i wonder if we have to post this in this in the JP forum to have a reply from SE.
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.
Last edited by Silverwalk; 09-16-2013 at 11:02 AM.
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.
Titan HM is easy if u can avoid all those AOEs, my group have killed it a few times already.
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.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.
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.
Thank you, your explanation is clearer than my attempt http://forum.square-enix.com/ffxiv/t...=1#post1267314...
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
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.
Last edited by Silverwalk; 09-16-2013 at 02:59 PM.
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.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).
[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!"
trf-guild.com
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
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