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  1. #1
    Player
    Kupofried's Avatar
    Join Date
    Aug 2013
    Posts
    60
    Character
    Firo Losstarot
    World
    Faerie
    Main Class
    Alchemist Lv 60
    i wonder if we have to post this in this in the JP forum to have a reply from SE.
    (2)

  2. #2
    Player
    Silverwalk's Avatar
    Join Date
    Jun 2011
    Posts
    111
    Character
    Silver Darkmoon
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kupofried View Post
    i wonder if we have to post this in this in the JP forum to have a reply from SE.
    I don't think it would help as it has already been replied to by Yoshi during the beta: see this post http://forum.square-enix.com/ffxiv/t...=1#post1257955

    I wouldn't hold your breath for any further fixes, although it would be wonderful if they improve it. We have to learn to work around the problem by moving before the cast begins. You can either do this by being constantly on the move or memorizing the attack patterns so that you know a second or so before the cast begins to start moving.

    For people with over 200ms latency a good guideline is: if you can see the red circle and you are not already moving, you're dead.

    Edit to the post below: Not sarcasm, realism

    I do hope it gets improved sometime in the future.
    (4)
    Last edited by Silverwalk; 09-16-2013 at 11:02 AM.

  3. #3
    Player
    Unruhe's Avatar
    Join Date
    Aug 2013
    Posts
    46
    Character
    Unruhe Endlos
    World
    Ultros
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Silverwalk View Post
    We have to learn to work around the problem by moving before the cast begins. You can either do this by being constantly on the move or memorizing the attack patterns so that you know a second or so before the cast begins to start moving.
    I sincerely hope this is sarcasm... People should be refusing to pay a monthly premium for a game with hit detection this terrible, not just accepting it. Isn't massive server lag and delay one of the primary reasons why 1.0 did so terribly that it had to be shuttered?

    Fingers crossed for a fix or, barring that, ARR shutdown followed by an apology and announcement of version 3.0, with combat mechanics and netcode that aren't abysmal.
    (10)

  4. #4
    Player
    MogulKahn's Avatar
    Join Date
    Aug 2013
    Posts
    11
    Character
    Mogul Kahn
    World
    Midgardsormr
    Main Class
    Marauder Lv 50
    Titan HM is easy if u can avoid all those AOEs, my group have killed it a few times already.
    (0)

  5. #5
    Player
    KikInperi's Avatar
    Join Date
    Aug 2012
    Location
    Limsa Lominsa
    Posts
    147
    Character
    Kik Inperi
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by MogulKahn View Post
    Titan HM is easy if u can avoid all those AOEs, my group have killed it a few times already.
    The point is that some people can't avoid all those AOEs due to lag/latency.... did you even read the thread?
    (6)
    Last edited by KikInperi; 09-16-2013 at 01:26 PM.

  6. #6
    Player
    Eldaena's Avatar
    Join Date
    Mar 2011
    Location
    Ivalice
    Posts
    1,243
    Character
    Eldaena Vonxandria
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    I actually didn't realize people were having this issue. Myself, my boyfriend, and his brother have always dodged just fine without any issues. I wonder where the lag and latency is coming in from? Nonetheless, in every party I've been in I've tried to help out others by letting them know they can use Sprint during the fight if they are having a lot of trouble dodging in general.
    (0)

  7. #7
    Player
    Unruhe's Avatar
    Join Date
    Aug 2013
    Posts
    46
    Character
    Unruhe Endlos
    World
    Ultros
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Eldaena View Post
    I actually didn't realize people were having this issue. Myself, my boyfriend, and his brother have always dodged just fine without any issues. I wonder where the lag and latency is coming in from? Nonetheless, in every party I've been in I've tried to help out others by letting them know they can use Sprint during the fight if they are having a lot of trouble dodging in general.
    It could be luck, or just prudent reaction times.
    The problem with the way the game works right now is that every player essentially has a variable amount of latency because the server only polls character positioning every 300ms. Depending on how close you are to the next poll, you could move and have the server update flawlessly. If you start moving immediately after a poll, it effectively adds 300ms to your reaction speed, which can be a killer.

    What SHOULD happen is:
    AOE cast initiates
    AOE cast completes and server checks position of all players in vicinity
    Players in the effect are damaged

    What IS happening is:
    AOE cast initiates
    Server polls character locations
    AOE cast completes
    Server applies damage to all characters in effect range at the time of the poll, regardless of whether or not they moved

    It's also a playstyle thing: If you see red and move INSTANTLY regardless of what you are doing, you will generally avoid getting hit so long as your connection is decent -- there is usually enough time to move to safety if you move as soon as the red appears. Problem is with casters and occasionally DRG with their jump lock, it can be tempting to try to finish a cast or an animation. "Oh, well he's casting a 1.5s spell, and I have less than that on my cast, I can finish my cast and move" would work in any other game, provided you moved out of the AOE in time. The polling artificially lowers the amount of time you have to escape an AOE, so any kind of delay can easily result in the player getting hit.
    (12)

  8. #8
    Player
    Silverwalk's Avatar
    Join Date
    Jun 2011
    Posts
    111
    Character
    Silver Darkmoon
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Unruhe View Post
    ...
    What SHOULD happen is:
    AOE cast initiates
    AOE cast completes and server checks position of all players in vicinity
    Players in the effect are damaged

    What IS happening is:
    AOE cast initiates
    Server polls character locations
    AOE cast completes
    Server applies damage to all characters in effect range at the time of the poll, regardless of whether or not they moved
    Thank you, your explanation is clearer than my attempt http://forum.square-enix.com/ffxiv/t...=1#post1267314

    So in the worst case you have to be out of the red before the cast bar finishes by:
    300ms + Your Latency + Server processing time

    For example with 200ms latency that's more than 500ms or 1/2 second (we don't know how long the server processing time is).

    edit: and what's worse is you get a double whammy with latency because you don't see the cast start until the server message arrives at your computer.

    So 100ms of extra latency means you have 200ms less time to get out, nearly 1/4 of a second less!

    To the next post: exactly! This is why videos show dead bodies sliding long the ground lol, the server says you're dead but is catching up with your movement data afterwards.
    (2)
    Last edited by Silverwalk; 09-16-2013 at 02:59 PM.

  9. #9
    Player
    SKYeXile's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    141
    Character
    Xile Star
    World
    Leviathan
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Silverwalk View Post
    Thank you, your explanation is clearer than my attempt http://forum.square-enix.com/ffxiv/t...=1#post1267314

    So in the worst case you have to be out of the red before the cast bar finishes by:
    300ms + Your Latency + Server processing time


    For example with 200ms latency that's more than 500ms or 1/2 second (we don't know how long the server processing time is).
    Well imagine this as a scenario. A 1 second cast attack. on 200ms ping, factor server ticks at every .333 seconds and client sending packets every .333 seconds.

    [1]00000 Server tick sends packet data for AOE attack
    0.100 AOE shows up on your client (remember 200ms is for a round trip)
    0.300 You react and begin moving. (avg 200ms reaction time)
    [2]0.333 server tick and your client sends data.
    [3]0.666 server tick and your client sends data
    0.700 You have cleared the AOE. your client holds onto this to go with the next packet due to be sent at "1".
    0.766 server receives your new packet 3 location
    [4]1 server tick, aoe explodes, server calculates based off your last known position(packet 3) your client also sends data that you have moved
    1.100 you receive packet that you are now dead.
    1.100 server receives your updated movement data.
    [5]1.333 server process your new movement data, and sends you packet: "LOL, YOU ALREADY DEAD BRO!"
    (8)

    trf-guild.com

  10. #10
    Player
    TheRac25's Avatar
    Join Date
    Apr 2011
    Posts
    415
    Character
    Krell Ynjynor
    World
    Excalibur
    Main Class
    Fisher Lv 50
    the best is when you are killed by a mob that you just killed and you dont have any dots on you
    horrible servers all around
    (9)

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