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.
Of course.
On that note as an EU player the issue isn't as big for me as for some. I've just managed to turtle my way to Brayflox and the last boss wasn't that big of a problem (I'm the tank). If I got hit by the AoE it was mostly my fault. I can dodge it easily if I start moving when I see the red area marker.
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.
Oh no no no, I can assure you it was much much worse in 1.0 and has improved dramatically but that is more a testament to how garbage the original servers were.
I haven't had much trouble with AoE's myself but I have a feeling that Duty Finder/instance congestion is the source of it as it seems like it has gradually been becoming an issue for people when it wasn't earlier on. In fact with the engine changes they made once phase 4 rolled around, the AoE Lag was nearly completely gone after being a pain in the ass in Phase 3, but it has since returned. Hopefully by segmenting the Duty Finder further it will help alleviate these problems.
Last edited by Estellios; 09-12-2013 at 11:38 AM.
Playing from Sweden on EU/US datacenter. Rarely have any issues getting out of AoEs. I didnt have issues in WoW either playing on US server, or in DaoC and ToR for that matter.
Once more into the fray. Into the last good fight I'll ever know. Live and die on this day. Live and die on this day.
But that's not an issue with skill or actual difficulty, that's just bad technical design.
Happens very often to me too. It's nice to know I'm not the only one![]()
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.