Mr. Yoshi mentioned there will be gameplay changes on 8.0
But I don't beleive we can achieve unique changes when we have trashy netcode
This is your chance yoshi.. fix the netcode to make jobs more unique
Mr. Yoshi mentioned there will be gameplay changes on 8.0
But I don't beleive we can achieve unique changes when we have trashy netcode
This is your chance yoshi.. fix the netcode to make jobs more unique
What is wrong with the netcode?
I have absolute no clue...but isn't the "netcode" one of the reasons why when you use DRG's Jump or NIN teleportation and there's a hole between point A and B, you fall? I played other MMO's where the classes with "charge" or "jumps" could use those skills to reach points they normally couldn't reach by walking, or could use those skills to jump over a hole during the fights.
That's due to the physics, and they are intentionally made to snap to the groundI have absolute no clue...but isn't the "netcode" one of the reasons why when you use DRG's Jump or NIN teleportation and there's a hole between point A and B, you fall? I played other MMO's where the classes with "charge" or "jumps" could use those skills to reach points they normally couldn't reach by walking, or could use those skills to jump over a hole during the fights.
Back in 2.0, you really could cross gaps and jump across cliffs with elusive jump and the like
There are still unintentional ways to get it to work, though
The reason I posed my question is because the term "netcode" is a buzzword. It's not specific.
Let me give some examples...
People say "I wasn't in that". But the reality is it snapshots when the cast bar ends or when the red indicator disappears. The game doesn't actually kill you for a few seconds, because it kills you alongside the animation. But is that actually netcode? I do not believe so; it's a decision by SE to snapshot on cast completion and to enact that snapshot with the animation afterwards. That's a decision regarding animations and order of operations, not netcode.
Now, if people actually exit the red circle on their screen before it disappears but it still hits them, then I can't relate to having this issue even when playing on Materia with hundreds of ping. But if that happens, I'd agree that perhaps an improvement in netcode could help. However, most likely getting a VPN would help as well.
Another example is using off-global abilities. I think a really great example is Swiftcast, where you can press that then resurrect someone. But it takes a very long time for the effect of Swiftcast to be approved by the server and then communicate that to the client, so you still start casting resurrection. To some degree, maybe netcode improvements could address this, but it's not the whole problem. It has to be approved by the server so that people can't glitch the client into swiftcasting everything and ping will always be a factor, so the delay is always going to be there.
Another example with off-global abilities is how weaving gets harder with ping. Netcode improvements could help, but I don't think that is the real issue. They put in artificial "animation delays" which they could simply remove. They have even demonstrated this on some abilities.
Where I could agree that netcode may help is when interrupting casts - something we rarely are asked to do in this game. You can press interrupt in plenty of time but due to the time it takes to reach the server and be processed, it can often just not work on 2-second casts. I'm bias here due to my ping, so maybe it's better on lower pings.
I wouldn't call that netcode. It's simply that they still use the floor as something to "hold you up" despite the fact you're in the air.
They just didn't code jumps in a sophisticated way and sometimes it's just an animation. When it's an actual gap closer, you do move, but it's purely clientside (I know this because sometimes the ability isn't approved by the server due to line of sight or enemy death, but it accepted that I moved the distance despite that).
The part of the netcode I really wish they would fix is the player position update rate. An improvement for the player position update rate would be huge but I know SE would be hesitant to roll out those upgrades because it'll probably require SE to make improvements to the server architecture which is costly. Back in patch 2.1 SE did in fact improve the player position update rate for trials and PVP (while closely monitoring the load on the servers), but they really should increase it even further and also apply that improvement to the rest of the game.
Patch 2.1 notes for reference: https://na.finalfantasyxiv.com/lodes...7af43f3c43828a
"The frequency with which player position is updated during trials and PvP has been increased.
* Server stress will be closely monitored before these adjustments are applied to other duties."
The Legends of the Titanmen lives on, a shining example of the power of compassion and the ability of people to make a difference in the world. A reminder that even in the darkest of times, there is always hope, as long as there are heroes like the Titanmen who dare to do good deeds in Eorzea.
That was mainly because Titan was an MSQ requirement, and dodging Landslide with 200ms ping built in on top of your actual latency was awful. I think 2.1 reduced it to 100ms.The part of the netcode I really wish they would fix is the player position update rate. An improvement for the player position update rate would be huge but I know SE would be hesitant to roll out those upgrades because it'll probably require SE to make improvements to the server architecture which is costly. Back in patch 2.1 SE did in fact improve the player position update rate for trials and PVP (while closely monitoring the load on the servers), but they really should increase it even further and also apply that improvement to the rest of the game.
Patch 2.1 notes for reference: https://na.finalfantasyxiv.com/lodes...7af43f3c43828a
"The frequency with which player position is updated during trials and PvP has been increased.
* Server stress will be closely monitored before these adjustments are applied to other duties."
In the early days they had to focus basically all their efforts on that because it was unimaginably bad. You could be all the way across the room and still get hit by things, level bad. "On any given day Titan may be literally impossible because it's sometimes already too late to move before the Landslide cast even starts", level bad. Those 2.1 changes weren't about making things better. For a lot of people they were about making the game playable at all.
Honestly, I gave up on combat with DT. The snapshots are so bad now that I can't be bothered. The most common phrase said by xiv players is along the lines of "I wasn't in that" and it's been that way for many years. The game is unplayable right now, basically. Part of the reason I've cancelled my sub.
We rioted in the fighting game community for years to get better netcode practices standardized and now we at least get the bare minimum. It took Big Mean Disease Time hurting the livelihood of games that live on offline tournament hype.
Idk what has to be done to get Square to work on this.
it/its - 14 accessibility is bad, ease of access is not accessibility, jobs are boring. Transphobia ruins real attempts at criticism and it's whack.
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