning, if the drop rate is 1% but the fight is winnable by a random party people will be having a good time regardless.. im not saying make the fight a cakewalk though.

    if SE keeps stats on these primal fights i expect that 1/50 is a win.. maybe SE should take a look at those stats and consider their effect on the morale of their players?

    DEVELOPERS PLEASE MAKE THE GAME FUN
    (1)
    Last edited by Rogue; 12-27-2011 at 02:52 AM.

  6. #16
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    are people really still having problems with ifrit? and are people still calling the moogle fight unwinnable?

    lol idgi

    for one, people have been having no problems with farming ifrit since a week after implementation. if you're having problems still, you're doing it wrong. people have been kind enough to give detailed strategies all over the internets. pay attention, stop sucking.

    yes, server lag sucks. but it's a dead horse that's been beaten absolutely to death and there likely isn't any fix coming for the current game client. lag and animation lock should be gone in 2.0. waiting for that blows, i agree- but this is what we have to work with in the meantime, and if other people are working with it just fine... well.

    secondly, people are having no problems beating moogles, even sans-exploit. if you're having problems still, you're doing it wrong. suck it up and play better.

    yes, farming the pop items sucks. yes, it sucks that we can't farm stacks of them during downtime, and it makes moogle feel like even more of a grind when you don't have that opportunity to really take a break between kills anymore. but the drop rate isn't any different from ifrit (aside from requiring more totems to pick a moogle weapon). the fight is actually really easy, the exploit is entirely unnecessary to win, and nerfing it any further would make it an absolute joke.

    tl;dr there are certainly things that can and should be improved upon in time, but in the meantime- stop blaming the game for *your* shortcomings as a player.

    this is final fantasy. the fights are supposed to be challenging (in some way). the bosses aren't supposed to just lie down and let you take their loot... yet they already kind of are. if you need it to be even *easier* to win, well. maybe don't ruin the game for the rest of us and go play hello kitty MMO adventure.
    (0)

  7. #17
    Player

    Join Date
    Jul 2011
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    231
    firstly im talking specifically about the ifrit fight.

    the difficulty of the moogle doesnt concern me, tbh i havent even fought him, but i know about having to do the pre-reqs after every win and like i said this would obviously be frustrating and hence my questioning the dev teams decisions and their competence.

    its not my own short comings that concern me, its the short comings of the average party member who i am reliant on.

    like i said, let SE take a look at the win rate and then make adjustments to their future designs, this would be balanced on hard data and im sure even you cant argue with that..

    I estimate 1/50 is a win, does SE think that is ok? do you? hell even if im way off and its 1/20 is that even ok?

    if im wrong and the win rate is something respectable like say 1/5 then im talking crap... but i dont think so, and certainly not from what ive seen.

    XI was considered a difficult game but it was never this infuriating..

    i see people getting frustrated with losses in this fight all the time- so- with this in mind- your words above dont make much sense to me.

    so you dont have to try and belittle me to make yourself feel good lol.. im sure everyone knows your leet

    anyway to get back on topic, if enemy actions were client side maybe the issue of latency would go away, i have no idea if SE have considered this and im not a developer obviously but it seems more realistic than what the OP is talking about..
    (0)
    Last edited by Rogue; 12-27-2011 at 05:02 AM.

  8. #18
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90
    Quote Originally Posted by fusional View Post
    are people really still having problems with ifrit? and are people still calling the moogle fight unwinnable?

    lol idgi

    for one, people have been having no problems with farming ifrit since a week after implementation. if you're having problems still, you're doing it wrong. people have been kind enough to give detailed strategies all over the internets. pay attention, stop sucking.

    yes, server lag sucks. but it's a dead horse that's been beaten absolutely to death and there likely isn't any fix coming for the current game client. lag and animation lock should be gone in 2.0. waiting for that blows, i agree- but this is what we have to work with in the meantime, and if other people are working with it just fine... well.
    The attacks were designed to be dodgable if you run outside before it explodes (makes sense that you don't get hit if you are not in it right?). But instead of giving you 3 seconds to run out , you get 1 second. This would have been fine if it was designed so that you had to run out in 1 second - the eruptions explode 1 second after you see them. People would accept that they are not good enough instead of blaming it on the game.The post above you is an example of the frustration caused by this - on their screen they are safe, but not really. I don't think this is intentional.

    If this thread was titled "server lag sucks" or "ifrit fight stupid and unfair" , then yes it would be a topic that been beaten to death. The main subject is about this workaround - Ifrit is just an example. Perhaps this thread should have gone in some technical part of the forum but there isn't one.

    Quote Originally Posted by Rogue View Post
    anyway to get back on topic, if enemy actions were client side maybe the issue of latency would go away, i have no idea if SE have considered this and im not a developer obviously but it seems more realistic than what the OP is talking about..
    I'm certain that they have thought about it, but they chose not to. This goes back to every action in the game requiring to be okayed by the server which would include enemies.

    And yeah it definitely about the the average party member. Not everyone is bluegarter or something like that where they exceed what is required by design to win. I would be happy if I could form a party consisting of 8 of myself.
    (1)

  9. #19
    Player

    Join Date
    Jul 2011
    Posts
    231
    i think.. the real issue isnt latency or ping.. rather that, SE designed a fight that emphasises the problems.. IE- having to dodge,

    hindsight is a wonderfull thing but if SE would have known that latency would cause the problems people are describing then maybe they would have designed the fight differently... IE- not having to dodge

    of course they could account for this by increaseing the time of plumes/eruptions as someone has suggested.. i dont know why they havent done this, it would be better to make it easy for people with low pings to dodge rather than having people feel cheated by the games mechanics.

    BUT, there is more to it than that, if i use a weapon skill and then ifrit uses plume/eruption soon AFTER, then i am highly likely to get hit (so called animation lock), this is a seperate issue from latency, the effect of which is people dont want to do any actions... in my oppinion its a poor mechanic that leaves the player feeling cheated.

    i like difficulty in a game, but not difficulty that leaves a bad taste or makes me feel like the game is cheating me.

    lets hope things are better in 2.0 but that is a LONG way off yet...
    (0)
    Last edited by Rogue; 12-27-2011 at 10:00 AM.

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