Quote Originally Posted by Amnmaat View Post
FFXIV is still using netcode from 2001.
Thats not an excuse for bad netcode. Netcode is something that falls under basic management. Just like when adding extra content you might run into memory issues (compression, RAM management), making sure the netcode doesnt cause lag is a thing that needs to be maintained over time.

That client side data needs to get approved before the movement takes place is trivial for netcode. The client doesnt need to wait for this, they can just move and send the updates, only when the diffirence between client and server expectation exceeds a treshold it can rebound you to the proper position the server stated. This is called lag compensation and is a massive balance factor for netcode. Without it playing online will cause people to get nausea as lag in movement towards expectation is quite inconvenient (this is why some people in racing games can get dizzy when in cockpit view). Good netcode only corrects upon detecting errors, and this game already does that.

The real problem is that we get delayed information, and simply do not get the delay added upon the lag compensation. Causing a lot of mechanics to feel unfair since the server already decided you got hit while on your screen it was a miss. And worse is, this gap can be 1s. That is simply not acceptable. In that second you can get several roundbacks in pinging. The game is highly unreliable in showing you proper information. Which means that a lot of AoE markers just arent reliable information on knowing when the hit takes place. Causing a lot of mechanics that could have been a plain dodge system, now need to show the information well ahead in time (and often it does through boss animations).

But this bad netcode caused 1 good thing: it realy pushed the 'boss animation is relaible' part where markers are just to hint about its impact shape etc. Even if the netcode improves, that design shouldnt change. I dont want a 'its down to reflexes' everywhere.