Page 3 of 12 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 119
  1. #21
    Player
    gigi_frana's Avatar
    Join Date
    Sep 2013
    Posts
    249
    Character
    Bauchelain Md
    World
    Odin
    Main Class
    Arcanist Lv 50
    +1 the lag will eventually have to be fixed, if we are to raid.
    (0)

  2. #22
    Player
    Vektrat's Avatar
    Join Date
    Aug 2013
    Posts
    173
    Character
    Vektrat Pirineu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    (2)

  3. #23
    Player
    ErnestoGiovanni's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    159
    Character
    Ceropio Malvae
    World
    Mateus
    Main Class
    Conjurer Lv 59
    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.
    (0)

  4. #24
    Player
    gigi_frana's Avatar
    Join Date
    Sep 2013
    Posts
    249
    Character
    Bauchelain Md
    World
    Odin
    Main Class
    Arcanist Lv 50
    I don`t remember WoW having this type of issue. Did Blizz have EU based servers?
    (0)

  5. #25
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    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.
    (5)

  6. #26
    Player
    QUAKeR's Avatar
    Join Date
    Aug 2013
    Posts
    18
    Character
    Quaker Chile
    World
    Cactuar
    Main Class
    Conjurer Lv 41
    Quote Originally Posted by Kiteless View Post
    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 :/
    (0)

  7. #27
    Player
    Sneakaboo's Avatar
    Join Date
    Aug 2013
    Posts
    206
    Character
    Nishka Ciel
    World
    Omega
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by gigi_frana View Post
    I don`t remember WoW having this type of issue. Did Blizz have EU based servers?
    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.

    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.
    It's very annoying though and people made a lot of noise about it on the beta.
    I don't understand why they even think this is acceptable in the alpha state.
    (0)
    Last edited by Sneakaboo; 09-12-2013 at 12:54 AM.

  8. #28
    Player
    PiedPiper's Avatar
    Join Date
    Jan 2012
    Posts
    452
    Character
    Pied Piper
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    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.
    (1)

  9. #29
    Player
    Asmodeus's Avatar
    Join Date
    Aug 2013
    Posts
    114
    Character
    Velvet Silvermoon
    World
    Leviathan
    Main Class
    Gladiator Lv 42
    Quote Originally Posted by PiedPiper View Post
    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.
    (0)
    Last edited by Asmodeus; 09-12-2013 at 05:30 AM.

  10. #30
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Since this is a problem that apparently existed all the way back in 1.0, I seriously doubt it will ever be fixed.
    (0)

Page 3 of 12 FirstFirst 1 2 3 4 5 ... LastLast