
"The client side VFX (effects) and animations function asynchronously, but the server determines whether recasting is possible or not by the quickest client to server communication without waiting on the graphics.
However, as I mentioned previously in a separate thread, FFXIV is a server/client type of online game, so everything that you input is sent to the server and until the server processes the functions and delivers the result to the client, a physical time delay will occur depending on everyone’s network environment.
This is the same for FFXI, FFXIV, WoW, Rift, and SWTOR.
Compared to stand-alone games, this spec is something that is essential for online games, so please understand.
(For the tech saavy, I will go ahead and say that there is still some room for packet queue streamlining.)"
Can we get an estimate on how much room for packet queue streamlining there is? It's fine to say that FFXIV functions in the "same way" other mmos are, except that it's not. I do not experience the same delays on other games I do on this game, and it's not just me so my internet connection is not to blame.
I don't want to be "that guy" but even in SE's own interests, the amount of delay in this game is destroying the ability for players to have a viable reaction time to actions in the game compared to other MMOs utilizing these boss movement mechanics.
Is 2.0 going to "fix" this? I sincerely want to know because that's been my expectation, and I think it has been many other people's expectation as well. If it won't, please tell us, and tell us why specifically FFXIV will not be able to run the same type of server client interface as WoW with a massively longer delay in communication?
I cannot speak for others but I guarantee you this is pretty much my #1 problem and concern with FFXIV, as it is something that will impact the game no-matter what content you add to it. And while hearing that the game will never react to my commands as quickly as WoW will be a deep cut, I would rather hear it now than log in 2.0 expecting something different and being sorely disappointed.


Exactly... since day one the game has been plagued by lag that is just short of "Unbearable"Can we get an estimate on how much room for packet queue streamlining there is? It's fine to say that FFXIV functions in the "same way" other mmos are, except that it's not. I do not experience the same delays on other games I do on this game, and it's not just me so my internet connection is not to blame.
I don't want to be "that guy" but even in SE's own interests, the amount of delay in this game is destroying the ability for players to have a viable reaction time to actions in the game compared to other MMOs utilizing these boss movement mechanics.
Is 2.0 going to "fix" this? I sincerely want to know because that's been my expectation, and I think it has been many other people's expectation as well. If it won't, please tell us, and tell us why specifically FFXIV will not be able to run the same type of server client interface as WoW with a massively longer delay in communication?
I cannot speak for others but I guarantee you this is pretty much my #1 problem and concern with FFXIV, as it is something that will impact the game no-matter what content you add to it. And while hearing that the game will never react to my commands as quickly as WoW will be a deep cut, I would rather hear it now than log in 2.0 expecting something different and being sorely disappointed.
If 2.0 is going to fix this... then 2.0 is when moving needs to be made to interrupt spellcasting....
And then, just to insult our intelligence you call it "Facetarget command" because you are too embarrassed to say that your game needs a "Stop Moving Command"
Just call it what it is, SE....




aka. "if you want to continue playing using a controller then you will be forced to use an illegal 3rd party program to map a key and push it anytime you move"
http://crystalknights.guildwork.com/




no the best they could have done is not change things until they had a better system in place. he already states that he understands the delay will cause issues for the controller user so why put in anything that actually makes the game worse?Per Yoshida, there is a 1.3m delay for a character to be completely stopped due to inertia. The controller user will not be able to cast until the server has confirmed your character is completely stopped, as soon as you stop pressing the movement stick you can start hitting the spell macro/key. It is not as bad as it sounds. We all know this is the best they could come up with before using the 2.0 client.
Chill.
http://crystalknights.guildwork.com/



All features are tested before implementing so that gameplay is not noticeably affected. Has Yoshida ever introduced a feature that affects gameplay negatively and then needed to remove it completely? to the best of my memory, No.




if it wouldn't have effected the gameplay of controller users negatively he would not have singled them out stating that it would have a delay, but it would be ok if you didn't care about casting spells when you actually needed to.
http://crystalknights.guildwork.com/


What? really?
this game has BY FAR the worst QA EVER
EVERYTHING in this game is broken when its first implemented.... wow.... that can't be your argument
"If Yoshi is adding it then it must not affect gameplay that much"
stop... really.. just stop


Or make a macro /facetarget....... Zing...
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