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More positive impressions.Follow

#1 Jul 26 2013 at 4:09 PM Rating: Good
http://rpgamer.com/news/Q3-2013/072513a.html

The game seems to be getting the right attention this time around. Not sure if everyone is familiar with this site, but I've been following it for years.
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#2 Jul 26 2013 at 4:51 PM Rating: Good
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Thanks for the link. It really feels like this game will have a solid community who are passionate enough about the game to stick around for the long run. There are a few things that need to be worked on, sure, but I have a good feeling about the dev team this time around.
#3REDACTED, Posted: Jul 26 2013 at 4:57 PM, Rating: Sub-Default, (Expand Post) Only took them two tries lol
#4 Jul 26 2013 at 5:01 PM Rating: Good
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They really need to fix the responsiveness issue, but if they manage to do that, I am quite optimistic about this game.
#5 Jul 26 2013 at 5:20 PM Rating: Excellent
The game feels at least as responsive as FFXI. Are you referring to that blink of an eye between running and casting (which is in ffxi, too, grrr)?

I didn't experience any kind of lag/unresponsiveness that I'd consider to be anything remotely near being a deal breaker.
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#6 Jul 26 2013 at 5:21 PM Rating: Good
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Arjuncorpse wrote:
They really need to fix the responsiveness issue, but if they manage to do that, I am quite optimistic about this game.


Are you talking about the responsiveness from 1.0 or ARR? Admittedly, I didn't read the article but I have played the game through alpha. I haven't noticed any lag in responsiveness at all.
#7 Jul 26 2013 at 5:31 PM Rating: Decent
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There is a crippling responsiveness issue in instanced dungeons on the PS3 version, and sometimes out in the open world. Party members will stay still on your screen even though they are clearly out of range, leaving you unable to cast any spells on them. It may be due to lag or the size of the dungeon. I didn't have the issue at all while running Haukke Manor, which is considerably "smaller" compared to the rest of the dungeons because it's all under one roof. Tam-Tara and onward to Brayflox, excluding Haukke, I had that problem constantly. It's not non-existent in the Manor, because I had a party member experience the issue instead of me for once. S-E have moved the grievance to a "known" bug. I haven't done any research to see if they're working on it for phase 4 and launch.
#8 Jul 26 2013 at 5:56 PM Rating: Decent
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Atkascha wrote:
There is a crippling responsiveness issue in instanced dungeons on the PS3 version, and sometimes out in the open world. Party members will stay still on your screen even though they are clearly out of range, leaving you unable to cast any spells on them. It may be due to lag or the size of the dungeon. I didn't have the issue at all while running Haukke Manor, which is considerably "smaller" compared to the rest of the dungeons because it's all under one roof. Tam-Tara and onward to Brayflox, excluding Haukke, I had that problem constantly. It's not non-existent in the Manor, because I had a party member experience the issue instead of me for once. S-E have moved the grievance to a "known" bug. I haven't done any research to see if they're working on it for phase 4 and launch.


I have a 9 second chat delay from my hitting the enter button and it appearing.
I don't know if its because my server is in Canada and I'm in US on east coast. On ps2 ffxi there was no delay, with the server in Calif.

I wonder if they are staying out of US for tax reasons...
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#9 Jul 26 2013 at 5:58 PM Rating: Good
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The responsiveness issue isn't 'crippeling' at all.

To explain to those who haven't noticed it. There's a ~.5 second recognition delay when registering certain damage and buff registries. This is best illustrated when evading Charged attacks when they are nearly full, or jumping and receiving fall damage.

Gameplay wise, its easily adjusted for if you keep in mind you need to be out of range/have stunned the enemy before their attack bar reaches 75~80%, otherwise the attack will go through and hit/miss you as if you were still in the position you were at that moment.

It's possible that their damage check servers are different than their positional servers, as more than once I have been hit by a bomb when i was out of range, and my allies SAW me out of range. If it was a latency issue, to them I would have still been in range according to their camera.

It's not game breaking in the least, however. Given the fact that not even everyone has even noticed it, it can defiantly be played through until it is addressed.

You know, Phase 2 I didn't notice this issue at all... perhaps it's a server strain problem. I've never encountered the chat delay spoken about here.

Edited, Jul 26th 2013 8:01pm by Hyrist
#10 Jul 26 2013 at 6:07 PM Rating: Decent
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Hyrist, that is not at all what I'm talking about. Party members literally staying in one place on-screen when they have obviously moved out of range on theirs is a crippling issue. There will sometimes be a huge delay and a lag spike before the issue resolves itself, but only temporarily. That is my problem with the game at the moment. S-E has talked about what you mentioned. Not a word from them directly on what I mean.
#11 Jul 26 2013 at 6:32 PM Rating: Decent
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Atkascha wrote:
Hyrist, that is not at all what I'm talking about. Party members literally staying in one place on-screen when they have obviously moved out of range on theirs is a crippling issue. There will sometimes be a huge delay and a lag spike before the issue resolves itself, but only temporarily. That is my problem with the game at the moment. S-E has talked about what you mentioned. Not a word from them directly on what I mean.

I was on the PS3 and never experienced those issues. Could it have to do with people not opening their ports? When I went to initially update the client, I had my ports closed, and the connection speed was horrendous. After accessing my router and opening them, the download went a whole lot faster. I don't know if that could cause anything that severe, but I wouldn't be surprised if some of the less common lag issues were caused by it.
#12 Jul 26 2013 at 6:35 PM Rating: Good
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Considering that the PS3 version is pretty new, there is bound to be some issues. I'm pretty sure they will work it out, whether they mention it or not. The dev team seems pretty adamant about squashing bugs and such.
I have seen the "red ring" delay, which is an entirely different issue, but like Hyrist said, is not game breaking at all.
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#13 Jul 26 2013 at 6:44 PM Rating: Good
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Grandmomma wrote:
Atkascha wrote:
There is a crippling responsiveness issue in instanced dungeons on the PS3 version, and sometimes out in the open world. Party members will stay still on your screen even though they are clearly out of range, leaving you unable to cast any spells on them. It may be due to lag or the size of the dungeon. I didn't have the issue at all while running Haukke Manor, which is considerably "smaller" compared to the rest of the dungeons because it's all under one roof. Tam-Tara and onward to Brayflox, excluding Haukke, I had that problem constantly. It's not non-existent in the Manor, because I had a party member experience the issue instead of me for once. S-E have moved the grievance to a "known" bug. I haven't done any research to see if they're working on it for phase 4 and launch.


I have a 9 second chat delay from my hitting the enter button and it appearing.
I don't know if its because my server is in Canada and I'm in US on east coast. On ps2 ffxi there was no delay, with the server in Calif.

I wonder if they are staying out of US for tax reasons...


Only if they want to pay more taxes, lol. Canadians pay a lot of tax. But we don't have uninsured patients left to die on the floor of emergency rooms, either. You pick your battles.

I'm pretty sure the location was taken because it's easy to find both English and French support staff, it's near a "freeway" of the most advanced underwater fibreoptic lines to Europe which is the next best thing to being there, and it's well connected to North America. The only thing missing in abundant supply is German-speaking support, but there are plenty such communities in Canada to draw from.
#14 Jul 26 2013 at 6:52 PM Rating: Excellent
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Xoie wrote:
Grandmomma wrote:
Atkascha wrote:
There is a crippling responsiveness issue in instanced dungeons on the PS3 version, and sometimes out in the open world. Party members will stay still on your screen even though they are clearly out of range, leaving you unable to cast any spells on them. It may be due to lag or the size of the dungeon. I didn't have the issue at all while running Haukke Manor, which is considerably "smaller" compared to the rest of the dungeons because it's all under one roof. Tam-Tara and onward to Brayflox, excluding Haukke, I had that problem constantly. It's not non-existent in the Manor, because I had a party member experience the issue instead of me for once. S-E have moved the grievance to a "known" bug. I haven't done any research to see if they're working on it for phase 4 and launch.


I have a 9 second chat delay from my hitting the enter button and it appearing.
I don't know if its because my server is in Canada and I'm in US on east coast. On ps2 ffxi there was no delay, with the server in Calif.

I wonder if they are staying out of US for tax reasons...


Only if they want to pay more taxes, lol. Canadians pay a lot of tax. But we don't have uninsured patients left to die on the floor of emergency rooms, either. You pick your battles.

I'm pretty sure the location was taken because it's easy to find both English and French support staff, it's near a "freeway" of the most advanced underwater fibreoptic lines to Europe which is the next best thing to being there, and it's well connected to North America. The only thing missing in abundant supply is German-speaking support, but there are plenty such communities in Canada to draw from.


Thank you for great information. I didn't realize until now that the Canadian servers were in Quebec on the East Coast.
I wrongly assumed they would be on the West Coast because of JPN being across the Pacific.

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World: Ultros
#15 Jul 26 2013 at 7:05 PM Rating: Good
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Atkascha wrote:
Hyrist, that is not at all what I'm talking about. Party members literally staying in one place on-screen when they have obviously moved out of range on theirs is a crippling issue. There will sometimes be a huge delay and a lag spike before the issue resolves itself, but only temporarily. That is my problem with the game at the moment. S-E has talked about what you mentioned. Not a word from them directly on what I mean.


No you got it the other way around.

I moved out of range.

My party saw me move out of range.

I got hit?

Why?

I didn't get out of range until after 80% charge on the attack, and I got hit.

I've tested this repeatedly, it's pretty much the same or similar in multiple areas. There's a certain, but minor, delay in responsiveness and it's easily anticipated. Given that there's a fairly large charge time on those kind of skills, as well as most skills being stunnable, it can be compensated for by the players until it is addressed.

It would be game breaking if it were flat out stopping players from playing. But as it is, the mechanics are forgiving enough for people to be able to adjust for it.

We'll see how much of an impact this has on endgame once we can get to it, but they may even have it fixed by then.
#16 Jul 26 2013 at 7:10 PM Rating: Decent
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Grandmomma wrote:
Xoie wrote:
Grandmomma wrote:
Atkascha wrote:
There is a crippling responsiveness issue in instanced dungeons on the PS3 version, and sometimes out in the open world. Party members will stay still on your screen even though they are clearly out of range, leaving you unable to cast any spells on them. It may be due to lag or the size of the dungeon. I didn't have the issue at all while running Haukke Manor, which is considerably "smaller" compared to the rest of the dungeons because it's all under one roof. Tam-Tara and onward to Brayflox, excluding Haukke, I had that problem constantly. It's not non-existent in the Manor, because I had a party member experience the issue instead of me for once. S-E have moved the grievance to a "known" bug. I haven't done any research to see if they're working on it for phase 4 and launch.


I have a 9 second chat delay from my hitting the enter button and it appearing.
I don't know if its because my server is in Canada and I'm in US on east coast. On ps2 ffxi there was no delay, with the server in Calif.

I wonder if they are staying out of US for tax reasons...


Only if they want to pay more taxes, lol. Canadians pay a lot of tax. But we don't have uninsured patients left to die on the floor of emergency rooms, either. You pick your battles.

I'm pretty sure the location was taken because it's easy to find both English and French support staff, it's near a "freeway" of the most advanced underwater fibreoptic lines to Europe which is the next best thing to being there, and it's well connected to North America. The only thing missing in abundant supply is German-speaking support, but there are plenty such communities in Canada to draw from.



Thank you for great information. I didn't realize until now that the Canadian servers were in Quebec on the East Coast.
I wrongly assumed they would be on the West Coast because of JPN being across the Pacific.

What kind of connection do you have? Are you using a wireless router?
#17 Jul 26 2013 at 7:14 PM Rating: Good
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I feel like if the red ring issue isn't addressed to some degree, it could be a problem with some late game stages, where the difference between success and failure is getting out of those circles. In the Ifrit fight, especially on extreme, not avoiding just one of his fire circle spells could be big. Just doing the lvl 20 Ifrit, it's tough to get out in time unless your reaction time to it is flawless. There were times when I was well clear, and still got dinged pretty damn hard. It worries me for end game, and I hope they find a way to clean it up.
#18 Jul 26 2013 at 7:50 PM Rating: Excellent
I think we can agree that if they're going to have mechanics like this that let you dodge attacks based on visual cues then things need to be tighter server side. Or they need to dial down the tolerance to allow for server issues.
#19 Jul 26 2013 at 7:52 PM Rating: Good
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I'm not sure they know fully what's going on, which is going to be the delay in repairs. If it is as game breaking as people say they'll likely delay out the game. But so far they seem to be progressing as per normal.

We're about due for a wave of responses from them, which will likely come right before Phase 4. So It's probably smart to sit tight on it for now. Not that the official boards will at all. As usual it's a madhouse in there.
#20 Jul 26 2013 at 8:06 PM Rating: Excellent
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In my experience it is the AOE attacks that are the worst. Gobbie bombs and slug aqueous discharge would hit me if I wasn't running out the instant I saw the circle or the charge bar. Even a miniscule delay and the attack would complete a second or more later and i would take damage when well away from the circle. I had the same problem with Ifrit. And while i wont call it game breaking it certainly is a broken feature at this time. I dont care if you're able to adjus for it. If it was working correctly i wouldnt have to. I didn't have near as much trouble with the cone attacks like the hogs and anoles had. I seemed able to slip around behind them by running straight through them and would avoid the attack at a much more consistent rate.
#21 Jul 26 2013 at 8:31 PM Rating: Excellent
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Grandmomma wrote:
Atkascha wrote:
There is a crippling responsiveness issue in instanced dungeons on the PS3 version, and sometimes out in the open world. Party members will stay still on your screen even though they are clearly out of range, leaving you unable to cast any spells on them. It may be due to lag or the size of the dungeon. I didn't have the issue at all while running Haukke Manor, which is considerably "smaller" compared to the rest of the dungeons because it's all under one roof. Tam-Tara and onward to Brayflox, excluding Haukke, I had that problem constantly. It's not non-existent in the Manor, because I had a party member experience the issue instead of me for once. S-E have moved the grievance to a "known" bug. I haven't done any research to see if they're working on it for phase 4 and launch.


I have a 9 second chat delay from my hitting the enter button and it appearing.
I don't know if its because my server is in Canada and I'm in US on east coast. On ps2 ffxi there was no delay, with the server in Calif.

I wonder if they are staying out of US for tax reasons...


In order to fix your 9 second delay, scroll your chat window back down. You've got it scrolled up with the bottom 3-4 lines hanging off. I've done the same thing before.

It doesn't matter if you're connecting to a server in Mongolia, your latency isn't going to be 9 seconds. Latency between the US and Canada is a fraction of a second, even on a bad connection. I think my latency is in the 90ms range, using Comcast from the Chicago suburbs, without using a latency hack or tunneling. You might have noise on your line that's causing problems, but not 9 second delays. Especially not with chat, where your own /say will appear instantly in your client when you hit return, even if you pull the cord while typing. The client doesn't wait for the server to echo your own text back to you, it just does it.

Anyway, there may be server side or distance issues, but yours doesn't sound like that.
#22 Jul 26 2013 at 8:31 PM Rating: Excellent
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LebargeX wrote:
In my experience it is the AOE attacks that are the worst. Gobbie bombs and slug aqueous discharge would hit me if I wasn't running out the instant I saw the circle or the charge bar. Even a miniscule delay and the attack would complete a second or more later and i would take damage when well away from the circle. I had the same problem with Ifrit. And while i wont call it game breaking it certainly is a broken feature at this time. I dont care if you're able to adjus for it. If it was working correctly i wouldnt have to. I didn't have near as much trouble with the cone attacks like the hogs and anoles had. I seemed able to slip around behind them by running straight through them and would avoid the attack at a much more consistent rate.


This has been my experience as well, and I also agree that it is definitely not a critical issue for me, though I would like to see the issue resolved in the near future. That having been said, I am going to be playing the **** out of this game when it is released, aoe issues or not!
#23 Jul 27 2013 at 12:14 AM Rating: Excellent
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schneiderw wrote:
LebargeX wrote:
In my experience it is the AOE attacks that are the worst. Gobbie bombs and slug aqueous discharge would hit me if I wasn't running out the instant I saw the circle or the charge bar. Even a miniscule delay and the attack would complete a second or more later and i would take damage when well away from the circle. I had the same problem with Ifrit. And while i wont call it game breaking it certainly is a broken feature at this time. I dont care if you're able to adjus for it. If it was working correctly i wouldnt have to. I didn't have near as much trouble with the cone attacks like the hogs and anoles had. I seemed able to slip around behind them by running straight through them and would avoid the attack at a much more consistent rate.


This has been my experience as well, and I also agree that it is definitely not a critical issue for me, though I would like to see the issue resolved in the near future. That having been said, I am going to be playing the **** out of this game when it is released, aoe issues or not!


This is my experience on PC too. The AoE delay should be fixed, but it's not a big deal currently. At end game and in crazy fates it will be.

I didn't have any other problems regarding lag or latency.
#24 Jul 27 2013 at 5:37 AM Rating: Excellent
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schneiderw wrote:
LebargeX wrote:
In my experience it is the AOE attacks that are the worst. Gobbie bombs and slug aqueous discharge would hit me if I wasn't running out the instant I saw the circle or the charge bar. Even a miniscule delay and the attack would complete a second or more later and i would take damage when well away from the circle. I had the same problem with Ifrit. And while i wont call it game breaking it certainly is a broken feature at this time. I dont care if you're able to adjus for it. If it was working correctly i wouldnt have to. I didn't have near as much trouble with the cone attacks like the hogs and anoles had. I seemed able to slip around behind them by running straight through them and would avoid the attack at a much more consistent rate.


This has been my experience as well, and I also agree that it is definitely not a critical issue for me, though I would like to see the issue resolved in the near future. That having been said, I am going to be playing the **** out of this game when it is released, aoe issues or not!

I CONCUR!

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#25 Jul 27 2013 at 6:32 AM Rating: Decent
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Glad the game is getting good reviews! I've enjoyed it myself all in all during B3, something I couldn't say about 1.0 when I played its beta.

A little OT but since it was mentioned, the lag issue centers around some of the player positioning issues mentioned in this thread. And this kind of thing...

http://forum.square-enix.com/ARR-Test/attachment.php?attachmentid=2137&d=1362316058

I didn't see anything this out-of-whack, but the red circle timing was pretty awful for me. I didn't notice the cast bar, just the animation so either there is a syncing problem with the cast/animation (full bar should align with damage splash from animation) for a lot of mobs. Or there is a 1-2 second responsiveness issue with the servers, which sounds really, really problematic. A 0.5 second delay max should be expected with a good connection otherwise players will not be where you expect them to be and damage spells will hit you that you appear to be out of range for. And of course you'll possibly die from 12HP damage after getting healed for 60HP apparently.
#26 Jul 27 2013 at 8:49 AM Rating: Good
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Concerning the delay, there is also a delay in damage if you simply jump off a high cliff or equivalent. If you watch when you land there is a slight delay between hitting and getting the "oof" sound of your character landing vs the damage popping up and applying.
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