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.


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