Server has slow update rate. Normal game updates dozens of times per second while FFXIV updates once per few seconds
Server has slow update rate. Normal game updates dozens of times per second while FFXIV updates once per few seconds
Player to player interactions are just extremely sloppy in this game, it's also pretty evident in PvE when trying to land clutch heals on people who are about to die for whatever reason, you land your heal, you hear the effect go off, then they die anyway because the heal wasn't registered in time or the damage came sooner than your client thought.I’ve been loving FFXIV and really enjoying the PvP. I just wish the game was a bit more…responsive? I’ve seen this discussed around the internet, FFXIV combat has some sort of input delay or server ticks that make the combat feel just slightly slow. Can this ever be addressed? It’s noticeable in pve but extremely noticeable in pvp. The obvious comparison is WoW but also almost any other online PvP game. Skills/actions usually feel immediate. I’m FFXIV it always feels like there’s a slight delay?
My best guess is that there's simply a ton of processing delay between the server processing my actions and then the result of that being sent to the other player's client. There's also just about zero inter client prediction which is kind of odd given how much client trust this game has.
It's not as simple as just 'your ping's bad at all'. I used to PvP religiously on NA servers from the UK back in WoW and the only time it became an issue was in Arena with the extra latency making it harder for me to pillar LoS to break combat and drink.
Meanwhile, even with that extra cross Atlantic latency, when I slowed, stunned or rooted people, it took effect almost instantly with the effects clearly being visible on my screen. In FFXIV it feels like you root someone and they still get a second or so of movement before it's properly registered. Far more than ping alone accounts for.
IMHO Unless SE decide to take PvP seriously and up the rate at which combat is processed, I don't think it'll ever not feel 'sloppy'. Of course, this goes against SE's historical dislike for investing in high performance infrastructure to cope with such a change.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Long story short, the server adds some latency to the calculation of how it tells your client how to handle animation/gcd lag. The further you are from the server, the more artificial latency is added by the server when it returns data to your client. That said, there are ways to fix the dev's mistakes but they are bad boy tools that will get your account yeet'd if SE even gets wind of what you are doing. So don't say anything!
Yes, the actual process of applying it is very slow. It cycles through the party list or the enemy list and applies buffs or effects.Player to player interactions are just extremely sloppy in this game, it's also pretty evident in PvE when trying to land clutch heals on people who are about to die for whatever reason, you land your heal, you hear the effect go off, then they die anyway because the heal wasn't registered in time or the damage came sooner than your client thought.
It's most visible in hunts or big fate bosses when 100 people are there. It cycles through a certain amount of people up to a maximum and if you are far enough away, the mechanic affects you last after watching all the others get hit in sequence for 10 seconds or it just doesn't affect you at all. You can stand in a donut aoe but if you are at the back of that 100 people you are safe because the game is too slow to process an attack on that many people and doesn't try.
Dunno if it's tick rate or what but I often lose my opening melee hit on a pull when the tank has to pull to the party or to a corner, because the enemy transitions to being 'behind me' in the instant between when I enter the attack button press and when the attack fires and my attack fizzles.
he/him
I have that sometimes. It happens because the enemy has moved behind you already but there is a delay as it shows it traveling there.Dunno if it's tick rate or what but I often lose my opening melee hit on a pull when the tank has to pull to the party or to a corner, because the enemy transitions to being 'behind me' in the instant between when I enter the attack button press and when the attack fires and my attack fizzles.
The delay the game has in applying effects probably comes into it a bit, because it seems to process an attack on players/enemies one at a time and very slowly. Most people probably see this with party buffs where the people lower on the list get buffed too late, but it happens with the application of any attack. What it shows you is that the application of each attack or buff is just very slow and inefficient on the server as well, at least in an aoe situation and when using abilities.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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