+1 the lag will eventually have to be fixed, if we are to raid.
+1 the lag will eventually have to be fixed, if we are to raid.
Ok if you said, "it's because you are NA playing on a Canadian Server" or anything of the like, What do you propose that the European players do? Its obviously a problem if you need be on a server near you, and there are no servers on your continent. Same goes for Western Asia and Australia, and a whole lot of places.
If it requires you to be on a server within your locale then they need either shorten the server ping, or put servers everywhere. I play with a 100 meg connection and there are times when I have enough time to get out of the zone, because I am already sprinting, then turn away and cast a spell and still be hit by the move. As a healer, no you can not see the cast bar that is also an issue that needs to be addressed because it is a move targeting you, maybe knowing how much time you have would help because you can't tell if its lag or the move has a long animation.
I don`t remember WoW having this type of issue. Did Blizz have EU based servers?
This has very little to do with the actual distance (well, okay, it does have some to do with it, but that's not the primary factor). I live in Canada, and I still get the same problem.
It's because of the way the game is built to handle information from client and server. The game was intentionally built in a way that causes lag. Information has to be sent back and forth between server and client in an incredibly inefficient manner.
Essentially, in most MMOs, the information that a certain AoE is sent to your client. You then get that information, and then move to avoid the attack. A packet of information saying you dodged the attack is then sent to the server. The server reads that you avoided the attack, which then continues carrying on with business as usual.
In FFXIV, the information that a certain AoE is sent to your client. You then get that information, and move to avoid the attack. What is sent to the server is a packet of information saying that you moved to a specific location, not one that says you dodged the attack. At the time the AoE is scheduled to go off, the server compares its relevant information with the relevant information of your character's location at the time the attack goes off. However, the packet of information saying that your character was at a location outside of that of the AoE may not have reached and been processed by the server in time.
So you may have moved out of range of the attack before it was supposed to go off, but because of the way the game's netcode operates, the server can't actually know that, so you just get hit instead.
This is a really good explanation, i hope they fix this is really game breaking for me right now :/
They do and they are good servers as well these days.
Though I played WOW and Tera US and didn't had these issues at all.
I had 80 ms tops and had no problem tanking in an action mmo.
It's very annoying though and people made a lot of noise about it on the beta.So you may have moved out of range of the attack before it was supposed to go off, but because of the way the game's netcode operates, the server can't actually know that, so you just get hit instead.
I don't understand why they even think this is acceptable in the alpha state.
Last edited by Sneakaboo; 09-12-2013 at 12:54 AM.
Many FPS games use client side hit detection to get around some of these issues. In essence, your client tells the server if your shots were lined up on your target and reports the damage. Of course, thismeans damage you are personally taking is tracked from some one else's client (namely who ever is shooting at you). The lag people talk about in those games is often the result of this: on your screen you have entered a hall or rounded a corner while on your opponents screen you are still out in the open.
To the point: I have long wondered if FFXIV could use a similar system. Your client reports if you were in the hit of the attack to the server rather than the server having to poll your location. This would give everyone equal footing: assuming your machine itself isn't underperforming, we would all have the same amount of time to move. EX: Server tells your client that attack has initiated, client reports to server at end of cast if you dodged or not.
This would be a good fix but I dont think they will do it sadly.Many FPS games use client side hit detection to get around some of these issues. In essence, your client tells the server if your shots were lined up on your target and reports the damage. Of course, thismeans damage you are personally taking is tracked from some one else's client (namely who ever is shooting at you). The lag people talk about in those games is often the result of this: on your screen you have entered a hall or rounded a corner while on your opponents screen you are still out in the open.
To the point: I have long wondered if FFXIV could use a similar system. Your client reports if you were in the hit of the attack to the server rather than the server having to poll your location. This would give everyone equal footing: assuming your machine itself isn't underperforming, we would all have the same amount of time to move. EX: Server tells your client that attack has initiated, client reports to server at end of cast if you dodged or not.
Last edited by Asmodeus; 09-12-2013 at 05:30 AM.
Since this is a problem that apparently existed all the way back in 1.0, I seriously doubt it will ever be fixed.
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