Nah, I don't think someone needs to have experienced something worse to have a valid complaint.
works on my machine
And when the particles start to stop and move randomly it becomes a fucking nightmare.
I have an avarage of 12ms and that happened three times in a row where the game was full responsive before getting that shit.
Side note, it seemed not to be an issue related to a spike on my connection since the ping was normal (12ms).
Ot last until the end of the dungeon where the effect were more pronounced during the first fight.
Connection quality and latency are separate things. You can have low latency and lots of packet loss, or high latency and a very stable connection, or any combination of the two.And when the particles start to stop and move randomly it becomes a fucking nightmare.
I have an avarage of 12ms and that happened three times in a row where the game was full responsive before getting that shit.
Side note, it seemed not to be an issue related to a spike on my connection since the ping was normal (12ms).
Ot last until the end of the dungeon where the effect were more pronounced during the first fight.
This has nothing to do with the game's 'netcode'. I recommend investigating your routing to the server, or the quality of your wireless environment if you're playing on something like wi-fi.
I wonder if this netcode is also one of the reason why I keep mashing my E button to make sure my ability to go off. When a single press don't work and you wonder "Why did my tactician/bloodbath/second wind didn't go off?"
I feel like you gain alot more responsiveness on a controller over mouse and keyboard and it kinda shows.
The problem with Strayborough 1 is not netcode. It's not difficulty. (I have never seen it wipe). It's just not fun. Nier was fun. M2N's been fun. Leonogg is just a bad fight. Having good netcode won't make it fun.
I find it fun
Not sure if it's possible for them to improve the netcode like people seem to desire. Though if it did, it may also end up messing up a lot of players that are used to how aoes and getting hit or not hit works atm. Like 10 years of being used to how it works suddenly getting changed. Not sure if that's worth doing, if it's even possible.
It is possible. Using the same solution the third-party tools use, which is subtracting your latency from animation locks, is very within the realm of possibilities. A bit more difficult to implement in the case of server side stuff, I imagine, but very much possible.I find it fun
Not sure if it's possible for them to improve the netcode like people seem to desire. Though if it did, it may also end up messing up a lot of players that are used to how aoes and getting hit or not hit works atm. Like 10 years of being used to how it works suddenly getting changed. Not sure if that's worth doing, if it's even possible.
As for "people being used to it", it's not an argument. Get used to the new stuff. If you move to a place with different latency, you need to get used to it. If your job gets reworked and you get a different rotation, you need to get used to it. People's inability to adapt should not be an argument to not make improvements to the game.
The code they need to fix is the clipping/ unresponsiveness of skills for people with high ping.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.