Final Fantasy 14 has done something I did not expect—it's actually fixed one of the most annoying things about its newest ultimate raid
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Final Fantasy 14 has done something I did not expect—it's actually fixed one of the most annoying things about its newest ultimate raid

PC Gamer RSS FeedMollie Taylor2 min read(2 months ago)

Overview & Key Takeaways

No more arrow shenanigans… right?

Loving someone means putting up with all their flaws. In Final Fantasy 14's case, that's shrugging my shoulders and going "classic server tick moment" every time something that is definitely not supposed to happen does, in fact, happen.

That's been happening an awful lot more lately as I've been progressing through Dancing Mad (Ultimate), the game's newest balls-to-the-wall eight-player raid. The final mechanic of the fight's first phase involves carefully placing 16 teleporting arrows in such a way that when four people get smacked with a classic JRPG Confusion status, they can run in (technically towards another player in an attempt to murder them) and get successfully pinged around the arena.

The problem? Sometimes, they simply straight up did not work. I've had static members run right over them, or get pinged off in every direction except the way the arrow is actually facing. That's because, for whatever reason, the arrows teleported you based on where you stepped onto the panel. Players had come up with ways to try and alleviate some of this bizarre behaviour, but having to create strats around janky netcode never feels good.

It's something I had resigned to forever being a little bit scuffed. So imagine my surprise when, upon peeping today's hotfix notice, I saw something I never expected: it's been freakin' fixed.

"Players will now always be teleported a fixed distance from the centre of the panel in the direction indicated by the arrow, regardless of where they step onto it," the brief patch notes read.

"Previously, players were teleported based on where their character stepped onto the panel. However, when discrepancies arose between the server-side and client-side positional data due to network conditions, the destination of the teleportation appeared inconsistent. To address this, this behaviour has been changed so that teleportation is now determined by the arrow panel itself, rather than the character's position."

Honestly, I'm not entirely sure why this wasn't the case from the beginning—it makes far more sense to me, personally—but I'm genuinely jazzed to see it actually rectified. Nothing feels worse than getting through the first three minutes of the fight, only to have to wipe the pull because of a little server side shenanigans.

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The hotfix has also made it so that players with speed-buffing abilities like Sprint or Expedience shouldn't straight-up run over the arrows anymore. It's funny the first time, but certainly not the 10th or even 50th time.

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