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  1. #1
    Player
    Raraka's Avatar
    Join Date
    May 2022
    Location
    Limsa Lomisa
    Posts
    283
    Character
    Raraka Raka
    World
    Brynhildr
    Main Class
    Warrior Lv 100
    I play with 150-200 ms roughly from south america, so any improvement to the Netcode is a win

    Untill the SA data center comes I will stick to using the network... of cousin Alex
    (1)

  2. #2
    Player
    HemlockEvergreen's Avatar
    Join Date
    Jan 2022
    Posts
    51
    Character
    Hemlock Evergreen
    World
    Zalera
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raraka View Post
    I play with 150-200 ms roughly from south america, so any improvement to the Netcode is a win
    Seconding that. While it is perfectly possible to complete every piece of content in the game, the netcode issues force you to adjust in ways that are less than intuitive.

    Some examples:

    Mechanics that require you to touch another player to pass a debuff, the popularly called "rots", require you to purposefully stay with the player for at least a whole GCD, to ensure that debuff has been passed. Examples of this are the Nisi passes in TEA, Hello World debuff passes in TOP, and rot passes in P4S.

    Mechanics that require you to be in a specific position in relation to another player + be moving can fail simply because the difference between the position you see in your screen is completely different than what your server registers. Examples of this are the Limit Cut in TEA and Grand Octet in UCOB.

    Mechanics that rely heavily on timing cues to register the position of an AoE also suffer from having a significant difference between what you see on your screen. For example, Thordan's Earthquakes in DSR.

    All of these mechanics are perfectly doable. However, you have to consciously adapt to the server-client communication issues. In some cases, the solution is ignoring visual and sound cues and using your own GCDs to measure when you have to move, for example, which is somewhat less intuitive.

    If you play PVP, these issues compound, since PVP is not as predictable as PVE encounters. I think anyone who played with long enough has been through a situation where you put your guard up, your ability is spent, but you get hit anyway because the server registered your adversary's input before yours.
    (4)