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#127 Jan 08 2014 at 5:58 PM Rating: Decent
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Thayos wrote:
That would work too!

That would also make Titan a little less difficult, but not in a bad way.


I made the same point back in the thread where hitbox/hurtbox was explained with that spiffy diagram. I see what they were trying to do though. Shrinking hurtbox gives the impression of having more time because the part of your character that can be damaged is out of danger a little quicker. It's a good idea for a band-aid, but it doesn't fix the problem.

What I suggested was a compromise of sorts. Your hurtbox is increased in size so it's a slight nerf, but the visual cue is in sync and you get an extra split second(not really a buff) to move. If for nothing else, for the sanity of the players they should at least have the visual cue sync'd up. It's frustrating enough when you cause a wipe, but it's really ******* annoying when you saw yourself escape danger on your screen but the server disagrees Smiley: frown
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#128 Jan 08 2014 at 7:55 PM Rating: Good
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Valkayree wrote:
Point Bartel. However, while as a tank I am watching the casting bar, as a dps I am watching the ground effect animation. So I assume that if the casting bar is over and I am still in the circle, but the circle doesnt dissappear until I am 5 feet out, then the circle appeared late to begin with, which caused me to trigger late.

Latency issue, you are correct, but with the aoe ground effect animation not appearing until well into the spell's cast. The plume ground aoe indicator doesn't start on him until about 10% of the spell has been cast.


Oh yeah, it certainly sucks that the animations are out of sync. I wish they could fix THAT, because I think that would make the fight a lot more manageable for those who don't have great twitch reflexes. I know reaction time is crucial in tough content, but some people just don't have that instant reflex to do it.
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#129Theonehio, Posted: Jan 08 2014 at 10:18 PM, Rating: Sub-Default, (Expand Post) It's not broken so it won't be fixed. It was a conscious decision by Yoshi P to desync everything.
#130 Jan 08 2014 at 10:44 PM Rating: Good
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Theonehio wrote:
BartelX wrote:
Valkayree wrote:
Point Bartel. However, while as a tank I am watching the casting bar, as a dps I am watching the ground effect animation. So I assume that if the casting bar is over and I am still in the circle, but the circle doesnt dissappear until I am 5 feet out, then the circle appeared late to begin with, which caused me to trigger late.

Latency issue, you are correct, but with the aoe ground effect animation not appearing until well into the spell's cast. The plume ground aoe indicator doesn't start on him until about 10% of the spell has been cast.


Oh yeah, it certainly sucks that the animations are out of sync. I wish they could fix THAT, because I think that would make the fight a lot more manageable for those who don't have great twitch reflexes. I know reaction time is crucial in tough content, but some people just don't have that instant reflex to do it.


It's not broken so it won't be fixed. It was a conscious decision by Yoshi P to desync everything.


1. He might not think it's broken, but it definitely is.

2. Just wondering where you heard this conclusively. Was there an interview somewhere saying it was intended to be out of sync? Is there an explanation for it or something? Because it really doesn't make a lot of sense from the players perspective.
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#131 Jan 08 2014 at 10:58 PM Rating: Excellent
Naw, I think this is a working as intended feature. Spell and ability casting bars always fill up before the actual ability animations appear.
#132 Jan 08 2014 at 11:03 PM Rating: Good
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Theonehio wrote:
It's not broken so it won't be fixed. It was a conscious decision by Yoshi P to desync everything.


Um, no...

Yoshi wrote:
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.


This was a response from Yoshi himself on the official forums regarding their changes to the hurtbox of players. Rest assured that the problem will be fixed is pretty much admission that something is broken and intention to remedy the situation.

Feel free to spew your own nonsense, but leave Yoshi out of it. He's got a lot of holes to fix, but at least he admits when there is a problem. Now if only they'd work faster to fix it...
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Rinsui wrote:
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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#133 Jan 08 2014 at 11:30 PM Rating: Good
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Theonehio wrote:
Jeskradha wrote:
As some one who plays on both PC and the PS3 I don't know how anyone does the titan fight on the PS,


All of my clears have been on PS3.



I didn't mean that to be disrespectful, I have a friend who plays on the PS3 and he is awesome at tanking, I just know I probably couldn't do it and have respect for those who can.
#134 Jan 08 2014 at 11:30 PM Rating: Good
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....

Edited, Jan 9th 2014 12:31am by Jeskradha
#135 Jan 09 2014 at 2:12 AM Rating: Excellent
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Catwho wrote:
Naw, I think this is a working as intended feature. Spell and ability casting bars always fill up before the actual ability animations appear.


HOLLOW GROUND, I'm dead and the timer has now a cooldown of several minutes. I wish certain abilities were instant, like instant abilities as they have incredibly short durations.



#136 Jan 09 2014 at 2:18 AM Rating: Good
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"instant" ability delay is definitely one of my biggest pet peeves in this game. If the ability doesn't take effect, the recast should not be used up. Period.

XI never had this kind of problem...
#137 Jan 09 2014 at 2:46 AM Rating: Decent
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The "lag" that people seem to be talking about (as seen in that video posted) isn't a factor when the fight is done correctly... and if you go by the animation progress bar, then detecting any lag at all is very difficult. If the lag were really that wild and unpredictable, then groups of seven (with the customer being a leech) wouldn't be able to sell Titan wins like clockwork.


Lag certainly does effect Titan HM, like when things rubber band so hard that you end up off the edge without even seeing the landslide. Other fights will forgive if this happens, Titan HM usually does not. The game actually copes fairly well with a bit of latency, what has undone me in Titan in the past has been massive rubber banding.

However, for DPS and Healers, it has a pretty steep learning curve. Once you've learnt the rotations though, it's actually fairly straightforward and a lot of fun. For tanks it's one of the easiest fights in the game, so much so it's almost ridiculous when compared to the stress of DPS and Heals.
#138 Jan 09 2014 at 3:21 AM Rating: Excellent
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Smiley: grin I haven't really had any problems dodging since phase 3. I'm sure it still exists to some degree, but far less then what it was originally. PS3 player btw. 99% of the time, when I get nailed by something, it's because I spaced out or just wasn't in the right position to range it fast enough. Sorry to say, It feels fine to me. I think we live close to the US data center though I've heard, so I'm sure that helps. My internet is fairly slow also, /shrug. I can't even count how many times I have made it out of AoE range by the skin of my teeth, probably missing damage by the slightest margin of error.

Playing a lot during phase 3, where the problem was noticeable to a blind man, to now, where the amount of times AoE's hit clean far outweigh the times I MAY have been able to blame lag (I don't mostly, see below). I don't want to post a simple "Learn to dodge" BS speech, because it's a **** thing to do, so I won't. I will just give you my sincere condolences (read: not sarcasm), as mine works fine.

...I will be truthful in saying that I have blamed lag before when I know I just didn't dodge. No harm, no foul, right? ...the shame. It's been awhile since I did that though, I just don't care now. I don't mind taking the heat for something I @#%^ed up. sh*t happens. /shrug Smiley: grin

Edited, Jan 9th 2014 4:23am by supermegazeke
#139 Jan 09 2014 at 5:16 AM Rating: Decent
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I have 3 relics and have helped a few others complete theirs. I think the fact that this fight is still targetted as an issue by so many players is indicative of some form of problem.

I do think that 'lag' has become the standard excuse for people failing to move out of stuff but only because it is a genuine issue for some and most people recognise that. I'm going to be honest, even now I can never guarantee a Titan HM win. It's a hard fight. It's especially hard for healers and having done it first on my SCH I was relieved to get it out of the way after two weeks of practice.

I do think the fight is a big step up from Garuda and I think perhaps that's where some of the issues are but the design of the fight is such that it's very unforgiving. Maybe it should be, I don't know but it's caused a lot of misery along the way. I think particularly because it's not something you, as an individual can rectify on your own and because you are encouraged to jump into it far too soon. You actually need to do some work on getting cross class abilities and getting geared up before you walk into Titan. Still nothing you can do if you do have lag issues or you can't get a decent group.

It's getting easier to get people through now because more and more people are gearing up but I still think there's something off about it and SE's supposed iLvl for the fight. I've done this fight a couple of times with people who are beyond geared and the difference it makes is astounding. The faster the fight goes, the easier it is to deal with it. But at the point you are introduced to Titan and encouraged to try it, I think most of us weren't in anyway geared up enough.

All that being said, there's something wrong with this fight - I just think there are a variety of factors which contribute to making it a miserable experience for so many people.
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#140 Jan 09 2014 at 5:31 AM Rating: Good
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Lag is subjective. Just because you don't experience it regularly/ever doesn't mean others don't. I get the most annoying and untimely lag spikes in this game. Animations cycle and actions will cease, until it suddenly catches back up with itself. It's annoying, and frustrating for me. The issue is most likely with either my router, or my ISP. However, I do not have the time, nor the know-how to figure out how to improve the situation.

That being said, having already been frustrated with lag, now I feel like I need to go on the defense and justify my having it. Like somehow it isn't real. My eyes are glued to my screen, and my reactions are just as quick as anyone else's. I have had great, flawless runs with Titan where he poops out rainbows and sunshine and I have absolutely no connection issues. But I have also had just that one untimely lag spike that plops me right into a landslide, or makes it so I don't even see plums before they explode.

I am irritated enough by this happening to me, but I don't need to prove to you or anyone else that my lag exists. It seems a lot like you taking someone else's grief and making it about you. I want to progress and win just as much as anyone else, but to void lag as an argument because of your golden laced internet service happens to be better than mine is downright insulting to my play ability.

Edited, Jan 9th 2014 5:36am by Ryklin
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#141 Jan 09 2014 at 6:26 AM Rating: Good
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Most of this in my oppinion seems to be caused by a really stressed and busy Duty Finder Server. On quiet days, runs go perfect. On days where rewards reset only recently, i get held up during running away quite badly. My computer is perfectly fine, i could run 1.0 without a hitch smoothly, this dumbed down graphic ease of 2.0 takes no effort at all. It's silly really.

Just because it doesnt happen during some people's playtimes doesnt make it not happen for others. I'm lucky in that even though i play on a NA server from the EU, i'm living pretty much on top of the atlantic connection, so i get 100 ms of latency at most. That's latency, that's not the Duty Server freaking out over having to send more packets than it can handle to more people it was designed to supply to. And that is what is happening.

You can have the BEST computer in the world, with the BEST connection ever, with the LOWEST amount of latency of any player in the game, and still get screwed by the Duty Finder's hickups and poor packet distribution rate.

Back when the hard cap was 5000, none of these issues came up. But the budget option wasnt to add more servers, it was to just let 3000-4000 more people on each and every server. They tried to counteract this by making the grouping smaller of servers it had to connect to per instance, but i very much doubt they used more servers for it. They just made it so that running duty A only meant coordinating people from 4 servers and not pulling the data from 12 servers at once.
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#142 Jan 09 2014 at 6:27 AM Rating: Excellent
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Thayos,

I am actually in you FC. This is Felinus. I was in the run with you and happened to not experience lag that night. I have pretty much every other night experienced crippling lag. I am to the point of taking a break again. I have been smashing my face against titan and just can't seem to pass. I either A) lag like crazy and am all of a sudden dead or flying off the platform, or B) in a group where the healers are going down.

I'm just using titan as an example. Pharos is another place that if i'm lagging is damn near impossible. The first boss in there if I get hit by a lag spike I'm usually coming back after I get exploded. I really enjoy the game when things are running smoothly. In fact I don't mind failing if it is due to having inexperience in a group. I am the type of person who will run Titan until the timer runs out if others are willing. What I can't enjoy is dying and ruining mine and others enjoyment. They really need to get this sorted soon or I will probably just move on.
#143 Jan 09 2014 at 7:31 AM Rating: Excellent
Damn Fell, I am sorry to hear that. :(

I am no tech expert like Catwho... If lag is that consistent for a small group of players but not others, is there a chance that could be caused by SE servers, or is that a home ISP issue, or a combination of the two?

I generally have only about 10 mins a day when my home Internet gets slow and my game performance suffers, but I have been able to conclude that my home Internet is the problem there.

Felinus, we will beat Titan tonight or this weekend!
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#144 Jan 09 2014 at 8:12 AM Rating: Good
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I haven't played since a month and a half after release, but at least then there was lag. Now, at times where there were server issues my LS (that ran through people wihtout any trouble every night) couldn't even complete it. I am hoping those kinds of issues are gone.

Then there were the ever constant latency for some, lagspikes etc. Now those are USUALLY not something that prevents people from completing Titan, if you have done it enough times and know how to move etc. Here comes the crucial part for me though, it is NOT FUN to have to deal with it even if I CAN. The whole experience is ruined for me even if I make it 9/10 times. Someone said this game is no worse than any other game and I really have to disagree. I have never ever had as much issues with server lag/latency/lagspikes/castbar vs animation difference in any game I've played before or after.

Now maybe it is my ISP, but considering how many seem to have similar issues from all over the world I can't help but wonder. I mean, people who have no issues with no other games suddenly have enormous problems in XIV. I am no techie so I don't know what the problem is, but to me it doesn't sound like an ISP issue, it sounds like it might be affected by something some ISP do, but the actual problem lying with something SE has done differently from all other games which is hurt by that "normal" ISP thing. If that makes any sense.

Also I am not trying to bash SE here, they seem to be aknowledging that there is a problem and trying to fix it which is good. I just think it is wrong to tell people to get better because it can be done even with the issues (or that there is no lagg), when at least for someone like me the issue isn't that I can't complete the content because I can and I have, but because the latency etc just takes away the joy from it all.
#145 Jan 09 2014 at 8:15 AM Rating: Excellent
In the case of SoCal, it's probably the way that the local ISPs are routed through a particularly busy backbone.

I have very little lag where I am because I'm one hop away from Atlanta, which has a backbone that runs directly to Montreal, and the SE data center is one hop away from that. The issue is that the more big cities there are before you and your final destination, the more backbones you'll pass through. Someone out in SoCal has to hop up the coast a few times, then go through Phoenix or Salt Lake, then Minneapolis or Chicago, then New York, and only then do they get near Montreal. Depending on the ISP there might be more or fewer hops, but it boils down to lots of milliseconds adding up to half second delays each way.

This is also why satellite connections are the worst for video games, because their ping times are pretty horrible. But their packet bandwidth is huge so they're great for one way streaming. Cable internet sits in the middle for Quality of Service and bandwidth, and DSL tends to have the best QoS handling at the cost of smaller pipes, because phone lines themselves have to have good QoS or else you'll have scratchy sound.
#146 Jan 09 2014 at 8:43 AM Rating: Good
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Jeskradha wrote:
Theonehio wrote:
Jeskradha wrote:
As some one who plays on both PC and the PS3 I don't know how anyone does the titan fight on the PS,


All of my clears have been on PS3.



I didn't mean that to be disrespectful, I have a friend who plays on the PS3 and he is awesome at tanking, I just know I probably couldn't do it and have respect for those who can.


Got my tank win on titan hm last night for my relic in two tries. I ate a bomb (wasnt out of the blast radius enough) followed by a mountian buster which took me out the first go. Second go, I did not die. Granted, I brought 6 of my FC with me, and a random nice person, and some of these guys (and girls) were ilvl 90, but a win is still a win. The battle is SIGNIFICANTLY harder for DPS. I barely had to dodge anything as tank. I had to remember to Flash silence after Rock Buster (and before Mountain buster), hide in a little spot in between the bomb pattern to not get hit, and pop cooldowns when the healers were having a tough time. That's it. Garuda HM was much harder as a tank, I can say from first hand experience.
#147 Jan 09 2014 at 8:52 AM Rating: Excellent
FilthMcNasty wrote:
Restore players hurtboxes to their normal size and delay the incoming damage by .3 seconds to adjust for the server communication.


This moves the discussion forward certainly. The unintended result will be for you take take damage when you are running INTO danger on purpose. Take for example running INTO plumes to avoid Ifrit charges. You know the damage will be dealt before your run on top of plumes, so you are timing it precisely to coincide with the explosion.

There is a lot of ground AoE, Titan bombs, and other mechanics where you are trading one danger for the next, and delaying damage will just make these frustrating from the other side.

(On a side note: I do not at all support changing PvE mechanics to help improve PvP. Just a personal opinion.)

My suggestion: We need the calculation for damage vs. position to happen client side. The server tells the client the timing of the explosion. The client decides if you got hit and reports to the server. The server registers what happened. Is that not a feasible solution?
#148 Jan 09 2014 at 9:34 AM Rating: Excellent
Catwho... I live in Seattle. I imagine we have some good tech infrastructure here. Even though I am far from Montreal, would that maybe be why I have much less lag than some people who live closer?
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#149 Jan 09 2014 at 9:43 AM Rating: Decent
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Well Seattle sits right on the nap.net backbone plus a few others... For me in Milwaukee we go in through either Minneapolis or Chicago which is pretty far. Being on the backbone is not as important as it used to be though..

I think napnet was bought out though too..



Edited, Jan 9th 2014 10:47am by Nashred
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#150 Jan 09 2014 at 11:28 AM Rating: Good
Thayos wrote:
Catwho... I live in Seattle. I imagine we have some good tech infrastructure here. Even though I am far from Montreal, would that maybe be why I have much less lag than some people who live closer?


ISPs also don't mind international borders for data routes, so you could be hopping through Vancouver, to Toronto, then to Montreal without touching the clogged up routes that SoCal deals with.

I know a lot of cable ISPs end up getting routed through Toronto - seems only AT&T DSL/Uverse ignores it.

I'd be really interested to see what the lag is like in Kansas City on Google Fiber.

Edited, Jan 9th 2014 12:28pm by Catwho
#151 Jan 09 2014 at 11:47 AM Rating: Good
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I'll just put in my 2gil as well. I live in Canada, right near Toronto. I have a decent internet connection (yes - we have internet in Canada, no - I don't live in an igloo Smiley: lol) and I play on PS3 currently. I have been fortunate enough not to really experience lag for FFXIV but I attribute this mostly to my close proximity to the data centres and the fact that I pay a bit of a premium for higher quality internet service.

I can totally understand how lag would make it difficult in some of the more unforgiving fights.

Edited, Jan 9th 2014 1:13pm by Canadensis
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