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  1. #1
    Player
    Anzyx's Avatar
    Join Date
    Nov 2014
    Location
    Ul'dah
    Posts
    17
    Character
    Meat Hook
    World
    Balmung
    Main Class
    Dark Knight Lv 64

    Could the server tick rate/ability delay in PVP be improved?

    Has SE given a reason why there is so much lag/delay on abilities for pvp like feast? I can't see why it would be purposeful on their end other than maybe saving on the rate of data they receive? The clunkiness of being in an actual match is so off-putting, especially compared to practising on a dummy while in queue. Going from the fluidity of hitting a dummy, to a real match only exacerbates the feeling of unresponsiveness in pvp. If there have been any official responses to this, I would love to see them.

    Beyond this, I am still enjoying playing during the new season. Being able to actually find a match as a low rank/new pvp player is quite lovely and I wish it was the norm. I truly believe fixing this could help the unnatural feeling people seem to have when dipping their toes into pvp content for the first time. Most of my friends who have tried recently seem to be experiencing the same jarring feeling in contrast to the thousands of hours of PvE content they have played and rightfully so, they expect the same responsiveness in all kinds of content within the game.
    (2)

  2. #2
    Player
    rofland's Avatar
    Join Date
    Sep 2020
    Posts
    41
    Character
    Roland Montpensier
    World
    Mateus
    Main Class
    Miner Lv 100
    It's because of the awful netcode on the backend that resets your animation locks based on ping. You don't notice it as much in PVE or on striking dummies because you can pace your rotation for double-weaves, but in an actual match you're constantly clashing against the long animation on potions, oGCD CC spells and other buttons you're pressing. Blame the scavenged code of 1.0 for this design, I really hope the dev team does a full port to a new engine at some point in XIV's lifespan ala PSO2.
    (1)