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  1. #11
    Player
    Silverwalk's Avatar
    Join Date
    Jun 2011
    Posts
    111
    Character
    Silver Darkmoon
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Skyrant_Kangaroomouse View Post
    Wow that first video is bad lag, really bad, that is just not fair. The second one, is normal, you hesitated there for a second and that got you in the end. I know, the timing is a bitch, you have to move the instant the plumes appear and not stop.

    I have run this fight many times, me and my FC do it pretty much daily with no problems since we are "trained" now. BUT having said that, i do agree that the timing you need is borderline unfair. It's extremely hard to dodge all the plumes, bombs or landslides even on a relatively fast connection (105ms ping here) i get caught in the odd plume or what i have most problems with, the bombs.

    I think a slight tuning giving it half a second more to dodge would not hurt the fight at all and maybe give people with worse connections a chance.
    I don't think they need to add more time, they just need the client to send a position update when you clear the aoe.

    Having said that there is an interesting point here. These encounter's are designed and tested in Japan with maybe 20-30ms ping time (guessing). After all the server lag is taken into account they allow a certain amount of time for the player to react.

    If they allow 400ms to react that seems pretty good. Human reaction time is around 200ms so that's double what most people need. So they allow 200ms of extra time, sounds pretty good.

    So now someone playing with 100ms ping time will have the allowed time reduced to 320ms minus human reaction time leaving 120ms of extra time. That's nearly half what they had in Japan.

    At 200ms ping time the allowed reaction is now 220ms, minus human reaction time leaves 20ms of extra time.

    Over 200ms ping and you now have to react faster than the normal human reaction time. Houston I think we may have a problem.

    edit: the point I'm making here is that making an encounter "hard" by testing the player's reaction time can't work when player's have different ping times.

    The game should be testing that you know what to do, not that you can react at super-human speeds (when your ping time goes over 200ms).
    (5)
    Last edited by Silverwalk; 09-19-2013 at 11:08 AM.