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  1. #101
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ardentrage View Post
    Cast times are fine and that all feels good to me. I play ninja because it increase my engagement with the game and there are many ogcd's. But there are issues that are complex that cause things like double weaving and mudras to miss input. Have you ever experienced this?

    I understand that one is single player and one is online, but one could do more to feel like it is offline. Like even just clicking to turn in a quest there are delays and sure you can contribute that to lag, a separate issue, but the tick rate in my opinion affects every facet of the game, not just rotations and gcd.
    That is not tick rate. Tick rate only applies to positional checks. It would also help to know where you are physically located, as distance to servers has a lot to do with responsiveness in online games.

    Also, there is no client side trust in xiv for things. The server makes the decisions as to whether or not something happens.
    (0)

  2. #102
    Player
    Ardentrage's Avatar
    Join Date
    Jan 2024
    Posts
    5
    Character
    Arathon Elessar
    World
    Zalera
    Main Class
    Ninja Lv 90
    There could still be a combination of the two to make it feel more fluid so it is consistent and intuitive. You are right that it's not a 1 to 1 comparison. I was just trying to convey how differently the two feel in terms of responsiveness and smoothness. Its like listening to a song that only plays a note every three seconds, and there is silence in between. There are games that are online that can be experienced as if you were playing on a lan connection that feel responsive and smooth. I only know enough to make these three requests, and beyond that I have no idea about the coding and most people don't. I'm not a game engineer, but I can tell you how the game feels and how it could feel better. I'm contributing this to the tick rate. How would you improve the responsiveness and smoothness of the game?

    In fighting games there is rollback implemented into the netcode which allows the player to feel as if they are playing offline. It allows for competitive play. For example they implemented rollback onto a modded version of super smash bros melee through slippi which allows players to play online as if it were offline. This game was released on the GameCube in the early 2,000's and has better responsiveness and smoothness than FFXIV.

    I still feel that the requests I made would still benefit the game.

    1. improve the server tick rate of the game overall.

    2. Update the tick rate of player positioning from 300 ms to mmorpg current standards.

    3. A request for an east coast server in NA.

    If you were to make these requests reflect what you are arguing for, what would say instead?

    Is this something more related to client side prediction?

    Thanks again for your posts!
    (0)

  3. #103
    Player
    Ardentrage's Avatar
    Join Date
    Jan 2024
    Posts
    5
    Character
    Arathon Elessar
    World
    Zalera
    Main Class
    Ninja Lv 90
    Do you feel like something like client side prediction would benefit the game?

    From what I know client side trust seems to be something that the development team leans heavily away from, and it also seems that it would benefit responsiveness. I'm focusing on tick rate because that seems more realistic that it could be improved as opposed to client side trust.

    Would just asking for player position tick rate improvement be more accurate?

    Like what does everyone pretty much agree would make the game feel like it has a modernization of the netcode. Like I understand there are varying opinions, but if it could be condensed to a few simple requests from the community what would that feedback and requests be?

    Because it still seems like a clear specific message isn't being communicated, and conversations detract to and the requests becomes muddied and unclear.
    (0)

  4. #104
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,481
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Ardentrage View Post
    Cast times are fine and that all feels good to me. I play ninja because it increase my engagement with the game and there are many ogcd's. But there are issues that are complex that cause things like double weaving and mudras to miss input.
    The issues there are primarily related to the animation delay. You may notice that many abilities only execute their effects (such as damage, a buff, or a jump effect) after it gets to a certain point in the animation. Some of these animations are faster than others, and therefore so is the effect.

    They have, in the past, reduced the animation time for some abilities, making them easier to weave on higher pings.

    There is a debate over whether there should be a delay on abilities so that we can see their animated effects properly and SE obviously side with the animations being important. But personally, I think we will still see the animations sometimes and we should just make sure the gameplay is good by reducing the delays, or removing them entirely.

    Like even just clicking to turn in a quest
    I remember that was faster when I increased my FPS, but sure, the same delays you experience with actions probably will be experienced in other places that involve approval from the server.

    Quote Originally Posted by Ardentrage View Post
    1. improve the server tick rate of the game overall.

    2. Update the tick rate of player positioning from 300 ms to mmorpg current standards.

    3. A request for an east coast server in NA.
    Those look alright, but I also think they would only have a minor impact to people who are playing correctly. My ping is very high, and I am not struggling with these things at all. The only thing that causes these things to affect me is when interrupting very quick casts.

    My biggest problem is with double weaving on a high ping and that is not due to a tick rate, but rather how it waits for the animation to finish before I can do the next weave.

    If you were to make these requests reflect what you are arguing for, what would say instead?
    To reduce or remove the animation delay.

    Quote Originally Posted by Ardentrage View Post
    From what I know client side trust seems to be something that the development team leans heavily away from, and it also seems that it would benefit responsiveness.
    No online multiplayer game can "trust" the client. There are multiple players to coordinate, so a central computer needs to coordinate these 2 or more players, and synchronize packets between each of them, sending updates to each player informing them where the other players are and what they are doing. The client cannot be trusted because it could be hacked or modified, so what a server does is verifies the information being sent to it is legitimate and reasonable. The server "approves" it if it is, or rejects it if it's not (resulting in a rubberband effect, where something that seemed to succeed on the client suddenly gave an error or teleported you back to where you were previously).

    Like what does everyone pretty much agree would make the game feel like it has a modernization of the netcode. Like I understand there are varying opinions, but if it could be condensed to a few simple requests from the community what would that feedback and requests be?
    I don't think anyone would complain about a tick rate reduction, it is just that this is unlikely to solve the problems they think it will, such as with double-weaving. I don't see it improving "moving out of red circles", either, because I have a high ping and do not struggle with this even if I move out at the last moment.
    (2)
    Last edited by Jeeqbit; 01-24-2024 at 05:27 AM. Reason: Responded to the latest post as well

  5. #105
    Player
    Avoidy's Avatar
    Join Date
    Jun 2020
    Posts
    1,266
    Character
    Chadhadai Oronir
    World
    Balmung
    Main Class
    Ninja Lv 83
    I would not mind the system we have now if it were more consistent. Castbar finishes, move goes off. This works 99% of the time. But then you have these exceptions where the castbar finishes and nothing happens for several long seconds. For example, in Dun Scaith, when Diabolos Hollow warps to the other side of the arena and goes his big raidwide. The castbar finishes but there's a full like... 3-4 second delay before the damage goes out. If you used Third Eye or any timed mitigation beforehand without knowing about this exception, then it might actually just run out before the damage even goes out. Or in other instances where it's a delay on the actual damage going out, you'll get so used to being able to hop back into place after the castbar finishes that you'll run back into place and then take the hit because you weren't expecting the delay. On some level I guess it adds variety or flavor to the mix, but on a more realistic level it can be sort of annoying if you were counting on that damage to go out now, but then it doesn't. Other than that, I'm fine with this just being how the game plays... in pve, at least. In pvp it's so bad that I don't even do that game mode unless the devs hid an emote/furniture/glam thing behind it.
    (0)
    Quote Originally Posted by Shialan View Post
    I don't get it. Do you really have nothing better to do with your life than creating shitpost after shitpost?
    Quote Originally Posted by R041 View Post
    Jfc why did I even post on a bait thread, this place sucks. lol
    Quote Originally Posted by Sir_Tonberry View Post
    Genshin Impact a free to play mobile gatcha game puts out events every 40 days that are fully voiced and an engaging story. FF which is a subscription game with a full price tag does like 5 events a year and still can't put 10% of the effort. Something is wrong.

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