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  1. #1
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    The main problem about dodging those is the short duration of the enemy preparing the attack. Just increase it by 1-2 seconds and everything becomes dodge-able. Thing is, it will be still easier with people with low latency to dodge, potentially becoming a cakewalk for them.

    Now, about Ifrit's plumes, that's a different problem. The server doesn't calculate your position but interpolates it. So if your interpolated position happens to be near a plume area, you're dead. They can't fix that unless they change the way server calculates your position, which most likely won't be possible until the engine switch. All we can do is hope they'll fix it in the new client.
    (2)

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  2. #2
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Soukyuu View Post
    The main problem about dodging those is the short duration of the enemy preparing the attack. Just increase it by 1-2 seconds and everything becomes dodge-able. Thing is, it will be still easier with people with low latency to dodge, potentially becoming a cakewalk for them.
    I'm not sure if you have read my posts or not, but what I am trying to suggest is a feature that increases the time depending on how much delay that person has, so a person with low "latency" would not get more time to dodge.

    For the plumes, it is designed so that you can run out before it explodes. You can tell because on your client, you are able to get out of the AoE. We still take damage because the server thinks that we are where we were 2-3 seconds ago.

    Like Ispano said, its not a latency problem. I think that this affects ALL players, except the devs who use a different server (probably). But just incase, this feature will not give players that have zero delay more time to dodge.
    (0)