I'll take that as a no on an official statement,
I'll take that as a no on an official statement,
The last official comment was from the beta forums:
It is still in accepted bugs: http://forum.square-enix.com/ffxiv/t...s-everybody%29Area Attacks and Latency Issues
Producer and director Yoshi-P here.
Thank you for all of your feedback on latency issues and the evasion of enemy attacks. As we continue working to address these issues in time for phase 4 and release, I'd like to inform you all of the current situation.This post will focus on area attacks that are difficult to evade, or still connect even if you appear to have avoided it.
Damage taken when Ifrit uses Eruption.
When Ifrit used eruption in phase 3, the animation had a momentary build-up before the explosion. Because of this momentary buildup, there was a slight delay between the server's check and the explosion. This has already been corrected for phase 4 and release.
Damage taken for what looked like a near miss.
1. Registering Player Damage
In phase 3, when judging whether a character was standing in an attack's area of impact, your position was checked using a circle around your character to represent the space your character stands in.
Furthermore, to keep the different races balanced, the radius of this circle was the same for all characters. Because of this, even if you appeared to have barely escaped the area of effect, a portion of the circle was still within range. This created the illusion that you barely evaded attack, with varying results depending on your race.
For phase 4 and release, this circle has been reduced to a single point at the center of where your character is standing to more accurately determine your position.
2. Enemy Progress Bars and Area of Impact
Being an online game, there will always be a minimal delay when input is received from the player and sent back after being processed by the server.
In FFXIV: ARR, your position is checked by the server once every 0.3 seconds. This timing is synced and processed according to the servers to prevent lag between your input and what you see.
During phase 3, however, this syncing did not take place due to stringent server checks that took place, causing lag between what you saw on the enemy progress bar and your character's positioning. As a result, even if you appeared to be outside the area of impact when the progress bar was filled, damage was still taken.
Adjustments are being made to reduce lag as much as possible, and syncing should improve the timing between enemy cast bars, area of effect markers, and the actual attacks.
Rest assured that we're doing what we can to make sure players can safely evade attacks by watching enemy cast bars and markers for area attacks.
Players overseas were also affected by having to access the Japan data center in Version 1.0, as this further delayed the relay of data from the server. With the establishment of a regional data center and the above measures being taken to improve syncing with the servers, we will continue working to ensure an enjoyable gaming experience for all of our players.
(Even with a great connection, I think there's still maybe a 0.1 second margin of error with the cast bar, so make sure to get out of the way when playing with your party. )
Realistically I think there is little chance that it will get better than what we have now. Not enough players feel this is an important bug. Check out the number of likes to see why I say that.
Last edited by Silverwalk; 09-19-2013 at 12:45 PM.
PS3 Memory limitations. I hope you'll enjoy your newfound friend.
Tonight it has been really bad, pretty much everyone in my FC has been having issues and I just got 90ked kind of really annoying.
http://dn.guildwork.com/
there is server lag.. a lot of us experiencing this during a simple fight making it nearly impossible..
what is this, new servers, you say.
http://www.speedguide.net/articles/w...08-tweaks-2574
This helped me and a couple others quite a bit with the aoe issues. Specifically the TcpAckFrequency, but the rest might help you as well.
Now, its still their servers with the problem and the fact that it does not check positional data often enough, or on keypress like other games. This fix just helps make it more manageable on your end.
Yeah it was almost not playable... Was doing Garuda with my FC and Garuda kept vanishing randomly for ppl.. She couldn't even get into target... was really annoying. And I won't start with the issue that the screen froze for 1-2 sec. randomly ... SE has to fix that it turn to an really issue.
Its very sad that If you do Titan you have to fight against the lag and not against the Monster ... If they won't fix that and keep disigning mobs like Titan with that lag there is no chance I keep playing this game. Hopefully till 2.1 this is fixed <.<
I'm used to the regular amount of delay when communicating with the server but we decided to run CC with an LS group tonight. One guy was complaining about lag the entire time. I had been seeing spikes in lag throughout the day but I was also running fates with large amounts of people so I put it off to just that. However during our run on Chimera everyone started stalling in place for a second repeatedly. Making it damn near impossible to move around and avoid the multitude of aoe's that the boss throws out.
I could be wrong but I think they need to start working in some weekly maintenance.
would be nice to see DoT's on their own timer instead of getting stacked all together and on a server based tick system also....I guess these issues only really mess with us end game players, but it's no excuse not to fix it.
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