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  1. #21
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,659
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by VeyaAkemi View Post
    This quirk also exists for damage, it is visible if check damage log open after an enrage, the damage seem to radiate from the boss as a wave and whoever is close will die first, and there have actually been recorded instances of the boss being so low that some people die to the enrage, but the people who are furthest still manage to clutch the kill.
    It's pretty logical to get a list of users by proximity (and it is easy to prove they do this with hunts where mechanics hit the closest 32 players). It's also pretty logical to iterate through them in a loop.

    Should this occur in a separate thread while another thread processes the damage to the boss and its subsequent death, you get a situation where half the party die to enrage but the others don't.

    What doesn't make much sense is just how slow that is. A server machine capable of billions of iterations per second, per core, having for/while loops that are this slow.

    It's either precautionary to space out CPU load in case of busy combat scenarios with thousands of players and enemies across different zones on the same machine, or they just are afraid to touch the code for it despite 13 years of hardware upgrades and technology advancements that should make this concern increasingly redundant.
    (2)
    Last edited by Jeeqbit; 11-08-2026 at 02:45 PM.

  2. #22
    Player
    Themarvin's Avatar
    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    2,380
    Character
    Sojitora Iga
    World
    Zodiark
    Main Class
    Monk Lv 100
    ALL the other MMO's also struggle with their netcode, all of them... maybe with Exception of EvE Online....

    So I do not see the issue trying to say the other ones is better than this one... they all suck in major flaws and server ticks and so on and so forth.... and it is also one of the MMO curses in general, as this is not servers meant to be like 30v30 only or the likes.
    (0)

  3. #23
    Player
    Taketori's Avatar
    Join Date
    Nov 2022
    Posts
    57
    Character
    Samara Glazghotwyn
    World
    Sephirot
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Themarvin View Post
    ALL the other MMO's also struggle with their netcode, all of them... maybe with Exception of EvE Online....

    So I do not see the issue trying to say the other ones is better than this one... they all suck in major flaws and server ticks and so on and so forth.... and it is also one of the MMO curses in general, as this is not servers meant to be like 30v30 only or the likes.
    How many MMO's can you name that have latency mitigation plugins/mods that work and also prohibit their usage

    Edit: The netcode improvements I am asking for have already been made and implemented. They have worked consistently for years but I am not allowed to use them. Which other game has this issue?
    Why should I be barred from playing machinist at full efficiency on a slightly laggy connection?
    (7)
    Last edited by Taketori; 11-08-2026 at 09:29 PM.

  4. #24
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,749
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 100
    As somebody with "innate" 180ms latency due to living away from the server, even if I can avoid mechanics, the gameplay just don't feel as good as when I experienced the game when I lived for 2 years where I could get 70ms. What gets me is more like how I never feel I can double weave without losing a little of my gcd.
    (3)

  5. #25
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    3,599
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jeeqbit View Post
    It's pretty logical to get a list of users by proximity (and it is easy to prove they do this with hunts where mechanics hit the closest 32 players). It's also pretty logical to iterate through them in a loop.

    Should this occur in a separate thread while another thread processes the damage to the boss and its subsequent death, you get a situation where half the party die to enrage but the others don't.

    What doesn't make much sense is just how slow that is. A server machine capable of billions of iterations per second, per core, having for/while loops that are this slow.

    It's either precautionary to space out CPU load in case of busy combat scenarios with thousands of players and enemies across different zones on the same machine, or they just are afraid to touch the code for it despite 13 years of hardware upgrades and technology advancements that should make this concern increasingly redundant.
    It could be a server issue, but that wouldn't explain why you can see the same staggered AoE damage in XII, which is entirely offline. It makes me think that it's some performance limitation of the PS2 that has managed to live on through reuse of code from XI given that XI, XII, and XIV use the same general structure for their battle content.
    (2)

  6. #26
    Player
    Umbrasin's Avatar
    Join Date
    Aug 2025
    Posts
    22
    Character
    Dawn Ravensin
    World
    Coeurl
    Main Class
    Sage Lv 100
    Quote Originally Posted by Taketori View Post
    Please mitigate the effect latency has on weaving, casting spells, and slide casting.
    It really needs to be possible to play MCH and RPR at full efficiency even when you have 200+ms latency, even if dodging attacks remains more difficult
    While they're fixing that up maybe they can also make our GCDs not framerate dependant
    Yes, I recall reading The Balance and its suggestion to lock my FPS to a specific number to play MNK "optimally". I couldn't help but groan that FPS locking would be recommended in (almost) 2027. I *believe* they're moving away from double weaving in Evolved mode. Don't quote me since it's a guess, but we'll know more in the Live Letter demonstrations.

    Quote Originally Posted by Daralii View Post
    It's a quirk that I can remember seeing in XI and XII, which makes me think it's a foundational code issue that XIV inherited.
    That's good information. I haven't played either game, but I wouldn't be surprised if the design carried over to FFXIV.

    Quote Originally Posted by ThreeBeastSmile View Post

    Unrelated(?), but I'm getting a lot more issues with tracking as late. So many attacks apparently going out but then cancelling a split second after the animation has started and locking me out temporarily.
    You may have some latency, packet loss, routing issues (bad connections between you and the server), or a combination. Also, if you use mods such as XIVAlexander or NoClippy they can cancel your spell casts if your network packets are lost or arrive late. It happens due to the server not "acknowledging" that you began your cast, and not the fault of the mods.

    Since you're on Omega and it's the Chaos datacenter I'd advise running this in a CMD window (if you're on PC, if not you will have to find another way to diagnose):
    ping -n 100 80.239.145.6

    That's the IP address of the Chaos datacenter, and will ping it 100 times. I'd pay attention to the packet loss percentage and any request timeouts. Ideally you're at 0% packet loss, but if yours is higher it may be causing your issues. Personally, I've had to pay for a VPN just to play FFXIV at certain times because the routing from the east coast to the server gets really bad at times which results in doubling my ping (70ms -> ~150ms) and packets getting lost. You can use a VPN (maybe a free trial to verify before paying) to change your network routing which can also alleviate those issues.

    For more advanced troubleshooting, you can also run the command: tracert 80.239.145.6. This shows the network hops between you and the datacenter which can help identify where routing problems or latency spikes are happening. Keep in mind that some routers do not respond to these requests, so seeing timeouts does not mean that those hops are problematic.
    (1)
    Last edited by Umbrasin; 11-09-2026 at 02:41 AM. Reason: added tracert

  7. #27
    Player
    Taketori's Avatar
    Join Date
    Nov 2022
    Posts
    57
    Character
    Samara Glazghotwyn
    World
    Sephirot
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Umbrasin View Post
    I *believe* they're moving away from double weaving in Evolved mode. Don't quote me since it's a guess, but we'll know more in the Live Letter demonstrations.
    If the Live Letter during Anaheim was indicative of the final design then for double weaving specifically, yes. But the problem is going unaddressed. The preview showed the Army's Paeon window which included a series of 1.5s GCDs with a weave between every second one. Sound Familiar?
    I like double weaving. It feels satisfying. But I hate that I lose the ability to do it every time it rains in Sydney, or whenever I play on NA. It's especially frustrating because the fix for this already exists. But I am not allowed to use it because it is a plugin.
    (3)

  8. #28
    Player
    Grimr's Avatar
    Join Date
    Feb 2016
    Posts
    235
    Character
    Grimr Astral
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Umbrasin View Post
    /snip
    First off a special shout out to bf6 notoriously bad net code. All these lovely mechanic started in Dawntrai. Never had a huge problem with anything like this in hw,sb shb,ew but then all of a sudden maybe due to class simplification or something else we get surprise vulnerabilities or the cross garbage with an auto 2 vul. If class simplification is reason for surprise one sec aoes then take it away and give us back our old mechs.
    (1)

  9. #29
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    2,685
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jeeqbit View Post
    It's either precautionary to space out CPU load in case of busy combat scenarios with thousands of players and enemies across different zones on the same machine, or they just are afraid to touch the code for it despite 13 years of hardware upgrades and technology advancements that should make this concern increasingly redundant.
    Usually it's the latter, from when I work on old business2business code. There's no reason to touch old code running endless thousands of lines of special cases and interwoven exceptions, simply because right now everything works.

    Of course, at some point you have to face the fact that your technical debt is so bad, you got to rip things out and re-do them, but I feel we're seeing baby steps in that direction, like with the rendering or armoire changes in DT.
    (3)

  10. #30
    Player
    SticksToFloors's Avatar
    Join Date
    Mar 2026
    Posts
    79
    Character
    Sticks Tofloors
    World
    Adamantoise
    Main Class
    Black Mage Lv 100
    If I can consistently hit a gaze less than 0.5 seconds after my gcd roll in high end content then you can escape an orange circle. Not once during Arcadion did I feel like there were network issues causing me to get hit by things I should have dodged, everything there is clearly telegraphed and the snapshots are consistent. It's a skill issue.
    (2)

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