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  1. #61
    Player
    CuteBucket's Avatar
    Join Date
    Apr 2024
    Location
    Amaurot
    Posts
    448
    Character
    F'helix Fraldarius
    World
    Cactuar
    Main Class
    Samurai Lv 100
    This has been bothering me since I started raiding and began to see mechanics that had precise enough timing and movement to see it. It was something I eventually started adjusting to, learning that the animations lie and things happen before you see an animation go off but it does feel like it's been getting worse. For me, it's been an absolute nightmare in M8S. I cannot count the amount of times my static had wipes where we all stopped and tried to figure out what went wrong, because everything looked correct on all of our screens, and yet somehow one person was counted as out of position and cascaded the pull into a wipe. It's extremely frustrating and demoralizing when it's clear that we all know the fight, know where we need to be, but still get punished anyway.

    I have run off the edge of the platform at the beginning of phase 2 because the server never registered my character on the teleport pad. I have been doing my burst on a wolf head, which has a gap closer in it, that somehow managed to convince the server I was in both cone AOEs despite the position of my character and the graphics on all of our screens indicating otherwise. I used a gap closer that somehow went off *after* I died, so I just flung my WoL's dead body at the boss. And while the last one was quite funny in isolation, these kinds of errors have been getting more and more frequent the longer I've been raiding with how the fight design has been changing. I don't mind some fast-paced fights, but if the game infrastructure can't support it, then there's two very easy answers here:

    1. Design fights to work within the limitations of the system and be less reliant on exact positions in space at very precise times.
    2. Upgrade the infrastructure to allow for faster paced game play with shorter server tics.
    But my guess is that SE will continue to do option 3: Ignore the problem and do nothing.
    (1)

  2. #62
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,737
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    It's funny how you had to pre-dodge mechanics at launch because of how bad it was, so they increased the server tick rate, and now they've increased the speed that mechanics resolve so you need to pre-dodge again.
    (5)

  3. #63
    Player
    Firebrand's Avatar
    Join Date
    Jan 2018
    Location
    Ul'dah
    Posts
    5
    Character
    Rei Ita
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by MayuAmakura View Post
    I remember when in Endwalker people cried on forums how they want to more focus on fights and less on jobs because "I can't play job that is hard and simultaneously look at the boss and mechanics". Like a lot of crying was about this. Including in game where people agreed that they want easier jobs so they can focus more on fights lmao.

    So now we have this where job complexity doesn't exist and most are same and boring copy of each other.
    Yeah, unfortunately I think those complaints have always been around. It's sad to see how jobs turn into shiny button whack-a-mole one after another, and there's less hope for any meaningful change considering that.
    (0)

  4. #64
    Player
    Shistar's Avatar
    Join Date
    Dec 2021
    Location
    Housing update waiting room
    Posts
    404
    Character
    Cordelia Crow
    World
    Phantom
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Fawkes View Post
    It's funny how you had to pre-dodge mechanics at launch because of how bad it was, so they increased the server tick rate, and now they've increased the speed that mechanics resolve so you need to pre-dodge again.

    Full circle! They need to reintroduce interesting mechanics from ARR and the use of role skills besides Arm's Length/Surecast.
    (1)

  5. #65
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,469
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Meanwhile pvp potions be like "nope".
    (0)
    Secretly had a crush on Mao

  6. #66
    Player
    MAJRIS's Avatar
    Join Date
    Aug 2022
    Posts
    192
    Character
    Chad Thunder
    World
    Alpha
    Main Class
    Warrior Lv 55
    Quote Originally Posted by Fawkes View Post
    It's funny how you had to pre-dodge mechanics at launch because of how bad it was, so they increased the server tick rate, and now they've increased the speed that mechanics resolve so you need to pre-dodge again.
    proof of it is those fight sequences where explosions follow player - you can walk into the telegraph of the explosion, if you know the "check" for it already happened and it's basically safe zone now but just with orange circle
    (0)
    https://forum.square-enix.com/ffxiv/threads/263120-Suggestion-Chocobo-Shoes?p=3331397&highlight=chocobo+shoes#post3331397

    Please allow us to wear Chocobo Shoes

  7. #67
    Player
    Umbrasin's Avatar
    Join Date
    Aug 2025
    Posts
    14
    Character
    Dawn Ravensin
    World
    Coeurl
    Main Class
    Sage Lv 100
    Quote Originally Posted by CuteBucket View Post
    This has been bothering me since I started raiding and began to see mechanics that had precise enough timing and movement to see it. It was something I eventually started adjusting to, learning that the animations lie and things happen before you see an animation go off but it does feel like it's been getting worse. For me, it's been an absolute nightmare in M8S. I cannot count the amount of times my static had wipes where we all stopped and tried to figure out what went wrong, because everything looked correct on all of our screens, and yet somehow one person was counted as out of position and cascaded the pull into a wipe. It's extremely frustrating and demoralizing when it's clear that we all know the fight, know where we need to be, but still get punished anyway.

    I have run off the edge of the platform at the beginning of phase 2 because the server never registered my character on the teleport pad. I have been doing my burst on a wolf head, which has a gap closer in it, that somehow managed to convince the server I was in both cone AOEs despite the position of my character and the graphics on all of our screens indicating otherwise. I used a gap closer that somehow went off *after* I died, so I just flung my WoL's dead body at the boss. And while the last one was quite funny in isolation, these kinds of errors have been getting more and more frequent the longer I've been raiding with how the fight design has been changing. I don't mind some fast-paced fights, but if the game infrastructure can't support it, then there's two very easy answers here:

    1. Design fights to work within the limitations of the system and be less reliant on exact positions in space at very precise times.
    2. Upgrade the infrastructure to allow for faster paced game play with shorter server tics.
    But my guess is that SE will continue to do option 3: Ignore the problem and do nothing.
    Yes, I feel this, and these problems are why I created this post. My group has also seen the M8S dragonhead tankbuster cleave go backwards into the light party somehow. There's too many oddities to count, and they definitely increased since Panda. It’s a growing issue that can be alleviated by the lever SE already has at their disposal - increasing the server tick rate. I wonder if these problems occur over on the Japanese servers as well.

    Personally, I lost much of my faith in SE after their mishandling of the 2023 Fanfest. Yoshi-P keeps encouraging feedback, so this is my (perhaps vain) attempt to throw a bone: "Here’s a real problem with a relatively easy solution."

    I also agree that choice 3 is the likely outcome. We already know SE has been reallocating CBU3 off to other projects for years, which suggests they're divesting from FFXIV. They aren't able to deliver the same amount of content as before. Bozja had both normal and Savage DR raids, but Yoshi-P cited "lack of (development) resources" for OC only having a harder mode in Forked Tower.
    (0)

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