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  1. #1
    Community Rep Camate's Avatar
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    Mar 2011
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    C-c-c-combo Breaker Woes Begone

    Greetings!

    We are currently looking into creating a marker to be displayed in version 2.0 that will make it easier to determine which way the enemy you are fighting is facing so that combos can be executed without having to worry about whether or not your target is facing the correct way. However, with any online game, there is always the chance of encountering some amount of latency, so it's not a 100% guarantee each and every time.
    (80)
    Devin "Camate" Casadey - Community Team

  2. #2
    Player
    yukikaze_yanagi's Avatar
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    Mar 2011
    Location
    Ul-dah
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    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Good news everyone
    (1)

  3. #3
    Player
    Babydoll's Avatar
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    Oct 2011
    Location
    Gridania
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    1,998
    Character
    Cesil Rapture
    World
    Sargatanas
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    Arcanist Lv 90
    Nice! Looking forward to it
    (0)

  4. #4
    Player
    Soukyuu's Avatar
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    Mar 2011
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    Character
    Crim Soukyuu
    World
    Ragnarok
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    Pugilist Lv 50
    It sounds good, but ... why another indicator that needs same update as the monster model itself? Why not just update monster's position more efficiently?
    (2)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  5. #5
    Player
    ESAR's Avatar
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    Mar 2011
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    152
    Character
    Myrddin Soleece
    World
    Hyperion
    Main Class
    Botanist Lv 30
    Quote Originally Posted by Soukyuu View Post
    It sounds good, but ... why another indicator that needs same update as the monster model itself? Why not just update monster's position more efficiently?
    Honestly, they just can't really.
    No matter how they swing it there's always gonna be a slight lag.
    Best they can do is take away as much as they can, but for someone like me, the lowest ping to the servers in japan is 350ms or 1/3 a second.
    That's not including lag through my ISP, there's, server lag or lag from my PC.

    I'm sure though they can make some improvements on what they had though. At the very least trick us into not noticing it as much.

    With online games there's always a little guesswork, like shooters, always aim just ever so slightly in front
    (3)

  6. #6
    Player
    Soukyuu's Avatar
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    Mar 2011
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    Crim Soukyuu
    World
    Ragnarok
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    Pugilist Lv 50
    Quote Originally Posted by ESAR View Post
    Honestly, they just can't really.
    No matter how they swing it there's always gonna be a slight lag.
    Updating an indicator or a model position is all the same to your network or the game, so while there might be cases where it will be easier to tell where the mob is facing, it will do absolutely nothing in terms of improving the speed of the update.

    edit: unless they can somehow implement it in a more reliable way than usual position synchs, which is kinda unlikely seeing them struggling with stuff that should be easy on a decent engine. If that's a temporary solution for 1.x, then it good to have. But for 2.0, they better fix their positioning code instead of overloading the UI even more.
    (2)
    Last edited by Soukyuu; 06-09-2012 at 07:38 PM.

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  7. #7
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Soukyuu View Post
    Updating an indicator or a model position is all the same to your network or the game, so while there might be cases where it will be easier to tell where the mob is facing, it will do absolutely nothing in terms of improving the speed of the update.

    edit: unless they can somehow implement it in a more reliable way than usual position synchs, which is kinda unlikely seeing them struggling with stuff that should be easy on a decent engine. If that's a temporary solution for 1.x, then it good to have. But for 2.0, they better fix their positioning code instead of overloading the UI even more.
    This.

    Throwing more things onto the UI to make up for mechanics that simply do not work well is a mistake... and a big one. I hope this is nothing more than temporary.

    What this can help with is tell the player the actual facing of the mob, as the models usually do not update in sync very well.
    (2)

  8. #8
    Player
    Forerunner's Avatar
    Join Date
    Jun 2011
    Location
    Reach
    Posts
    536
    Character
    Danny Leonhart
    World
    Zodiark
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by ESAR View Post
    Honestly, they just can't really.
    No matter how they swing it there's always gonna be a slight lag.
    Best they can do is take away as much as they can, but for someone like me, the lowest ping to the servers in japan is 350ms or 1/3 a second.
    That's not including lag through my ISP, there's, server lag or lag from my PC.

    I'm sure though they can make some improvements on what they had though. At the very least trick us into not noticing it as much.

    With online games there's always a little guesswork, like shooters, always aim just ever so slightly in front
    350 ms ping is 3.5 seconds, 33 ms ping is 1/3 of a second.

    >_>

    3.5 seconds delay on stuff seems right with the way I run out of stuff, still die then slide across others' screens.
    (0)

  9. #9
    Player
    Soukyuu's Avatar
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    Mar 2011
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    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Forerunner View Post
    350 ms ping is 3.5 seconds, 33 ms ping is 1/3 of a second.
    Wrong. 3500ms is 3.5 seconds, ms being milliseconds or a 1/1000 seconds. You're probably confusing it for microseconds, which is 1/10 and is written as µs


    >_>

    3.5 seconds delay on stuff seems right with the way I run out of stuff, still die then slide across others' screens.
    The delay is higher because the ping only accounts for a single packet reaching the server, it doesn't account for processing times on the server nor for the time a response packet needs to reach you, nor for the fact that usually it needs more than one packet to deliver the data.

    In short, ping is not really reliable for determining your exact latency.
    (0)
    Last edited by Soukyuu; 06-10-2012 at 10:41 PM.

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  10. #10
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Soukyuu View Post
    It sounds good, but ... why another indicator that needs same update as the monster model itself? Why not just update monster's position more efficiently?
    Essentially, during the shower of particle effects of most team efforts it's very, very difficult to keep track of where the frontal side of the enemy even is at all times.
    Furthermore, there are certain mobs which have ambiguous fronts, for example the majority of the Amal'jaa. You basically have to aim for their left shoulder instead of the front side of their torso because because stand in a sideways battle stance, making their 'front', that is the side that faces you, closer to their left side than their actual front side.
    (3)

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