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Also this is one of those games where high latency is exactly NOT a big issue because you don't do timed coordination barely at all with other players.
Chinese is another story. not only MH but any co op or pve game. I've been playing with some japanese homies since 2015 never had any problem.
Don't know what magic they are using in this game, but on my ps I've try playing both in US and japan from europe and there's no input lag or rubberbanding at all, even when I do my best to saturate my bandwith with downloads. Now I just leave the region on "any" and can enjoys faster and more reliable matchmaking.
Don't get me wrong, there is a delay, but it's hard to explain. I play Siegfried and I can time my attacks without any problems even when I have high latency, dodging is no problem at all, the only difference between connecting to Europe and Japan is that the hits are registering with a slight delay, but i was only able to notice that when attacking stationary targets like barrels.
Or keep walking back and forth because of rubberbanding due to high latency?
Or is it okay for you too that your enemies keep teleporting, which is also can caused by high latency?
I haven't even come close to addressing all the problems that high latency could bring forth.
Sure, you probably don't mind that, but those who have no idea how the internet works will start complaining.
The physical distance is and always will be the main issue that affects latency; it will never change.
EDIT: I have been playing FF14 since 2012 with Japanese on the JP server for almost 12 years now, and I have played many more MMOs before that in different countries: NA, TH, JP, CN, KR, etc. I don't think I need to experience it more to know what latency is, lol!
This is due to the fact that you currently reside in the middle of those US and Japanese servers.
That's why you won't experience as much latency compared to westerners playing on the JP server, and vice versa.
It entirely depends on how they coded the combat to work. There's 3 base outcomes
1: Completely server side. This is when everything is delayed, including your own inputs. Games do not use this method anymore. Think Runescape 10-15 years ago (though I don't know if they have updated their networking) where you would click to move somewhere and there would be a delay before your character moved
2: Server to client. This was commonly used until recently. This is how your FF14 works. Server waits for your clients information and then the client "catches up". Your own inputs are unaffected but your "real" actions and positioning is determined by the server. Old shooters like Call of Duty 4 use this. You have to shoot ahead and predict where the target will be in xx latency ms. If you hit on your screen, and then the enemy moves away right after, you wouldn't do damage because the server says you didn't attack yet.
3: Client side. This is what most new games use and what should be standard. Even First Person Shooters use this, or something similar called "lag compensation". Whatever happens on your screen is what gets sent to the server, and the SERVER catches up instead. At most you get delayed damage. If you hit on your screen, and then the enemy moves away right after, it would still do the damage.
I haven't played MP on this yet, but if it uses Client Side networking then it will feel like you are playing at 0ms anyway, not including any rubber banding and packet loss and such from a wonky connection, which is not directly related to latency/ping.
I mean, you haven't even started MP on this game yet, so what's the point of all that info? Shouldn't you try it first?
Client side combat has been a thing for many years now, and most games these days use it.
I am also Australian and have been playing all these types of games for decades.
Play the game on the NA server with 3 other westeners and see how it goes.
EDIT: I'm not Australian by the way, lol!