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    Player
    Vektrat's Avatar
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    Aug 2013
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    Vektrat Pirineu
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    Ragnarok
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    Pugilist Lv 50

    SERVER LAG - Player complaints compilation (Demanding a specific answer)

    Hello Square Enix,

    I made this post over two weeks ago (now classified as an Accepted bug). I wanted to make it as helpful and informative as possible, but I guess it is time to dramatise the issue:
    I put effort into this, I used other player's effort, and I received support from them. I expected from all of this, for you to at least have the decency to have a DIRECT comment on this specific issue, we didn't even get the copy&paste one.

    This is the most active thread, it's kept up the General discussion for weeks and been ignored for weeks as well:Many other players have reported the same issue over and over (here's a quick list from the latest posts in the English forum, some more popular, some less):
    Now, some threads may look different, but they all relate to the same issue, and it is NOT an European-only thing. And YES it affects EVERYBODY.

    I understand you may have other priorities, I understand that the game is quite "playable" at the moment for most of the people's current concerns (leveling, etc); but this is a MAJOR issue.

    WE ARE BEING IGNORED right now.

    Threads are being put under the rug, players getting tired, duplicate threads dirtying the forum, people coming up with different conclusions and beliefs that add up to the confusion or spawn other non-existant issues because everything comes down to the very same issue: server lag.

    People is INVESTING time in HELPING, in trying to make the game better, in HELPING YOU DOING YOUR JOB. We put time to make videos, to report issues, to explain things so that you and others can understand, to try and figure out what's wrong, to try and FIX it ourselves thinking it may be on our end.

    I for one am tired of making new stuff, so I'll keep this thread saved, and copy it to the forum every time it disappears into locked subsections AS LONG AS THERE IS NO OFFICIAL REPLY. I am sorry, I really am, I don't like to threat or demand, but this is insulting.

    Again, we understand you may be working on it, that your hands are full, but at least let us know this has reached you and that it is in your TODO list, so that people can stop creating new threads, submitting stuff, and getting confused. Most of us already think this will vanish into ether and never get fixed.

    Thanks for your support

    _______
    ANNEX:

    Source: http://forum.square-enix.com/ffxiv/t...=1#post1286035

    This is from a thread from 2012 (and the main reason we think this will be ignored now as well):
    From the BETA forums:
    Area Attacks and Latency Issues

    Producer and director Yoshi-P here.
    Thank you for all of your feedback on latency issues and the evasion of enemy attacks. As we continue working to address these issues in time for phase 4 and release, I'd like to inform you all of the current situation.This post will focus on area attacks that are difficult to evade, or still connect even if you appear to have avoided it.

    Damage taken when Ifrit uses Eruption.

    When Ifrit used eruption in phase 3, the animation had a momentary build-up before the explosion. Because of this momentary buildup, there was a slight delay between the server's check and the explosion. This has already been corrected for phase 4 and release.

    Damage taken for what looked like a near miss.

    1. Registering Player Damage

    In phase 3, when judging whether a character was standing in an attack's area of impact, your position was checked using a circle around your character to represent the space your character stands in.

    Furthermore, to keep the different races balanced, the radius of this circle was the same for all characters. Because of this, even if you appeared to have barely escaped the area of effect, a portion of the circle was still within range. This created the illusion that you barely evaded attack, with varying results depending on your race.
    For phase 4 and release, this circle has been reduced to a single point at the center of where your character is standing to more accurately determine your position.

    2. Enemy Progress Bars and Area of Impact

    Being an online game, there will always be a minimal delay when input is received from the player and sent back after being processed by the server.
    In FFXIV: ARR, your position is checked by the server once every 0.3 seconds. This timing is synced and processed according to the servers to prevent lag between your input and what you see.

    During phase 3, however, this syncing did not take place due to stringent server checks that took place, causing lag between what you saw on the enemy progress bar and your character's positioning. As a result, even if you appeared to be outside the area of impact when the progress bar was filled, damage was still taken.

    Adjustments are being made to reduce lag as much as possible, and syncing should improve the timing between enemy cast bars, area of effect markers, and the actual attacks.

    Rest assured that we're doing what we can to make sure players can safely evade attacks by watching enemy cast bars and markers for area attacks.

    Players overseas were also affected by having to access the Japan data center in Version 1.0, as this further delayed the relay of data from the server. With the establishment of a regional data center and the above measures being taken to improve syncing with the servers, we will continue working to ensure an enjoyable gaming experience for all of our players.
    (Even with a great connection, I think there's still maybe a 0.1 second margin of error with the cast bar, so make sure to get out of the way when playing with your party. )
    Regarding the game's battle stystem, also form beta, by Yoshida himself:
    With the advent of stronger internet connections, recent MMORPGs have come to be able to have defensive and evasive skills similar to offline stand alone games. Despite this, I feel that this does not fit with our customers who play FINAL FANTASY online, and I would like to have everyone play this game steadily for as long of a time as possible, which is why we’ve eliminated action elements to the best of our ability.
    [...]
    Visually noticeable AoE attacks that you can avoid by moving
    [...]
    (83)
    Last edited by Vektrat; 09-24-2013 at 07:03 PM.