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  1. #1
    Player
    dasimBaa's Avatar
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    Aug 2013
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    Character
    Dhas' Noel
    World
    Shiva
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    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.

  2. #2
    Player
    Jeeqbit's Avatar
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    Mar 2016
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    7,748
    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)

  3. #3
    Player
    dasimBaa's Avatar
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    Aug 2013
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    Dhas' Noel
    World
    Shiva
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    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)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
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    7,748
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by dasimBaa View Post
    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.
    It's just that if, as calculated, we only have 90% of the cast bar to exit a red circle, then it raises the question of why someone has not moved by 90% of the cast bar. Greed? Not using swiftcast? Not using gapclosers, teleports or elusive jumps? Not playing on a DC that is closest?

    By all means, they could increase the check or processing rates, but I think it's a fair question to ask why someone is waiting so long to do a mechanic in the first place.

    It's a fair question to ask if, assuming the refresh rate allows you to have 100% of the cast time to do a mechanic, then what is that extra 10% of time going to do for you if it's already taking you 90% of it to do the mechanic? And will the other factors, such as ping, cause you to still need to do it by 90% of the cast and still not have enough time?

    And your example with the interupt is essentially how it works.
    Yes and it is what I experience, particularly with the fast interruptable casts in ARR that are a real struggle to interrupt in time. But part of that is ARR design and another part of it is most likely my own self-inflicted problem of having a higher ping.

    Quote Originally Posted by Iselion View Post
    When's the last time you played tank in a dungeon and you had to physically stop in a pack to AoE just to make sure you 1. Actually hit everything
    Generally never if I time the AoE correctly to meet them as I sprint through them (and again this is with a high ping). The only time I have a problem like that is if the DPS or healer pulls them before me causing the timing to be different of when I pass through them, but this is extremely rare. To be fair, I've been doing this for years so I'm used to it and have the timing perfect and a lot of tanks probably don't.

    The only other time I have this issue is if my aoe did not fully clip one or more of the enemies and I have to wait for a second GCD, but again this is rare and there are often abilities I can weave so I can continue on, or click the ones I missed in the enemy list and provoke/ranged attack them. Usually an issue like that only happens if I just woke up and was multitasking.

    we've also standardized provoking during casts of tankbusters and not between instant attacks of hard content because provoke is just not reliable enough to trust it.
    That isn't why. There were many tankbusters in the past where, once the cast completes, the very next hit (often an auto-attack or second TB) one-shots the tank if it's still on them, so it has to be provoked off them before the cast completes.

    This is not the case for all tank busters. There are tank busters where it is safe to provoke at the end of the cast or where they will survive a hit or two at the end of the cast, but still need it provoked off them.

    To be honest, I've even provoked at 75% of the cast before so I can weave something else and it's been fine, but doing it at the start if possible is ideal because then the other tank can shirk near the end of the cast and it's a really smooth transition.

    Quote Originally Posted by Swordsman View Post
    One characters jump animation on one computer is already complete by the time the 2nd computer even sees that character start its jump animation.
    That is definitely something I observed in other games that I ran two clients of, just because on one client the movement begins immediately but by the time that information reaches the server and then is sent out to nearby clients, it's been quite a while unless you both live next to the server.
    (3)