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Final Fantasy XIV: A Realm Reborn

Final Fantasy XIV: A Realm Reborn 

General Discussion  » Videos showing current client/server sync issues (skill delay)

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106 posts found
  Alamareth

Novice Member

Joined: 1/03/06
Posts: 591

10/05/13 8:02:05 PM#21
Originally posted by nilden
Originally posted by Alamareth

A tip for titan for people with lag:

When you know plumes are coming, already be running.  Use your instant casts so you only have a minor interruption in your DPS.Use cast time skills, like DoTs, during safer periods.

Also, do your  team mates a solid and be spread out so you don't force one person to take a plume.

I've also beaten Titan on consecutive tries, while carrying 2 people (who were dead).  The issues on Titan are quite overstated, noting that I'm sure there is a *small* population of people that have issues.  I'm guessing it's probably more of an issue in Euro since I think all data centers are in Canada.

I live in Canada. I move out of red shapes and get hit all the time. I would put money on this being a global issue and one that is incredibly easy to recreate.

If it were so global, I think I'd hear more about other than on forums like this one.  All I know, of the 100 some odd people I play with in-game - not one of them has this problem.

Yet we all have the issue with occasional spikes in servers.  I'm glad to see that SE is focusing on the truly global issues first.

  skoupidi

Novice Member

Joined: 6/04/10
Posts: 238

10/05/13 8:02:54 PM#22
Originally posted by jskeets916
Originally posted by Ppiper
albeit, many have completed Titan, I for one found it annoying as a healer and really lost interest in a game like this. Seems so stupid to build this in a game to compensate for it's infrastructure issues. Needless to say, I've moved on, actually back to EQ2. Never encountered anything this poor in a game in recent memory.

Beaten Titan consecutively with multiple groups, these are not issues, I don't understand mmorpg.com forum logic it's absolutely astounding.

 

 

It's quoted as a design... Meaning the game developers created content with integrated testing for completion, allowing for the consistent .3 seconds to create a balanced and measureable endgame/pvp frontier.

 

Yet when you guys fail due to lack of skill, unrelated connectivity issues (yes there are many), or graphics stuttering from too high of settings on subpar pc's, you point to this hand delivered fact as the reason for your falter with PREDICTABLE circles and lines?

 

If anything this furthers the notion that I've experienced first hand that most players in this game are probably just really bad given that unlike other mmo's you've played, the design accounts for a consistent .3 second delay, fair across the board, as opposed to some unspecified fluctuating number.

Dude,please watch the second linked video in the OP.If u still think there isnt a problem,then good for you.

And you don't need skill to beat this game's bosses. Its not hard having to move away from red circles. The only way to avoid any AOE in this game is if u move prior to the cast (memorise the moves). So, have a post it straped on your monitor with bosse's rotations = skill.

Also try playing the game with an extra added delay, due to not having EU based servers. Then you will need timetravelling skills too.

Oh and on top of that add the duty finder server's lagspikes.Clearly the game is flawless and everyone who lags is a baddy.

 

  Alamareth

Novice Member

Joined: 1/03/06
Posts: 591

10/05/13 8:03:45 PM#23
Originally posted by skyline385
Originally posted by Alamareth
Originally posted by Ppiper
albeit, many have completed Titan, I for one found it annoying as a healer and really lost interest in a game like this. Seems so stupid to build this in a game to compensate for it's infrastructure issues. Needless to say, I've moved on, actually back to EQ2. Never encountered anything this poor in a game in recent memory.

Like others noted, some have bigger issues than others.  Perhaps if you live far from the servers this lag may compound itself to be noticeable.

Also, you guys need to learn some basic logic.  Assuming that the server check position every 0.3 seconds, you can't just make a blanket statement that there is built in 300ms lag.  Not all skills that can be dodged are going to start right on top of a position check.  It's probably closer to an average 200ms lag.  Considering that 150ms is on the edge of human reaction time, even if you regularly lag at about 100ms, you should barely notice it.

I know I sure don't.

The bigger issue is with the random instance lag spikes.  Yoshi has already stated that he is aware of the problem and more duty instance servers will be added to better handle peak loads.

Honestly, I find that this issue is the fallback position for bad players.  I can't speak for any of you, since I've obviously not played with you, but I have a feeling this issue is overstated.

0.3 sec server refresh doesn't mean it will delay, it basically means it will just take your position at that time into account. Now, even if you apply the average logic, it's still there and it's unpredictable. It's like saying you can try to dodge but you may or may not die, enjoy your run. Also, 150ms being on edge of human reaction time (i don't know where you found this from) is irrelevant here. The server refresh delay comes in after we have dodged in from our side. So you need to look at that logic for yourself. It has nothing to do with server. Even if my reaction is slow to 500ms, the server will add it's own 0-300ms delay depending on when i moved. So again, Human reaction time is irrelevant here.

The issue is bad. I haven't run Titan but i couldn't continue playing the game with a problem like that. So, don't bring the lame skill issue when the dev himself has admitted the issue. Sure, you like the game, continue enjoying it; i am not gonna stop you from that but don't try to hide what's been made admitted by the devs themself with the skills argument.

Also, try playing from Asia with such kind of an infrastructure. I have no idea why they would put EU servers in Canada. The obvious reason for regional servers is to reduce lag/delay. You don't go and put all the servers in just one location.

...think for a moment.

It's positional lag we are talking about, so OF COURSE your reaction times matters.  My only point is that constantly framing it in a way that only looks at the absolute worst case when that case is extremely rare anyway, seems silly.

  DMKano

Elite Member

Joined: 6/17/11
Posts: 5172

 
OP  10/05/13 8:06:37 PM#24
Originally posted by grapevine
Originally posted by DMKano
Originally posted by Vyce
Easy Solution - remove the red circle/cone/rectangle from the game. I have always found those early warning signs too carebear and annoying as hell.

Maybe you are missing the point, removing red circles would only be masking the problem, the 300ms delay is still present for every single skill in game!

They need to solve this in server netcode, other AAA games do not have this issue, so its clearly possible.

Should I even mention that as P2P game, this is simply a big no-no IMO.

 

Not true at all.  Other MMOs do have it.  They just don't typically give you a warning, so it's not apparent.

 

For example WoW has issues if you activate a movement skill.  Hunter's disengage will often be countered from where the player was standing, and not were they land.  Rouge sprint will be recoded as the starting point.  Hit boxes appear to be the wrong shape, so you die when you move just outside them.   Same issue.  It's not game breaking, you just need to be aware of it and react applicably.

Yes other games do have client/server sync issues but nowhere near the magnitude of FF14ARR.

I can - heck any player can log in right now and try the following:

Cast a healing spell - when the cast animation is ~70% start running forward - you will still get healed - why didn't you get interrupted before the cast was finished at 100%?

If I try the same in Rift, EQ1 - my heals get interrupted *every* time, the sync between client and server is *much* tighter.

So its not the same issue - the magnitude of delay in FF14ARR is huge IMO 

  Alamareth

Novice Member

Joined: 1/03/06
Posts: 591

10/05/13 8:09:26 PM#25
Originally posted by DMKano
Originally posted by grapevine
Originally posted by DMKano
Originally posted by Vyce
Easy Solution - remove the red circle/cone/rectangle from the game. I have always found those early warning signs too carebear and annoying as hell.

Maybe you are missing the point, removing red circles would only be masking the problem, the 300ms delay is still present for every single skill in game!

They need to solve this in server netcode, other AAA games do not have this issue, so its clearly possible.

Should I even mention that as P2P game, this is simply a big no-no IMO.

 

Not true at all.  Other MMOs do have it.  They just don't typically give you a warning, so it's not apparent.

 

For example WoW has issues if you activate a movement skill.  Hunter's disengage will often be countered from where the player was standing, and not were they land.  Rouge sprint will be recoded as the starting point.  Hit boxes appear to be the wrong shape, so you die when you move just outside them.   Same issue.  It's not game breaking, you just need to be aware of it and react applicably.

Yes other games do have client/server sync issues but nowhere near the magnitude of FF14ARR.

I can - heck any player can log in right now and try the following:

Cast a healing spell - when the cast animation is ~70% start running forward - you will still get healed - why didn't you get interrupted before the cast was finished at 100%?

If I try the same in Rift, EQ1 - my heals get interrupted *every* time, the sync between client and server is *much* tighter.

So its not the same issue - the magnitude of delay in FF14ARR is huge IMO 

Precisely!  It works both ways, so abuse it.

The solution is staring you in the face, but you don't seem to want to acknowledge it.  Use slide casting.  Improve your life.

Improve your gaming.

Who does moving adlo jumping lustrates in Titan HM?  This guy!

  grapevine

Advanced Member

Joined: 12/17/04
Posts: 1938

10/05/13 8:11:33 PM#26
Originally posted by DMKano
Originally posted by grapevine
Originally posted by DMKano
Originally posted by Vyce
Easy Solution - remove the red circle/cone/rectangle from the game. I have always found those early warning signs too carebear and annoying as hell.

Maybe you are missing the point, removing red circles would only be masking the problem, the 300ms delay is still present for every single skill in game!

They need to solve this in server netcode, other AAA games do not have this issue, so its clearly possible.

Should I even mention that as P2P game, this is simply a big no-no IMO.

 

Not true at all.  Other MMOs do have it.  They just don't typically give you a warning, so it's not apparent.

 

For example WoW has issues if you activate a movement skill.  Hunter's disengage will often be countered from where the player was standing, and not were they land.  Rouge sprint will be recoded as the starting point.  Hit boxes appear to be the wrong shape, so you die when you move just outside them.   Same issue.  It's not game breaking, you just need to be aware of it and react applicably.

Yes other games do have client/server sync issues but nowhere near the magnitude of FF14.

I can - heck any player can log in right now and try the following:

Cast a healing spell - when the cast animation is ~70% start running forward - you will still get healed - why didn't you get interrupted before the cast was finished at 100%?

If I try the same in Rift, EQ1 - my heals get interrupted *every* time, the sync between client and server is *much* tighter.

So its not the same issue - the magnitude of delay in FF14 is huge IMO 

 

Again, not true, and it's not a HUGE delay.  Learn the fights and react as need.   Sounds like you simply aren't adapting your play and being too reliant on markings anyway.

  karmath

Novice Member

Joined: 8/24/05
Posts: 842

10/05/13 8:13:39 PM#27

Considering they chose to locate their servers in Eastern Canada only compounds this issue. West Coast US players have 100-180ms ping while its completely unplayable for Australia and New Zealand coming in at around 300-400ms. Add in the longest GCD of any modern game at two seconds and a client sync issue you have a massive unresponsive lagfest.

Why they did this is pretty baffling, I cannot think of a single reason why someone thought it was a good idea to locate servers so far away from their target market when their game has performance issues in the first place. It's like investing in a bacon stand in the middle of baghdad stupid.

  Alamareth

Novice Member

Joined: 1/03/06
Posts: 591

10/05/13 8:15:41 PM#28
Originally posted by karmath

Considering they chose to locate their servers in Eastern Canada only compounds this issue. West Coast US players have 100-180ms ping while its completely unplayable for Australia and New Zealand coming in at around 300-400ms. Add in the longest GCD of any modern game at two seconds and a client sync issue you have a massive unresponsive lagfest.

Why they did this is pretty baffling, I cannot think of a single reason why someone thought it was a good idea to locate servers so far away from their target market when their game has performance issues in the first place. It's like investing in a bacon stand in the middle of baghdad stupid.

This, I will agree with.

Why there is no European data center for European players...is baffling.  Although I probably put one in Australia or New Zealand, demand is just too small.

  Ppiper

Advanced Member

Joined: 2/08/13
Posts: 654

10/05/13 8:16:34 PM#29
Originally posted by jskeets916
Originally posted by Ppiper
albeit, many have completed Titan, I for one found it annoying as a healer and really lost interest in a game like this. Seems so stupid to build this in a game to compensate for it's infrastructure issues. Needless to say, I've moved on, actually back to EQ2. Never encountered anything this poor in a game in recent memory.

Beaten Titan consecutively with multiple groups, these are not issues, I don't understand mmorpg.com forum logic it's absolutely astounding.

 

 

It's quoted as a design... Meaning the game developers created content with integrated testing for completion, allowing for the consistent .3 seconds to create a balanced and measureable endgame/pvp frontier.

 

Yet when you guys fail due to lack of skill, unrelated connectivity issues (yes there are many), or graphics stuttering from too high of settings on subpar pc's, you point to this hand delivered fact as the reason for your falter with PREDICTABLE circles and lines?

 

If anything this furthers the notion that I've experienced first hand that most players in this game are probably just really bad given that unlike other mmo's you've played, the design accounts for a consistent .3 second delay, fair across the board, as opposed to some unspecified fluctuating number.

was wondering when someone like you would show up. I suck, we all suck, I get it,. A game constructed like this sucks. Enjoy it. I want nothin to do with it. I'm sorry, I've never encountered a game that had in its core, a timing mechanism to work with its faulty infrastructure that players should anticipate in advance and overcompensate for their failure? Are you fucking kidding with me?

  DMKano

Elite Member

Joined: 6/17/11
Posts: 5172

 
OP  10/05/13 8:22:22 PM#30
Originally posted by Alamareth
Originally posted by DMKano
Originally posted by grapevine
Originally posted by DMKano
Originally posted by Vyce
Easy Solution - remove the red circle/cone/rectangle from the game. I have always found those early warning signs too carebear and annoying as hell.

Maybe you are missing the point, removing red circles would only be masking the problem, the 300ms delay is still present for every single skill in game!

They need to solve this in server netcode, other AAA games do not have this issue, so its clearly possible.

Should I even mention that as P2P game, this is simply a big no-no IMO.

 

Not true at all.  Other MMOs do have it.  They just don't typically give you a warning, so it's not apparent.

 

For example WoW has issues if you activate a movement skill.  Hunter's disengage will often be countered from where the player was standing, and not were they land.  Rouge sprint will be recoded as the starting point.  Hit boxes appear to be the wrong shape, so you die when you move just outside them.   Same issue.  It's not game breaking, you just need to be aware of it and react applicably.

Yes other games do have client/server sync issues but nowhere near the magnitude of FF14ARR.

I can - heck any player can log in right now and try the following:

Cast a healing spell - when the cast animation is ~70% start running forward - you will still get healed - why didn't you get interrupted before the cast was finished at 100%?

If I try the same in Rift, EQ1 - my heals get interrupted *every* time, the sync between client and server is *much* tighter.

So its not the same issue - the magnitude of delay in FF14ARR is huge IMO 

Precisely!  It works both ways, so abuse it.

The solution is staring you in the face, but you don't seem to want to acknowledge it.  Use slide casting.  Improve your life.

Improve your gaming.

Who does moving adlo jumping lustrates in Titan HM?  This guy!

My FC has beaten Titan HM 2 weeks ago, we have end game on farm - this is not an issue for me, I've adapted to FF14s delay since day 1.

My point is this - a P2P game with such a broken sync mechanic is not acceptable for most gamers, it might be fine to you and I and others who have adapted to it - but it is NOT OK.

Other major MMOs do not suffer from this issue, MMORPG gamers expect some latency but not to the extent of what FF14ARR has, I don't think its OK to settle for the status quo.

It needs to be fixed.

 

  Asm0deus

Hard Core Member

Joined: 9/06/10
Posts: 800

10/05/13 8:22:32 PM#31

The problem is the AOE lagg that is caused by shitty netcode that only checks your postion every 300ms.  We have been talking about this on the official forums.

In effect  some people do not understand what is happening and will argue they don't have this issue when they are in fact compensating for it without knowing they are by strafing or moving before the attacks starts.

What happens is you have your net lag + your pc lagg if your pc isnt up to par plus a hidden positioning check lagg.

This is what happens  when they decide you need to perform action moves to evade attacks yet have their servers check your position every 300ms. Any kind of lagg due to server problems acerbates this issue.

 

Official SE forums thread about it

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  Ppiper

Advanced Member

Joined: 2/08/13
Posts: 654

10/05/13 8:26:46 PM#32
Originally posted by Asm0deus

The problem is the AOE lagg that is caused by shitty netcode that only checks your postion every 300ms.  We have been talking about this on the official forums.

In effect  some people do not understand what is happening and will argue they don't have this issue when they are in fact compensating for it without knowing they are by strafing or moving before the attacks starts.

What happens is you have your net lag + your pc lagg if your pc isnt up to par plus a hidden positioning check lagg.

This is what happens  when they decide you need to perform action moves to evade attacks yet have their servers check your position every 300ms. Any kind of lagg due to server problems acerbates this issue.

 

Official SE forums thread about it

thank you

  DMKano

Elite Member

Joined: 6/17/11
Posts: 5172

 
OP  10/05/13 8:33:39 PM#33
Originally posted by grapevine

Again, not true, and it's not a HUGE delay.  Learn the fights and react as need.   Sounds like you simply aren't adapting your play and being too reliant on markings anyway.

It is true and having a .3sec delay added to your exiting latency is HUGE.

I am at BCoB turn 5 - my FC has end game on farm, Titan HM is a breeze to me - this is not the issue.

The issue I am bringing up is very simple - why should the entire playerbase have to live with this 300ms delay between client and server????

Other games don't have this huge latency - it is TRUE, no matter how you try to spin it.

http://www.youtube.com/watch?v=3leMnErroL0 - are you saying this is fabricated (test it yourself)

  karmath

Novice Member

Joined: 8/24/05
Posts: 842

10/05/13 8:40:37 PM#34
Originally posted by DMKano
Originally posted by grapevine

Again, not true, and it's not a HUGE delay.  Learn the fights and react as need.   Sounds like you simply aren't adapting your play and being too reliant on markings anyway.

It is true and having a .3sec delay added to your exiting latency is HUGE.

I am at BCoB turn 5 - my FC has end game on farm, Titan HM is a breeze to me - this is not the issue.

The issue I am bringing up is very simple - why should the entire playerbase have to live with this 300ms delay between client and server????

Other games don't have this huge latency - it is TRUE, no matter how you try to spin it.

 

It really is. I cant understand why some people fanboi it up to a point where they try to refute it.

300 ms is borderline unplayable by default.

  Alamareth

Novice Member

Joined: 1/03/06
Posts: 591

10/05/13 9:04:32 PM#35
Originally posted by karmath
Originally posted by DMKano
Originally posted by grapevine

Again, not true, and it's not a HUGE delay.  Learn the fights and react as need.   Sounds like you simply aren't adapting your play and being too reliant on markings anyway.

It is true and having a .3sec delay added to your exiting latency is HUGE.

I am at BCoB turn 5 - my FC has end game on farm, Titan HM is a breeze to me - this is not the issue.

The issue I am bringing up is very simple - why should the entire playerbase have to live with this 300ms delay between client and server????

Other games don't have this huge latency - it is TRUE, no matter how you try to spin it.

 

It really is. I cant understand why some people fanboi it up to a point where they try to refute it.

300 ms is borderline unplayable by default.

For being unplayable, there sure are a lot of people on BCoB turn 5.

Look, yes - it is a problem.  It's not optimal. 

It *clearly* doesn't break the game.  There are methods to adjust, most of which don't even take much skill or knowledge.  If and when it does actually inhibit progression for a large segment of the community, then I think we should have a conversation.

  Dreamo84

Defender of Worlds

Joined: 5/20/04
Posts: 2936

I actually still like MMORPGs

10/05/13 9:09:43 PM#36
Makes sense since I've noticed player movement is really choppy especially mounted. Rather unacceptable for a modern MMO seeing people skipping all over cause the server has such a bad delay.

  Ppiper

Advanced Member

Joined: 2/08/13
Posts: 654

10/05/13 9:12:17 PM#37
Originally posted by Alamareth
Originally posted by karmath
Originally posted by DMKano
Originally posted by grapevine

Again, not true, and it's not a HUGE delay.  Learn the fights and react as need.   Sounds like you simply aren't adapting your play and being too reliant on markings anyway.

It is true and having a .3sec delay added to your exiting latency is HUGE.

I am at BCoB turn 5 - my FC has end game on farm, Titan HM is a breeze to me - this is not the issue.

The issue I am bringing up is very simple - why should the entire playerbase have to live with this 300ms delay between client and server????

Other games don't have this huge latency - it is TRUE, no matter how you try to spin it.

 

It really is. I cant understand why some people fanboi it up to a point where they try to refute it.

300 ms is borderline unplayable by default.

For being unplayable, there sure are a lot of people on BCoB turn 5.

Look, yes - it is a problem.  It's not optimal. 

It *clearly* doesn't break the game.  There are methods to adjust, most of which don't even take much skill or knowledge.  If and when it does actually inhibit progression for a large segment of the community, then I think we should have a conversation.

you speak as if you have actual statistics, which you have none. You are assuming this from these putrid forums from which you collect your date. The game is broken and only those with well fortified guilds like our "beloved" Mr. Relic, enjoy. Let's see that relic again, Deuche!

 

  Asm0deus

Hard Core Member

Joined: 9/06/10
Posts: 800

10/05/13 9:14:09 PM#38
Originally posted by Alamareth
Originally posted by karmath
Originally posted by DMKano
Originally posted by grapevine

Again, not true, and it's not a HUGE delay.  Learn the fights and react as need.   Sounds like you simply aren't adapting your play and being too reliant on markings anyway.

It is true and having a .3sec delay added to your exiting latency is HUGE.

I am at BCoB turn 5 - my FC has end game on farm, Titan HM is a breeze to me - this is not the issue.

The issue I am bringing up is very simple - why should the entire playerbase have to live with this 300ms delay between client and server????

Other games don't have this huge latency - it is TRUE, no matter how you try to spin it.

 

It really is. I cant understand why some people fanboi it up to a point where they try to refute it.

300 ms is borderline unplayable by default.

For being unplayable, there sure are a lot of people on BCoB turn 5.

Look, yes - it is a problem.  It's not optimal. 

It *clearly* doesn't break the game.  There are methods to adjust, most of which don't even take much skill or knowledge.  If and when it does actually inhibit progression for a large segment of the community, then I think we should have a conversation.

This Official SE forums thread about it  disagrees with you that it isn't an issue for most players. Also SE has this in their "accepted bugs" section.

case: Coolermaster HAF932
PSU: Antec EA 750watt
RAM: 2x2g G-SKILL DDR3-1600mhz 9-9-9-24
Mb:Gigabyte GA-P55-UD4P
CPU: i5-750 @4ghz
GPU: gtx msi N760 TF 2GD5/OC
cooling: Noctua NH-D14
storage: seagate 600 240GB SSD, 500GB x7200rpm HDD

  Alamareth

Novice Member

Joined: 1/03/06
Posts: 591

10/05/13 9:19:40 PM#39
Originally posted by Asm0deus
Originally posted by Alamareth
Originally posted by karmath
Originally posted by DMKano
Originally posted by grapevine

Again, not true, and it's not a HUGE delay.  Learn the fights and react as need.   Sounds like you simply aren't adapting your play and being too reliant on markings anyway.

It is true and having a .3sec delay added to your exiting latency is HUGE.

I am at BCoB turn 5 - my FC has end game on farm, Titan HM is a breeze to me - this is not the issue.

The issue I am bringing up is very simple - why should the entire playerbase have to live with this 300ms delay between client and server????

Other games don't have this huge latency - it is TRUE, no matter how you try to spin it.

 

It really is. I cant understand why some people fanboi it up to a point where they try to refute it.

300 ms is borderline unplayable by default.

For being unplayable, there sure are a lot of people on BCoB turn 5.

Look, yes - it is a problem.  It's not optimal. 

It *clearly* doesn't break the game.  There are methods to adjust, most of which don't even take much skill or knowledge.  If and when it does actually inhibit progression for a large segment of the community, then I think we should have a conversation.

This Official SE forums thread about it  disagrees with you that it isn't an issue for most players. Also SE has this in their "accepted bugs" section.

That forum is a joke.  The total level of derpitude there makes this place look like Harvard.

What is that, 51 pages of the same dozen people posting about the same problem we already knew existed and know that SE has zero plans to do do anything about before 2.1 (if ever)?

No, I'll pass.

  Asm0deus

Hard Core Member

Joined: 9/06/10
Posts: 800

10/05/13 9:23:44 PM#40
Originally posted by Alamareth
Originally posted by Asm0deus
Originally posted by Alamareth
Originally posted by karmath
Originally posted by DMKano
Originally posted by grapevine

Again, not true, and it's not a HUGE delay.  Learn the fights and react as need.   Sounds like you simply aren't adapting your play and being too reliant on markings anyway.

It is true and having a .3sec delay added to your exiting latency is HUGE.

I am at BCoB turn 5 - my FC has end game on farm, Titan HM is a breeze to me - this is not the issue.

The issue I am bringing up is very simple - why should the entire playerbase have to live with this 300ms delay between client and server????

Other games don't have this huge latency - it is TRUE, no matter how you try to spin it.

 

It really is. I cant understand why some people fanboi it up to a point where they try to refute it.

300 ms is borderline unplayable by default.

For being unplayable, there sure are a lot of people on BCoB turn 5.

Look, yes - it is a problem.  It's not optimal. 

It *clearly* doesn't break the game.  There are methods to adjust, most of which don't even take much skill or knowledge.  If and when it does actually inhibit progression for a large segment of the community, then I think we should have a conversation.

This Official SE forums thread about it  disagrees with you that it isn't an issue for most players. Also SE has this in their "accepted bugs" section.

That forum is a joke.  The total level of derpitude there makes this place look like Harvard.

What is that, 51 pages of the same dozen people posting about the same problem we already knew existed and know that SE has zero plans to do do anything about before 2.1 (if ever)?

No, I'll pass.

Yes I will  agree the heavy armor wearers are very shiney.  Some people like to put their head in the sand and believe all is right and well in the world and some like to make noise about it so SE has more trouble sweeping it under the rug.

case: Coolermaster HAF932
PSU: Antec EA 750watt
RAM: 2x2g G-SKILL DDR3-1600mhz 9-9-9-24
Mb:Gigabyte GA-P55-UD4P
CPU: i5-750 @4ghz
GPU: gtx msi N760 TF 2GD5/OC
cooling: Noctua NH-D14
storage: seagate 600 240GB SSD, 500GB x7200rpm HDD

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