Taking into account the above responses, and an "animation lock" please understand that this may be a "feature" rather than a bug, and is working as intended.
It may be an unwanted "feature" but may still be a "feature" that is working as intended and server response is necessary.
While this "animation lock" could be removed and the delay removed, it is very possible there are technical reasons behind why this is in place.
Many players use methods to reroute their internet packet data to lower the delay, such proxy servers or VPNs, I hear, can reduce latency.
Using such a service is in no violation of the terms of service as this is just a way to control how your data packets are routed to the server (and back).
Let me give one example, in the game FFXI there is also an animation lock on some abilities. At one point the development team removed the the animation lock for these abilities but by doing so introduced a whole new set of bugs and ways to exploit the system. Please consider that this may also be the case here. This may very well be a feature in place to prevent other bugs from happening.
What would happen if the client did not wait for the server's response and kept sending data?
Is there some data in the response packet that needs to be inserted into the next packet sent to the server?
Can this be exploited in some way or introduce system instability? We don't know without testing.
If the server is all of a sudden hit with a burst of delayed packets, will that cause server instability?
From a technical stand point it is possible that these limits are in place to prevent specific bugs, unwanted stability, or exploits from being introduced into game play.
While this animation lock could be altered or removed, it is very possible it is not as easy at thought.
In the regards to this, I believe the development team has decided to put their efforts towards pinpointing the source of the lag and packet loss issues and in doing so should ultimately improve game play in this respect.
Personally I just did a tracert myself and have a 120ms ping to the server, is that high? I don't know, but the game is perfectly playable without issues. I have not experienced any disconnections lately personally, but there are now issues locally in Japan that are concerning players, hence the announcement above.
In all the content that I do I have never experienced lack of DPS causing issues to meet a DPS check due to lag.
I honestly believe the game is balanced in such a way that a high latency player can still provide enough DPS to clear contents without issue.
Perhaps a player may do more DPS with a lower latency, but that is the nature of the internet and this game.
If this is to be investigated further other information needs to be provided.
As stated above, if other players know that the a packet is sent to the server and takes 50ms then the client must wait for the response then unlock the action, how do we know this is how it functions?
This testing needs to be able to be reproducible in a development environment so steps to reproduce it need to be clearly provided.
Software such as a packet sniffer WireShark can be used to see the timing of the packets to and from the server, however, the contents of these packets are difficult to understand except to the development team.
We need detailed information about the contents of these packets to investigate this properly ourself, which might not be feasible and confirmation would be difficult.
Reproduction of the claims on other internet sites would have to be possible as well.
If you "feel" you get less combos and DPS in we need a way to analyze these, which no one but the development team knows best and possesses the right tools to do this properly while balancing the game.
Although information may have been posted elsewhere, these forums is where the development team looks for bug reports and the steps to reproduce and verify these bugs.
The steps, software used, how we know that the animation lock works the way it does, etc, needs to be provided here to aid in an investigation, if this is not working as intended.
Concrete steps to reproduce, verify the issue, and reproduce it is very important otherwise it would be difficult to proceed and actually say there is a flaw that needs to be confirmed and fixed.
However, if this is working as intended, then an official answer from the development team or community team is needed.
We honestly don't know if this issue is intended behavior or not.
It appears the development team has made the decision to trace down the lag and packet loss issues, as eliminating these issues would also reduce the "animation lock" timing issues as well.
As stated in the very first post, when the connection shows lag (ping-dependent) the "animation lock" timing is affected. Therefore I do believe the lag and packet loss issues are very much related to this.
If this is rather a request to alter or remove the "animation lock" from the game as it is considered a bug, then this is a completely different subject, in my personal opinion.
What would be best if there was confirmation from the development team or community team confirming the observed behavior.
Until that time we do not know if this is intended behavior or not.
Use of a third-party tool, if available, would not be recommended as it may cause difficult to track down issues or server and/or system instability effecting everyone's game play.
We have no way to test and verify if a third-party tool would cause harm to the game or other player's experience without proper official testing.
In the mean time, the use of a proxy or VPN server may reduce latency in order to improve game play.

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