FINAL FANTASY XIV Online

FINAL FANTASY XIV Online

Rager 2022 年 8 月 17 日 下午 3:02
The tick rate in this game is my main concern.
I hope we one day get a better ff14 because this tick rate is annoying in pvp, in pve i've got use to it, even if it does feel like i am playing in mud.
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正在显示第 1 - 8 条,共 8 条留言
causality 2022 年 8 月 17 日 下午 3:23 
*channels elixir and gets hit before the casts finishes 150 ms later but still registers as complete*
Heh, nothing personnel.
2022 年 8 月 18 日 上午 2:01 
tick rate? i know some stuff get buggy in higher FPS like cloths moving through wind effects but is the game playing faster over 60FPS?
Acoustic Stoner 2022 年 8 月 18 日 上午 2:19 
引用自
tick rate? i know some stuff get buggy in higher FPS like cloths moving through wind effects but is the game playing faster over 60FPS?
What he means by tick rate is the rate if information being updated.

so if it;s 10 ticks per second, your holding forward the game will send that command 10 times in a second.

Super important in fighting games require a very high tick rate (goal is usually 30-60 if/when possible).

while mmorpg usually have very low tick rate of below 30.
最后由 Acoustic Stoner 编辑于; 2022 年 8 月 18 日 上午 2:19
Vasya Pupkin 2022 年 8 月 18 日 上午 2:25 
引用自
tick rate? i know some stuff get buggy in higher FPS like cloths moving through wind effects but is the game playing faster over 60FPS?
Tick rate is server "fps", i.e. how often a server can process changes on its side
If actions happen in a short amount of time they are actually happening inside a single tickrate.

The slow tickrate is why you should pop invuln or refresh dots from 3s to 2s before they expire. Or you may get your action too late in the queue.

Physics is client-based. Movement checks (aoe dodging) are not affected by server ticks, but taking damage from them is. Movement is sanity checked by the server but generally if on your screen you are out - you will be out of it. And thus it is again, not affected.
Megiddo 2022 年 8 月 18 日 上午 2:52 
This thread went over my head completely. Ten actions per second? 600 actions in a minute? Granted, this is likely talking about PVP at endgame, but this sounds more complicated than what the top StarCraft players were doing. For an oldtimer point and click player like myself, 600 actions per minute sounds pretty crazy.
Malfeasance 2022 年 8 月 18 日 上午 4:11 
引用自 Megiddo
Granted, this is likely talking about PVP at endgame

The thing about PvP in XIV is that you can start it as soon as you are level 30 and has normalized stats and abilities for everyone, so there is no real "endgame" in PvP. Pretty much the instant you participate you'll see what people mean with the low tick rate - it's very evident in PvP, especially if you're coming from the typical popular western MMOs.

You will also notice it in PvE the longer you play - for a random example trying to catch a low health player with Benediction but you end up healing yourself and the other player dies because they were already dead according to the server. You do get used to it, but higher rates would be on my wish list if there was ever theoretically a FFXVII MMO, along with actual eastern data centers for NA instead of everything being in Cali.

FFXIV is good but suffers a lot on the technical side of things, like how the Endwalker queues somehow had a bug affecting them all the way back from the godforsaken abomination that was 1.0 which was discovered by someone in the community after SE tried to indirectly say it wasn't on their end. It's probably more a JP dev thing than anything if I had to guess. PC games and ports have traditionally been iffy from there, but they've slowly started to improve recently.
最后由 Malfeasance 编辑于; 2022 年 8 月 18 日 上午 4:32
rabureta 2022 年 8 月 18 日 上午 5:29 
引用自 Megiddo
This thread went over my head completely. Ten actions per second? 600 actions in a minute? Granted, this is likely talking about PVP at endgame, but this sounds more complicated than what the top StarCraft players were doing. For an oldtimer point and click player like myself, 600 actions per minute sounds pretty crazy.
Nobody is actually inputting 600apm. It just means that the game logic (in this case, the server) is checking inputs and updating everything that often. This is why, for example, slidecasting is a thing; you move but the game isn't checking whether it should cancel the cast until after the cast is finished.

FFXIV actually seems to have a bunch of different tickrates for different actions but it averages out to about 3tps.
Vasya Pupkin 2022 年 8 月 18 日 上午 6:24 
It's actually 3 seconds per tick, not 3 ticks per second, if you want to be precise. GCD time of 2.5s is specifically so that a single cast would take a whole tick +250ms before and after for latency

But again, not all things live on that, i.e. dots tick strictly per tick, but player movement is not limited to ticks and is processed separately
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发帖日期: 2022 年 8 月 17 日 下午 3:02
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