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  1. #1
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Valkyrie_Lenneth View Post
    As for aoes and getting hit by them, 99% of the time it's because the boss cast bar finished and you were still in the aoe. Cast bar is what snapshots you. Not the aoe on the ground.
    More like it snapshots you when it's 3/4ths of the way finished. You've got really good odds of getting hit if you aren't already out before that point.

    Quote Originally Posted by Saraide View Post
    Absolute classic. This is exactly why invulns currently do not work as panic buttons.
    Suibolide go brrr.
    (0)
    Last edited by Absimiliard; 10-08-2023 at 04:13 AM.

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,805
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Absimiliard View Post
    More like it snapshots you when it's 3/4ths of the way finished. You've got really good odds of getting hit if you aren't already out before that point.
    I disagree. I only had the 3/4ths issue when I was on a low-spec laptop which I determined was adding an artificial 1,000 ms to my ping due to hardware bottlenecking affecting packet processing, a ping which was not displayed anywhere.

    With a modern PC, even with 200 ping I can move at 9/10ths of the cast and get out of it successfully 999 out of 1000 times.
    (1)
    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

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  3. #3
    Player
    P0sitr0nic's Avatar
    Join Date
    Aug 2013
    Posts
    53
    Character
    Y'leria Rhul
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by strawberrycake View Post
    Honestly this game needs to be Client Side
    This, and has needed it since day 1.
    (1)

  4. #4
    Player
    Yushees's Avatar
    Join Date
    Aug 2020
    Posts
    39
    Character
    Yushee Shinra
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    Maybe the Cloud servers addition is the first baby step towards a fix in the future. It doesn't help the fact we play on 80-100MS because of the current server infrastructure... One can only hope. In some cases, it feels like we are playing Runescape with how the snapshoting works over there
    (0)

  5. #5
    Player
    MuraBoy's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    48
    Character
    Mura Harusame
    World
    Behemoth
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by dasimBaa View Post
    Hello there,

    You know it, we all know it. Server Tick rate in this game makes the game feel inferior, look inferior because people moonwalk across Frontline maps as whitemage with wings and blast you from 10 yards even though on your screen they are inside of you.

    I want, this game to be the undisputed number 1 on the market. This is never going to happen if this game doesn't feel like a AAA MMORPG. Free 2 Play games have more responsive servers and feel to it. That shouldn't be acceptable in my opinion.
    I totally agree. Unfortunately, the refresh rate in this game is awful and some buffs being applied waaaaay after you press the button doesn't help either. I really think we needed a rework/upgrade on this before graphics update but it is what it is.
    (2)
    Last edited by MuraBoy; 10-09-2023 at 02:32 PM. Reason: Quote was too big

  6. #6
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    I actually agree with this,

    Its starting to get very noticable these days. I'll be way outside of some AoE mechanic, and I die in a place where there's no way in hell it should have hit me but did.

    I havent' ever noticed it quite this bad before, and it affects whole alliances too.
    (2)

  7. #7
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,805
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Silverquick View Post
    Its starting to get very noticable these days. I'll be way outside of some AoE mechanic, and I die in a place where there's no way in hell it should have hit me but did.
    Where you die is not the same as where you got hit though. You usually get hit when the cast bar completes or the red aoe disappears, but the act of the server setting your character to a "dead" status is delayed.

    By the time it sets it, you have definitely had time to run far away from it, but it doesn't change the fact that it snapshotted you as dead a few seconds earlier, and it goes through with executing that death regardless. Generally, you know your character is dead a few seconds before they actually die because of having seen yourself in the red circle when it disappear or when the cast completed.

    It is certainly an odd system to not do it purely by animation, but it is just how it is and I don't think there is necessarily a right way to do it. It could snapshot via cast or via animation and that's a choice for a developer but I think that cast is more consistent while animation is more intuitive from playing other games.
    (1)
    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

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  8. #8
    Player
    dasimBaa's Avatar
    Join Date
    Aug 2013
    Posts
    29
    Character
    Dhas' Noel
    World
    Shiva
    Main Class
    Pugilist Lv 73
    Quote Originally Posted by Jeeqbit View Post
    It's always been astounding the number of people who blame server ticks when it's mostly animations delays and ping.

    Server ticks are relevant for DoTs because, well, they tick.
    Jesus christ what did i just read.

    Just so you also understand this a teeny tiny bit.

    Whenever you see people sliding across the floor without even turning properly yet, it's cause the server is trying to predict movement based on the last input.
    This is why pvp movement is so messy, floaty and delayed. Because your client only gets the ACTUAL position every 0,3 seconds. Same with NPCS if a tank does a pull and you try to hit the mobs that run after him. You stand inside them, but it says they are not in range.

    This has almost nothing to do with ping. Besides the fact i have a 20 ping im in Austria/Europe.

    What bothers me about your response is the ignorance that you think you know what you're talking about. If what you said was true it would apply to all MMORPG's we play. So you're empirically just wrong.
    (5)
    Last edited by dasimBaa; 10-10-2023 at 08:47 AM. Reason: More context.

  9. #9
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,805
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by MuraBoy View Post
    We're talking about the tick rate of ffxiv servers... i mean, the rate of information being updated
    Alright but that assumes everything is single-threaded, which it very well could be. There would have to be a main server loop and that could refresh at any interval they want, but we can't see their code and to what extent they actually do operations side-by-side.

    Using a single thread is something from prehistoric times. It's 2023 and it would be surprising if they didn't use multiple threads. But I can't see their code, so.

    Quote Originally Posted by dasimBaa View Post
    What bothers me about your response is the ignorance that you think you know what you're talking about.
    Because I do know what I'm talking about. There is a such thing as threads (where operations happen side-by-side) and we can't necessarily see whether they make use of them or how they have gone about any of this, but I made an extremely clear example of a loop in my previous posts that is visible at hunts in particular as well as an example that can be reproduced of the difference between Sidewinder and Bloodletter.

    If what you said was true it would apply to all MMORPG's we play. So you're empirically just wrong.
    I remember ping affecting me in other games actually, but maybe that is when ping is 200-300 ms and maybe when internet wires weren't as good as they are now. I also agreed that other games don't suffer these animation delays.

    This has almost nothing to do with ping. Besides the fact i have a 20 ping im in Austria/Europe.
    I don't think I've quite played at a ping that low so maybe it is harder for me to distinguish. I wasn't saying there isn't a refresh rate either. I just find the animation delay to be the more significant issue ie. difference between Sidewinder and Bloodletter.

    All the other issues with snapshotting and movement, I just don't find to be a big deal to me at all and don't cause me any problems even at 200 ping.

    Because your client only gets the ACTUAL position every 0,3 seconds.
    Now let's say this is the case and it affects casts. Someone said they have to move by 75% of the cast bar. A refresh rate of 300 ms out of an average cast of 3 seconds (3000ms) is 10%, not 25%. You would have to have 450 ping to need to move by 75% of the cast bar. Even so, that's normally plenty of time with legacy movement.

    Let's apply this logic to an interrupt. If a cast is 3 seconds (3000ms), you would have to use the interrupt by 90% of the cast bar in order to guarantee it registers, which isn't much of a problem. But that isn't the only factor, because there is ping (let's assume the ping is 200ms) and an animation delay (let's assume this is 300ms because I don't know the delay for this specifically). Now you have to use it by 75% of the cast bar. Which is tighter but still doable.
    (0)

  10. #10
    Player
    dasimBaa's Avatar
    Join Date
    Aug 2013
    Posts
    29
    Character
    Dhas' Noel
    World
    Shiva
    Main Class
    Pugilist Lv 73
    Quote Originally Posted by Jeeqbit View Post
    All the other issues with snapshotting and movement, I just don't find to be a big deal to me at all and don't cause me any problems even at 200 ping.

    Now let's say this is the case and it affects casts. Someone said they have to move by 75% of the cast bar. A refresh rate of 300 ms out of an average cast of 3 seconds (3000ms) is 10%, not 25%. You would have to have 450 ping to need to move by 75% of the cast bar. Even so, that's normally plenty of time with legacy movement.

    Let's apply this logic to an interrupt. If a cast is 3 seconds (3000ms), you would have to use the interrupt by 90% of the cast bar in order to guarantee it registers, which isn't much of a problem. But that isn't the only factor, because there is ping (let's assume the ping is 200ms) and an animation delay (let's assume this is 300ms because I don't know the delay for this specifically). Now you have to use it by 75% of the cast bar. Which is tighter but still doable.
    I has little to do with anyone having problems with it, you can get used to it. I said that in my post. But why do i have to get used to something like that in 2023.

    And your example with the interupt is essentially how it works. Or have you ever seen someone kick at 90% and it still going off. And iirc interupt is near instant animation.

    but it's a bit different still. There is likely systems and "queues" of sorts that optimize and try to compensate for ping related inputs likely by asking when your client sent this input independent and in relation to the refreshrate of other informations like AOE circles, Cast bars, position query etc.
    (2)

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