Anyone remember original Ninja?
I member.
Anyone remember original Ninja?
I member.
Throwing my voice in to support the OP.
It's also very noticeable when the NTT node decides to drop packets like they're sacks of popotoes.
~sigh~
Or *cough* certain addons for handling the terrible server query-animation lock interactions, as to remove ping-based uptime costs, that *cough* should be baseline functionality anyways.
At any rate, for me it was still a smoother experience when the servers were across the US from me (with a VPN I needed anyways to keep packet loss from being horrendous) than when the servers moved to within 100 but the Mudras were slapped onto the GCD.
Last edited by Shurrikhan; 11-02-2021 at 03:50 AM.
Created an account just to bump this. I got really sad watching that ping question and hearing that Yoshi P never heard of it. I've seen people complaining about this for years. This is just my contribution. Please fix this, I really like MCH, but it saddens me that I'll never be able to play my favorite job because of where I live.
This topic is extremely relevant, and I firmly believe that they could "fix it" or fundamentally change this design for a better one with almost no development resources. It seems to me that Yoshida could just go talk to the right guy and bam the next hotfix update would make everyone's gameplay better by 1000%. I know that Yoshida is overly cautions (specially with client calculated information) but there is not a single con to changing it. It just like in ARR you couldn't change jobs anywhere in the world (it has to be a settlement or a city) because he feared that could get abused (which time has proven that was not the case). Or when Yoshida was extremely reluctant to reset cds after a wipe because, well people will abuse it!. The latter was a major quality of life for the game and having the server not overwrite the client's own animation lock timing would be an even bigger change that would put this game into the next level of gameplay.
We don't know how their codebase works, so we shouldn't make any assumptions about what amount of development resources it would require to fix. A 3rd party tool can see all the client's data and hack at it however it wants with little regard for what might break, but best practices for programming are to hide data so that only the parts of the code that need it can see it. This helps to ensure that unrelated parts of the code can't break each other, but it could mean that fixing this is more complex that it seems.
If anyone is sending this feedback to the dev team, here are two hopefully simple solutions I think we would find acceptable:
1. Compensate for ping when handling animation lock times. Assume I use an action that the server says takes 700 ms, and assume it takes 200 ms for me to receive that message from the server. The current behavior is to wait 700 ms on top of the 200 ms I have already waited, so the action actually takes 900 ms. I have already waited 200 ms, so I should only need to wait another 500 ms to get the intended duration.
2. Change Hypercharge, Wildfire, Blood Weapon, and all similar actions to work like Bunshin. Give them a more lenient duration, and use buff stacks so they end after the desired number of actions.
I used to have terrible ping on top of having to connect to NA before the European server relocation, so I know how much this sucks. I still don't play any of the jobs I had latency problems with.
+1 for support
Graphics
MSQ
Viper
I play in Brazil with 160 ping. I can't play most jobs without feeling the lockup when I double weave. Please fix the animation lock on this game!
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