Pretty much the only change I think needs to be made to the combat engine/netcode is that the global lockout timer (the timer on all skills that forces you to wait 0.75 seconds after inputting one action before you can use another) should start the instant you press the button, not when your client receives the ACK packet acknowledging that you pressed the button.
I don't know exactly how the system works so I'm speculating, but it seems like the 0.75 second timer does not start until your client receives a response from the server acknowledging that you initiated an action. As a result, it ends up being more like 0.75s + your ping, roughly. With a 2.5 second GCD, you only have 250ms of leeway to double weave (0.75s * 3 = 2.25 seconds, or weaponskill, oGCD, oGCD), so as soon as you have more than ~70ms or so it becomes very difficult to double weave without clipping a bit.
After the server move, there are a lot of players who have much worse Ping than before; and many who have much better. That's to be expected.
Ping is an integral part to online games. That's obvious. But some games handle Ping better, and some worse. I'll be blunt: FFXIV handles Ping worse than some cheap free KMMOs I've played. I personally feel that FFXIV is abysmally unresponsive.
If you have anything other than exemplary ping and close to no dropped packets, you get to deal with the following:
Moving targets are more difficult to hit, as melee abilities start then stop if you aren't inside of the target
oGCD ability queueing is entirely tied to latency, meaning some people can double weave seamlessly, and others clip into more than half of the next GCD
Buffs/Debuffs need a tick to apply, or the next GCD used after them will not benefit from them unless you wait a moment (best exemplified with using Bio then Fester or Bane)
People often cite the vulnerability to hacks that client-sided ability execution would make, but considering we've had several high-profile cases of people editing game files from the client to give themselves faster GCDs or using Pomanders outside of PotD, I don't think this argument holds much weight.
Different things are polled at different rates. So if you're playing "high risk, meh reward" melee like I do, you end up dashing directly into explosions and memorizing when the game actually checks to see if things hit you, which actually varies by skill. The strangest ones are in A10S, where as best I can tell, the check to see if you do an action is actually around the 1.5 second mark, because I've started actions while the timer is at 1 and still gotten away with it. And you can get knocked into the electricity, shoulder tackle out, and get stunned/paralyzed AFTER your movement, BUT take no damage because the dot didn't tick while you were in.
At this point I'm not sure I want the clunkiness to go away. I'm USED to dodging AOEs a quarter second early then running into the explosion as it goes off. I would like to stop having to mash my inputs though.
With how the game works and updates each entry in the instance in a serial way it just feels a bit... meh.
I would like it if, when I cast a last second Succor, that half the party wouldn't just get damaged because the game didn't reach them on the list of entities to be updated yet. The way this game applies AoE damage, heals and shields in sequential waves is just retarded.
Combine that with latency and we see a lot of bullshit happening.
It's not too bad in PvE I guess but try playing PvP. Apply a Bind or a Stun and see how long it takes for your opponent to stop running - sometimes even getting fairly far behind an obstacle before being stopped. A game relying 100% on network play shouldn't be this slow. It's really, really bad. Doesn't feel like a 2014 game, let alone a continuously updated 2017 title.
if you have some other problem with ffxiv go our website ff14gilhub.com,our gamer are 7x24 online to solve your problem!
I don't know exactly how the system works so I'm speculating, but it seems like the 0.75 second timer does not start until your client receives a response from the server acknowledging that you initiated an action. As a result, it ends up being more like 0.75s + your ping, roughly. With a 2.5 second GCD, you only have 250ms of leeway to double weave (0.75s * 3 = 2.25 seconds, or weaponskill, oGCD, oGCD), so as soon as you have more than ~70ms or so it becomes very difficult to double weave without clipping a bit.
After the server move, there are a lot of players who have much worse Ping than before; and many who have much better. That's to be expected.
Ping is an integral part to online games. That's obvious. But some games handle Ping better, and some worse. I'll be blunt: FFXIV handles Ping worse than some cheap free KMMOs I've played. I personally feel that FFXIV is abysmally unresponsive.
If you have anything other than exemplary ping and close to no dropped packets, you get to deal with the following:
Moving targets are more difficult to hit, as melee abilities start then stop if you aren't inside of the target
oGCD ability queueing is entirely tied to latency, meaning some people can double weave seamlessly, and others clip into more than half of the next GCD
Buffs/Debuffs need a tick to apply, or the next GCD used after them will not benefit from them unless you wait a moment (best exemplified with using Bio then Fester or Bane)
People often cite the vulnerability to hacks that client-sided ability execution would make, but considering we've had several high-profile cases of people editing game files from the client to give themselves faster GCDs or using Pomanders outside of PotD, I don't think this argument holds much weight.
Different things are polled at different rates. So if you're playing "high risk, meh reward" melee like I do, you end up dashing directly into explosions and memorizing when the game actually checks to see if things hit you, which actually varies by skill. The strangest ones are in A10S, where as best I can tell, the check to see if you do an action is actually around the 1.5 second mark, because I've started actions while the timer is at 1 and still gotten away with it. And you can get knocked into the electricity, shoulder tackle out, and get stunned/paralyzed AFTER your movement, BUT take no damage because the dot didn't tick while you were in.
At this point I'm not sure I want the clunkiness to go away. I'm USED to dodging AOEs a quarter second early then running into the explosion as it goes off. I would like to stop having to mash my inputs though.
With how the game works and updates each entry in the instance in a serial way it just feels a bit... meh.
I would like it if, when I cast a last second Succor, that half the party wouldn't just get damaged because the game didn't reach them on the list of entities to be updated yet. The way this game applies AoE damage, heals and shields in sequential waves is just retarded.
Combine that with latency and we see a lot of bullshit happening.
It's not too bad in PvE I guess but try playing PvP. Apply a Bind or a Stun and see how long it takes for your opponent to stop running - sometimes even getting fairly far behind an obstacle before being stopped. A game relying 100% on network play shouldn't be this slow. It's really, really bad. Doesn't feel like a 2014 game, let alone a continuously updated 2017 title.
if you have some other problem with ffxiv go our website ff14gilhub.com,our gamer are 7x24 online to solve your problem!
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