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  1. #1
    Player
    neola's Avatar
    Join Date
    Oct 2020
    Posts
    81
    Character
    Neola Arolin
    World
    Excalibur
    Main Class
    Red Mage Lv 90
    Personally I see this on jobs I play such as dancer where I can not press the next actions until the server responds.
    This is a difficult problem to solve, but I hope a better solution can be achieved.
    Some of this has to do with anti-cheat measures to force the client to wait until the server says it is OK to resend the next command.

    What really needs to be resolved is the lag issues, which have been reported in other threads, and I believe this will also resolve these issues.

    But, even if the client was able to send data to the server without waiting for the response... the client would eventually get queued up with many packets to send the server and will be playing "catchup" so some of these measure are also to assist with stability issues. How many packets can the client queue up, or how many packets can the server handle if it receives a "burst" of queued up packets?

    This happens a lot with me, and the only thing I can to as accept it as it is, the game is still playable but there will be issues with DPS and being able to perform "rotations" optimally.
    Personally I accept it as there are times some routes in the internet can be flakey or inconsistent with response times do to the very nature of the internet and data packet congestion.

    Ultimately I believe the server lag needs to be addressed, which is very difficult to identify the root cause, but I believe it is being looked into.
    With issues in the housing system now though, attention appears to be spread out in the dev team to address other issues as well.

    Here are a couple threads that are in a response to the latency issues.


    You have not provided a system report so we can not see which client you are using but here are some related threads.
    Please do specify your platform, as some bugs like this can be platform specific at times, if not provided this may be moved to "not enough information."

    Please also search a little to see if the bug (or similar) has been previously reported before posting a new one, this helps alleviate the load on the community team whom review these.

    PS4 (accepted for review bugs)
    https://forum.square-enix.com/ffxiv/...in-Aglaia-Raid

    Windows 10 (accepted for review bugs)
    https://forum.square-enix.com/ffxiv/...ed-after-patch
    (0)

  2. #2
    Player
    Nekkowe's Avatar
    Join Date
    Apr 2022
    Location
    Gridania
    Posts
    35
    Character
    Muirgel Caterwaul
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 90
    I'd also like to clarify my perspective on some of the points stated here:

    Quote Originally Posted by neola View Post
    What really needs to be resolved is the lag issues, which have been reported in other threads, and I believe this will also resolve these issues.
    As stated, I'm certain that even on higher latencies, this problem can be addressed - it's exacerbated by lag, but not inevitably caused by it, and to a degree it affects connections of any latency.

    Quote Originally Posted by neola View Post
    But, even if the client was able to send data to the server without waiting for the response...
    Yes, absolutely. This isn't the proposed solution - instead, after getting the response, the client must take into account how long the response took to receive.
    By subtracting the wait time from the communicated animation lock, the actual animation lock of the character will be equal for players of any latency.

    Quote Originally Posted by neola View Post
    This happens a lot with me, and the only thing I can to as accept it as it is, the game is still playable but there will be issues with DPS and being able to perform "rotations" optimally.
    Yeah, I thoroughly agree - it's a very unfortunate state of things.

    Quote Originally Posted by neola View Post
    Personally I accept it as there are times some routes in the internet can be flakey or inconsistent with response times do to the very nature of the internet and data packet congestion.

    Ultimately I believe the server lag needs to be addressed, which is very difficult to identify the root cause, but I believe it is being looked into.
    Since this issue has - from what I'm hearing, though I can personally vouch for having this exact issue since post-Stormblood - existed for about as long as the game itself has, I don't believe that it's tied to any current Endwalker-specific lag issues.

    While the bug is networking-related, I'm trying to relay that (unlike many networking issues) it's categorically not related to any given player's individual hardware situation.
    This is a problem that exists in the netcode itself, verified independently by several groups of players over the years, and so far not addressed.

    Because the animation lock problem disproportionately impacts high-latency connections, the development team may not be fully aware of the extent of it.
    (I'm fairly confident that most software engineers would be fairly disturbed to hear about it, at that...)
    But addressing the issue would go a long way towards reducing the sluggishness of play on high latencies, and players that use tools like XIVAlexander to artificially implement the suggested fix have reported results to that effect.
    (1)
    Last edited by Nekkowe; 04-22-2022 at 04:11 PM.