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  1. #31
    Player
    Chyro's Avatar
    Join Date
    Nov 2015
    Location
    Gridania
    Posts
    201
    Character
    Chyro Soulpaw
    World
    Omega
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mlem View Post
    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.
    (1)

  2. #32
    Player
    HemlockEvergreen's Avatar
    Join Date
    Jan 2022
    Posts
    51
    Character
    Hemlock Evergreen
    World
    Zalera
    Main Class
    Monk Lv 100
    Quote Originally Posted by Chyro View Post
    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.

    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.
    (0)

  3. #33
    Player
    Nebam's Avatar
    Join Date
    Sep 2020
    Posts
    1
    Character
    Nebam Witherbottom
    World
    Midgardsormr
    Main Class
    Arcanist Lv 19
    Quote Originally Posted by Arohk View Post
    Don't stone me on the accuracy about this, but when you see orbs flying around it is something like this

    Honestly, that's basically it. It's surprising that people are figuring out how jank mechanics like that are despite it being the case since ARR with things like the clouds in WoD. It's funny too, because they even brought back those same exact clouds in e9(s) and they worked the exactly same way where you'd stand like 2 or 3 ft in front of them to slow them. They were even overly used in the Nier raids with all of the orbs that Yoko Taro loves in his games. It's also probably why so many people eat dirt in those raids, because they don't understand just how far out the hitbox actually extends compared to how it appears visually.
    (0)

  4. #34
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TDawnstar View Post
    Re-read YoshiP's answer. He was comparing a single-player game where everything goes on your device vs an MMO where the information travels to the server and back and is checked.
    I wasn't referring to Yoshida's answer, but to XIV's handling of a common issue -- per the context in which and intent for which the quote was mentioned. That every MMO has the same fundamental problem does not mean that, as you put it, "all MMORPGs work the same way". They don't, and those differences have different compromises and net losses. XIV's way of handling server checks is especially poor.

    Also, I like how you left out WoW, which has a much more reactive netcode despite being 10 years older than ARR.
    ...Because my interest was in obvious differences in handling and types of artifacts/errors. They're a whole lot more noticeable in games with far shorter minimum internal cooldowns.

    I'm not sure why you're trying to make my response out as a cherrypicked defense of XIV; I merely pointed out that the HOW by which MMOs handle this shared problem is important, and that XIV's way of handling it is sub-standard in how it impacts the player experience.

    Of course, it's important, no one is arguing about that.
    Nor did I. You literally cut the quote before "yes" (my agreeing with you) and its main point (that despite this, games handle things in different ways).

    Shooters are a different beast, you cannot afford full server authority in an FPS because the generated latency would be too great. Which is why the client is given quite a bit of leeway, and that's how we get all the "wonderful" stuff that hackers and cheaters abuse.
    Neither can you in a PvP-centric action MMO with ICDs as short as, say, 60 ms, tbf. And despite XIV's uptime-crunching way of handling action verification, it's still had cases whereby it could obviously be hacked (see early Wolf's Den / Feast matches, with people moving and casting at triple speed and shooting through cover).

    As it relates to shooters, moreover, XIV's case of projectile hitboxes not being where they appear, moreover, is similarly mostly a matter of (lacking) client-side predictive animation (too much, and corrections are jarring; too little, and the constant disconnect is likewise jarring).
    (0)
    Last edited by Shurrikhan; 07-22-2024 at 03:29 AM.

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