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  1. #901
    Player
    Ryios's Avatar
    Join Date
    Aug 2013
    Location
    VA
    Posts
    1,055
    Character
    Ryios Locke
    World
    Coeurl
    Main Class
    Gladiator Lv 68
    Wasn't challenging for me at all really. I learned the skill order, I get hit by zero landslides, and 1 plume (unavoidable unless I want to eat a bomb in phase 5 due to player spread). I use the visual indicators to get out of stuff and it doesn't hit me. And about the only thing I can say to that is my ping is 44 MS, I have a 4.8ghz overclocked water cooled CPU with an Nvidia 760GTX graphics card on a monitor at 2560X1440 and 3 SSDS (2 for the OS in raid 0, and 1 for my games 'e.g. FFXIV'). I do not have the issues on this fight that others are reporting. I see something on the ground, I jump out of it.

    Maybe the jump key is the key. I jump a lot. Someone told me they read a post somewhere that jump causes the server to update your xyz faster than once every .3 seconds, so I jump (literally 'spacebar') our of everything and nothing hits me.

    What was challenging was finding 7 people who are like me, and also can move out of stuff without these issues.

    Maybe the game client is storing incoming tcp ip traffic on disk and parsing it like a log, those SSDs are better!!! wouldn't suprise me at this point....
    (0)
    Last edited by Ryios; 10-12-2013 at 02:18 AM.

  2. #902
    Player
    Ronzeru's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    264
    Character
    Dorian Makai
    World
    Mateus
    Main Class
    Red Mage Lv 90
    I'm on a laggy POS PC and internet connection, and I still managed to handle him no problem after getting the mechanics down. Granted, I won't lie and say they have no latency issues. Yet more times than not, when you see yourself out of the animation before it went off on the ground..... half the time I noticed most of you -aren't- getting out of it by time the cast-bar is completed. And thats what gives the illusion more times than not you made it in time. I've been victim of this too.
    (0)

  3. #903
    Player
    ROOTFayth's Avatar
    Join Date
    Aug 2013
    Posts
    42
    Character
    Delita Heiral
    World
    Behemoth
    Main Class
    Dark Knight Lv 60
    I did Titan without getting hit even once by the AOEs... no idea what this thread is all about
    (0)

  4. #904
    Player
    Sunarie's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    544
    Character
    Sunarie Rymshek
    World
    Famfrit
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Ronzeru View Post
    half the time I noticed most of you -aren't- getting out of it by time the cast-bar is completed.
    Keep in mind that players are on about a 1 second delay for you. You're seeing other player's actions about 1 second late. Which is why people appear to stand in things, or hesitate to move. Going through Brayflox, tanking the last boss he does a line aoe attack in front of him that the tank should dodge. I dodged this fairly consistently, but according to a member in my FC (we were on mumble together, and he has also downed Titan), I was consistently standing in it.

    That's also why sometimes when people get hit by landslide, they actually get knocked off in a completely different direction than where landslide was headed. Or their dead body ends up in a spot other than where they actually got hit by the spell (such as outside of plumes).

    Once again, the fight being beatable isn't the problem. The problem is not being able to rely on the on screen indicators. Example here: http://www.youtube.com/watch?v=zFfu0i89gpI

    Yes he hesitated moving out, but he was still out before the animation/cast finished. He shouldn't have been hit.
    (5)

  5. #905
    Player
    reality_check's Avatar
    Join Date
    Aug 2013
    Posts
    614
    Character
    Jesse Branford
    World
    Adamantoise
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Ryios View Post
    Then yeah, having a Faster CPU does matter, because a fast CPU Can parse crappy server responses faster than a crappy CPU can do it, thus you get out of stuff they can't.

    Okay let's pretend for one second that your statements about the server only updating your location every 0.3 seconds has to do with your CPU. So, you have an i5, your position is updated every 1.5 seconds. You have an i3, you're being updated once every 0.3 seconds.

    Let's just pretend this is how it works.

    How is this a smart game design at all?!

    Edit: And for someone who plays on both a PS3 and an i7 computer, I can promise you the netcode lag is just as bad on both machines.
    (6)

  6. #906
    Player
    Ryios's Avatar
    Join Date
    Aug 2013
    Location
    VA
    Posts
    1,055
    Character
    Ryios Locke
    World
    Coeurl
    Main Class
    Gladiator Lv 68
    I'm not saying that a fast cpu solves the issue of the games design. What I'm saying is most peoples problems with this fight are compounded. It's their CPU/GPU/PS3/ISP + the .3 second delay killing them, not merely the .3 second delay.

    As such SE could ammend the games minimum requirements and say it's your equipment, because even with the .3 delay and bad netcode, I don't have issues getting out of things based solely off their visual indicators.

    In fact the only way I will get hit is if I wait till less than (.3 + 44ms) seconds before the AOE lands before stepping over the line. And that's assuming that there .3 seconds till my next XYZ check, in reality the xyz check will always be between 0 (happening now) and .3, so theres a 50% chance that there will be < .15 seconds until my next xyz check, meaning I get out of the aoe almost 100% of the time. Now if your pc/ps3 is lagging (bad isp, bad graphics card etc etc) and your already responded 2 seconds late to something to do frame's being skipped etc than you are much more likely to get hit.

    My point is that it's not purely the server design, and even if Yoshida had the server code fixed, people with crap pc's and ps3's will still get hit with aoe.
    (0)
    Last edited by Ryios; 10-12-2013 at 03:30 AM.

  7. #907
    Player
    Ryios's Avatar
    Join Date
    Aug 2013
    Location
    VA
    Posts
    1,055
    Character
    Ryios Locke
    World
    Coeurl
    Main Class
    Gladiator Lv 68
    Quote Originally Posted by reality_check View Post
    Edit: And for someone who plays on both a PS3 and an i7 computer, I can promise you the netcode lag is just as bad on both machines.
    Well, unless your a software engineer with a bachelor's degree in computer science like myself who custom built their Gaming PC, I can promise you that I don't lag on Titan unless there's a server lag spike that everyone gets, which doesn't always happen when I run titan.

    I will agree that there is a small .3 ish lag on moving around, but other than that there is no issue. And my crap runs so well and so smoothly that the .3 doesn't really matter to me, I get out fine. An I'm running windows 8 with the game in windowed mode which means I have to deal with Always On Vertical Sync.

    Again I'm not denying for a minute that the server code could get improved, but improved or not, people who's pc's are not optimized and tuned and lag will still get hit. And having an i7 doesn't mean anything really. What I7, it's unlocked (K on the name) with it overclocked to 4.8ghz? Or is it one of the 2011 8 core pos's with 2.3ghz per core. I7 doesn't mean it's better than an I5, etc etc, tons of variables I could write a book on, like games and threading and how games don't use HT so i7's HT functionality is useless.

    There are 3 ways a system bottlenecks, CPU, GPU, and HDD. You can have the best CPU in the WHOLE WORLD, and still lag if your GPU is crap. You can have the best GPU and CPU in the whole world and still lag if your hdd is 5400 rpm's on the IDE interface and slow and the game isn't preloading/caching textures. And you can have the best overall PC in the world and still lag if your ISP has ISP Side Packet optimization/buffering/traffic filtering etc, or your on Dial Up, or your on Satellite internet, etc etc.
    (0)
    Last edited by Ryios; 10-12-2013 at 03:53 AM.

  8. #908
    Player
    Crafter's Avatar
    Join Date
    Sep 2013
    Posts
    65
    Character
    Noah Skye
    World
    Behemoth
    Main Class
    Warrior Lv 80
    I have the lag issue and I was reading this thread.

    Is it true that the enemy's cast bar is in sync but the animation is out of sync?
    So, the problem will be fixed if S-E makes the animation in sync also?
    If the cast bar can be in sync, I don't understand why the animation can not be in sync.

    I also read that your character's animation is in sync but the cast bar is out of sync. So, when you want to know when you're done casting, you need to check the animation and not the cast bar.

    It's kind of like the cast bar is what the server is seeing and the animation is what you (client) are seeing.
    (0)

  9. #909
    Player
    traja's Avatar
    Join Date
    Sep 2013
    Posts
    32
    Character
    Covalent Ohm
    World
    Cerberus
    Main Class
    Thaumaturge Lv 31
    Quote Originally Posted by Ryios View Post
    Again I'm not denying for a minute that the server code could get improved, but improved or not, people who's pc's are not optimized and tuned and lag will still get hit.
    If anything that makes this even worse. People with low end machines get completely ruined then because it's just one problem on top of another. But honestly I have never seen this issue in other MMOs (didn't play FFXI), and I have played them with some truly abysmal PCs. But now that I have a i7-3770K and I am seeing it all the time in FFXIV, but of course, still not in any other MMO. So from that I think the CPU effect while possible is miniscule compared to the terrible net code.
    (0)

  10. #910
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Yes. For instance on Primals the damage is calculated once the cast bar disappears - you can run right through a boss's animation if the cast bar is complete (@75~85%) and you were out of range of the initial attack. However animations such as player attacks or the floor attack in Amdapor Keep/Stone Vigil do not follow this structure and are based off the animation completion and your character position.

    The problem with the game is inconsistency in mechanics, a hard latency of .3s or 300ms on position updates - and myriad of other structural netcode issues. FFXIV expects players to have little to no lag judging from the harshness of certain boss mechanics - but does not provide the necessary back checks, synchronization, or conformity of mechanics to make combat feel seamless and responsive. This is basically a continuation of a thread that persisted from Beta Phase 2 - Open. The only response given then was "wait for us to implement the NA servers" to "wait until we've optimized the servers & instance servers" and now we are still experiencing the same issue.

    Will it get fixed? Who knows - they never managed to fix these same issues in FFXI which has been running (over?) a decade now.
    (2)

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