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  1. #11
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Aeliott View Post
    Hmm, perhaps. But whenever people dc they remain in the game for at least a dozen seconds or more before their character is physically removed. If you had hate on just 1 enemy on any floor when solo you're absolutely going to die in that period before you'd be able to cheat death and log back in.
    This is not the case when the disconnection is initiated by the server. If for example, you are sending malformed packets to the server (which you can do on purpose), it will disconnect you and you can get back in right away.

    Under a typical disconnection, it is your OS that first determines that your connection to the server is dead and proceeds to close it, which the client will notice, throwing the 90k error in response. After that, it will take a while longer for the server to determine your connection to the server is dead (because servers have longer keepalives), at which point it will log you out, at which point you can get back in.
    (0)
    Last edited by Sove92; 07-10-2018 at 09:58 AM.

  2. #12
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by KageTokage View Post
    Though the better question is why they haven't implemented this throughout the game as a whole since it would kill off the gil farmers...
    Probably because it would lag the entire zone. The teleport/gap closer issue appears to be a direct consequence of trying to prevent cheating in competitive parts of the game which have leaderboards.

    As for why DC's are a fail, they should be. Even though the character might still be in the game and auto-attacking, dc'ing is still used by players to avoid a loss being recorded. Hence I think they designed it so that players don't use it to re-enter at the last 10 floors they successfully cleared.

    SE could probably fix the gap-closing issue by not despawning players/npc's for 10 seconds after defeat. It would have consequences for PvP, where players would have to stay KO'd for 10 seconds before respawning.)

    Basically (from what I've researched) whenever a player or a npc dies, a "despawn" instruction is sent , and the npc/player is thus "deleted", and if they respawn somewhere, players respawn with their own id again, where as npc's respawn with a new id. I suppose the issue with gap closing is that if you used a gap closer just before a monster died, you might get teleported to invalid coordinates. However, how the actual "action" works is basically "move to X,Y,Z" , "animate (you)", the actual movement has occurred before the animation does. Or at least that's what it looks like.
    (0)

  3. #13
    Player
    Sekkei's Avatar
    Join Date
    Mar 2016
    Location
    Gridania
    Posts
    243
    Character
    Athanasios Seiun
    World
    Excalibur
    Main Class
    Ninja Lv 70
    Considering I was getting random 90ks in Heaven-on-High and I was simply running around on DRK or NIN, with no gap closers being used, no mobs in sight or engaged, I'm all for the timed return to game thing without getting booted from the instance entirely. Though I wasn't solo, it was still annoying to be running with my teammates and I'm the only one to get kicked out. At least it was an instant disconnect and it let me log right back in.
    (0)

  4. #14
    Player
    Miste's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,720
    Character
    Miste Vaer
    World
    Excalibur
    Main Class
    Dancer Lv 90
    Agreed.

    I was in there solo today and I disconnected on like 50 something so it ruined the entire file of like over 2hrs spent.

    They just need to make it so the instance doesn't close for maybe 10 minutes to give the player a chance to log back in. It likely wouldn't be able to be abused since if you had an enemy on you it would kill you anyway when you disconnected since your character stays there for a bit on the server.
    (4)

  5. #15
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    The simplest way to do this would be to give you lives. Give a solo player three lives, then end the instance once they run out. If you Dc, it counts as one life. People would say it makes it easier, but ffs, barely anyone completed the last potd solo at all, and 12 out of 13 jobs are totally unable to complete that.
    (2)

  6. #16
    Player
    Aster_E's Avatar
    Join Date
    Apr 2017
    Posts
    601
    Character
    Aster Enelysion
    World
    Gilgamesh
    Main Class
    Bard Lv 70
    Quote Originally Posted by KageTokage View Post
    I'd think they could fix this by changing the priorities with which the server registers skill usage, because right now it registers the movement before the damage/actual skill use (And the skill being put on cooldown as a result) when it should probably be reversed.

    Though the better question is why they haven't implemented this throughout the game as a whole since it would kill off the gil farmers...
    And then it turns out SE is bribed to let the RMT activities actually continue, and the suspensions/bans we see are either for show or only really affect the players who are caught buying. Sound conspiracy-ish enough for you? Because I wouldn't be terribly surprised if that DID become the case. <_<
    (0)

  7. #17
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Aster_E View Post
    And then it turns out SE is bribed to let the RMT activities actually continue, and the suspensions/bans we see are either for show or only really affect the players who are caught buying. Sound conspiracy-ish enough for you? Because I wouldn't be terribly surprised if that DID become the case. <_<
    Please don't push this kind of nonsense. This kind of idea is floated every time a MMO of any sorts doesn't do enough to combat RMT. Like if you actually check some of the RMT sites, you'll see that they have "200m" or something on every server. That amount is consistent with the number of bots I see (sometimes up to 100 in Ul'dah - Steps of Nald alone, and another 100 in New Gridania) at 1 million a piece, assuming that's what they get with their MSQ quest rewards and levequests. Those 100 are never standing in one place for very long, but the search system lets you see which ones are online. To get all of them requires camping the Waking Sands for a few hours when they pass through level 25.

    As I've stated before, SE could kill all of the bots by putting checks in the Waking Sands, because they all enter with only NPC-given gear. The same gear. A player who is playing the game without any beforehand knowledge of the game would likely not do this, as there is better gear they can buy and various levels that would make them distinct from the bots. To that point the bots only use CNJ and THM to get through content, so all they have to do is check for parties of that configuration that are all the same level. The bots still all stand on top of each other, still have buttonmash names, and if SE wanted absolute proof they're bots, they could look at the elevation and see that the bots are always below the actual ground coordinates for the map location they're at. The zone instance clearly doesn't check the elevation coordinate in the 2.x zones before allowing combat or NPC interaction.

    The FC chests are where the bots stand behind, and you can see their FC tag stick out if you stand in the fountain outside the GC.
    (0)
    Last edited by KisaiTenshi; 07-10-2018 at 02:50 PM.

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