Fix the tank classes. They are boring as hell!

Fix the tank classes. They are boring as hell!

I am sure there are plenty of threads out there for things like this but this thread is about fixing something that is a fundamental mechanic of the game and is not working. Regardless of the jobs and peoples opinion of them if you are a tank, a healer or a DD and you go into a lag ridden fight you are going to get hit by a move you think you have avoided, on a bad move get killed and then dropped by your party, shouted at for not knowing your stuff or fail countless times so you just don't want to keep trying.
The game is built on no other real strategy than moving out of the big glowing hurt zones and if you cannot do this (through no fault of your own) then you either have to give up, get a group to do it for you (whether you buy or get help elsewhere) or keep trying to memorize moves before they happen which i still not fool proof all the time and not FUN (and lets remember this is a game...).
Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use
http://www.humanbenchmark.com/tests/reactiontime/
Post your scores!!!
250.4 average - damn I'm slow ; ;
Last edited by Namko; 10-09-2013 at 08:20 PM.
Do you want to tell us something? >_>http://www.humanbenchmark.com/tests/reactiontime/
Post your scores!!!
250.4 average - damn I'm slow ; ;
.

307 , that good or bad?http://www.humanbenchmark.com/tests/reactiontime/
Post your scores!!!
250.4 average - damn I'm slow ; ;
nvm, I only clicked it once lol. 5 times I got a 260.2
2nd try 217 , not sure wth these scores even represent lol. kinda fun for just waking up 10 min ago
Last edited by Anakhu; 10-09-2013 at 08:56 PM.
The tool shows the time it takes (measured in milliseconds) for the human body (eyes/nervous system/muscles) to react to visual stimuli (red becoming green). On average people tend to err between 255ms and 350ms of delay while light is interpreted by the brain, commands are sent via nervous system, and the physical action is acted out. Basically all of humanity has a certain amount of physical "lag" when tested. (I scored 220ms - 300ms - 315ms - 250ms - 230ms)
If you're scoring a 300 that's 300ms then you need remember to consider this number on-top of the time it takes a data packet to get to the server (Montreal) and back to your computer (this is what latency is) which can be anywhere between (or beyond) 90~300+ms for many players - humans however tend to overcome their deficiency by "predicting" or "expecting" certain actions -> I know X boss is going to use Y move at point Z. I don't need to react I can be proactive and move early thereby nullifying my "human" latency.
The issue many players experience when playing is usually this; they are "re-actively" or "proactively" moving to avoid attacks but the round-trip of the data packet to the server is not sync'd with their visual stimuli (Client->Server relationship). In other words - the game isn't showing you what it's "seeing" making situations where you get hit by an area of effect while being clear on your own client-side screen entirely possible - more than possible when the server seems to only update position information every 300ms!
Last edited by Dhex; 10-10-2013 at 12:52 AM.

I shouldn't be shocked but 85 pages, 85 pages of largely people suffering the same issue and yet no official input on this at all. Man I love SE.
They're trying to sweep it under the rug, because it's something that can heavily affects sales and subscriptions.
Replies: 843
Views: 75,851
Like that is gonna happen.
FFXIV 1.0 & FFXI (11 years old!) both seemed to suffer from this netcode/structural issue - FFXIV ARR seems to be no different in regards to latency Client -> Server relationship. Since someone has already figured out how to dupe the checks (teleport hacking) going on between the Client -> Server I wonder why they don't move the priority to client side data a.k.a make the server back check your position against the recorded position of the monster without trying to actively reconcile position data server-side.
How this works:
Sever's apparent current method for checking position; Note this is active and relies on packets being sent to the server successfully*
Dhex - Space #1 @ 00:00:000
Dhex - Space #2 @ 00:00:300
Titan AOE Casting Appears - Space #2 @ 00:00:400
Dhex - Dodge - moves back to Space #1 @00:00:400
Titan AOE Animation @ 00:00:500
Dhex - Damage Calculated @ 00:00:550
Dhex - Position updated - Space #1 @ 00:00:600
vs.
Back checking Client position data via time stamp;
Dhex - Space #1 @ 00:00:000
Dhex - Space #2 @ 00:00:300
Titan AOE Casting Appears - Space #2 @ 00:00:400
Dhex - Dodge - moves back to Space #1 @00:00:400
Titan AOE Animation @ 00:00:500
Server check Client side data back log: Dhex in Space #1 @ :400
No damage calculated/applied to Dhex @ 00:00:550
How teleport hacking works:
Currently you'd need to inject packets with "false" position data for the server to read - by giving the server false information about your current position it makes it so that when the server next updates it will position you where it "thinks" you should be - rather than where you really ought to be.
Client side positional data can be found and modified but that's a problem for developers to work around if they go that route...
Last edited by Dhex; 10-10-2013 at 03:00 AM.
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