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  1. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,801
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Iselion View Post
    It's not even just the delays, it's that jobs that are extremely heavy on weaving such as Ninja, Machinist and Gunbreaker completely fail to function at higher pings. From what I've seen, somehow, third party tools seem to be able to ameliorate this without altering the client detectably.
    Yep. They track your ping and then subtract the time added by the confirmation message resetting your animation lock timer, making it seem as if it didn't add to your animation lock timer.

    As such, rather than a 250 ms player having a 750 lock-out and a 50 ms player having a 550 ms lock-out, they just all have the set 500 ms of lock-out.

    Which just brings us back to the heart of the matter: You can have ping compensation, just like those plugins provide, to keep things fair and smooth for everyone... or just not arbitrarily sabotage the experience in the first place, by not having the confirmation reset the animation-lock timer. Either way works.

    For my part, I like that there's the consistent minimum, at least, so our animations aren't all being garbled.
    I wouldn't even mind it being slightly higher (up from .5s to .65s at most) or GCD-scaled (from three-tenths to a third of a GCD, allowing for almost exactly double-weaves [three animations per GCD] each time), assuming we allowed any and every action to queue correctly and maybe including a tiny bit of QoL whereby buff durations fading don't start until their animations (or animation lock timers) complete.
    I just don't like latency impacting what one can and cannot do when that latency is smaller than the queuing period anyways.
    (3)
    Last edited by Shurrikhan; 10-15-2023 at 03:07 AM.