tldr version: Ifrit still hits even when I'm outside AoE, want more leeway. Delay Ifrit's attacks by the same amount of time we are delayed by.
First of all, my reason for this request is because of the current inevitable server delay.
Heres a video to show this: http://www.youtube.com/watch?v=vb9BF50bPyA
The video explains why the UI feels sluggish - its because actions made by you are delayed by the game to keep you and the server in sync. However this can't be applied to movement or the game will feel broken (remember the slow cursor in beta before they added "hardware mouse" option?), so what is seen by the moving player and observers are different.
This has existed since release and I discovered it at that time while trying to dodge puk's backflip. Not being able to dodge a puk was not much of a problem, but it became so to many players during the Ifrit fight. Though you can see eruptions and pepperonis stay on the ground for 3 seconds , you only have less than a second to react to it. SE responded with a "Feedback request on Network Delay" , but the actual problem is not the network because it happens to every player, including ones in Japan.
This delay cannot be fixed until the server improves (or as I remember , when 2.0 comes) so I am suggesting a workaround.
Implement an optional feature in the menu. Have the player warp to an instanced area when they select this. The player will be required to run to to a point on the map and the client records the current time when the player reaches the point. The server also records the time when the players reaches the point which results in a difference in time between the two. Then the player is warped back to his original location.
All enemy weaponskills that target an area will be delayed further by the difference in time to that player, giving that player some time to dodge an attack.
The process is a bit of a hassle, so players can choose not to go through it and have no extra delay on enemy actions just like now.
Heres an example. If I have a delay of 2 seconds, so If I reached a certain point on the map on my client at 10:00:00, the server would see my character reaching that point at 10:00:02. Then weaponskills such as eruption and plumes would erupt 2 seconds later, but only for me.
Let's imagine that the devs use a test server which gives them next to no delay. The dev would reach a certain point on the map on their client at 10:00:00, the test server would see them reaching that point at 10:00:00. This means that weaponskills happen 0 seconds later, which gives them no leeway.
So anyone who happens to not experience this delay or "lag" get no extra time.
Thoughts?
Like if you want to see this feature!