Imo, an easy fix for this would be to have the red circle* animation just show up about a half second early than the attack. E.g. Make it show up as Yellow (It's coming), then Red. If people start moving out on Yellow, they don't get hit.


Imo, an easy fix for this would be to have the red circle* animation just show up about a half second early than the attack. E.g. Make it show up as Yellow (It's coming), then Red. If people start moving out on Yellow, they don't get hit.


This would solve AoE issues but there are a lot of other issues related to the bad netcode that wouldn't see a fix through this.

This is issue is so frustrating on Titan HM...
I have read people of NA with a low ping is getting the issue too, so you can imagine how bad its for EU players with 180+ ms of latency playing on the so called EU servers hosted in montreal... you get the issue that people with low ping is getting plus the latency thing
When you are out of a red circle for nearly 1 second and you still get hit something is wrong, hopefully SE says something about it along with bringin EU servers to Europe.


Well I've learned how to dodge Titan plumes now. Have to be running when they spawn otherwise you're getting whacked.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com



Bump. Bump. Bump. Bump.
This server issue is frustrating/infuriating to no end, and I can't believe that there is not more rampant discussion about it. How so many people can consider it acceptable is beyond me.
Q20: Will we ever be able to send tells from within an instanced area?
A20: While the feature can be implemented, it’s currently masked. It’s currently masked because we would like to prevent players from harassing each other just because they know they would never party together in the future. We will continue to monitor the situation carefully as we move forward.


I beat Titan hard. I earned my relic. I didn't die. But what I had to do to survive was probably not how it was 'intended' to work... I would watch the move BEFORE Weight and literally count "One, two, three... MOVE" and I'd start running before it spawned. Just as I'd start moving, weight would spawn where I WAS standing (I'd be on the edge of it when it spawned -- giving me enough time to get out safely.) In phase 5, this sort of planning is absolutely necessary. In most groups I've been in, everyone gathers together for stomp so the healers can easily AoE heal it. Then, weight will immediately follow (or bombs/landslide followed by mountain buster and THEN weight)... If the party members were prepared for it, we could all run out of the center to the safe outer-edges with all the weights being stacked in the center. If people move too late, they will die to a venn diagram of death. If people move too soon, they will drop weights on the few 'safe' spots people intend to run to. You really DO need to memorize exactly where weights come in the ability rotation or you are going to be in trouble. THAT is probably intended -- but the needing to move beforehand? Probably not.
Last edited by Ryuko; 09-22-2013 at 06:11 AM.
I'm very disappointed that there's been no word on this.
Between the server issues at launch, the "Reserving Instance..." problem that still exists for places like AK, and then this absolutely abysmal lack of server/client synchronization, it seems like SE purposely went out of their way to hire the worst network engineers and coders possible to (re)make this game.
I wish they'd just come out and say whether or not it's an issue they'll attempt to fix. If this is "working as intended" and isn't going to be improved, then I can go ahead and stop checking these forums every day and delete the game from my hard drive. I want to like this game, I really do, I have a lot of friends playing it, but I will not pay a monthly "premium" to play a game on server architecture and netcode this awful. XIV is currently broken on an absolutely fundamental level and SE appears to have zero intention of addressing the issue, let alone actually fixing it.
Even the recent TGS interview only mentions servers insomuch as "well players can reliably log into the game now..." with no mention of ongoing issues.
Last edited by Unruhe; 09-22-2013 at 12:23 PM.


it's a shame SE aren't updating on this issue, it's really the number killer when it comes to serious content (ie: Titan, Coil). It's so easy to avoid but 90% of the time the latency is working against you.
Don't know whose idea it was to place 90% of the game's difficulty on AoE avoidance when the game doesn't provide an acceptable connectivity service. I mean, it's kind of uncanny. This game has probably the highest emphasis on urgent AoE dodging out of any MMORPG in the history of the genre, and it also has the worst connectivity service of any since the EQ/DAoC days. You need to either provide the infrastructure required to play your game or you need to design your game to accomodate the sub-standard infrastructure that you provide. You can't go in opposing directions on those two points. It's a self-evident disaster.
Anyway, this isn't going to just get fixed all of a sudden. They can't uproot their servers and contract new datacenters overnight. I'm not even dissatisfied that they haven't fixed the problem -- it's not something they can just do in a timely manner. It's a matter of poor planning, inconsideration towards their non-Japanese customers, and just a general lack of professionalism regarding their service. To release an MMOPG without regional servers located in their actual regions, in 2013, is simply unacceptable. There's no sense complaining about the lack of a solution, nobody would be able to just fix something like this at the drop of a bucket. Complain about the awful decisionmaking that leads to this problem (and so many others; this game is absolutely riddled with things that are unacceptable in a modern triple-A title.)
Last edited by Wangstrong; 09-23-2013 at 02:18 AM.
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