Idk, aside from connection
Exactly, and it's a pretty big problem.
Granted it's not as bad as it was during the TLOU days (thanks to less people and packetflow) it's still incredibly bad.
Is it "fixable" without completely re-making the network communication protocol? Not entirely but there's a lot of stuff they could've done for a "serious" attempt at revamping Besieged, but they did absolutely not, maybe luckily so I guess lol
Whichever way you want to look at it, it is a "problem". When you have these issues with how the server<>client structure works, you need to know you can't make this sort of content and make it work right. They learned too late about it with TLOU and that's fine, but then going back at it with a revamp? Seriously?
Quote:
the worst part of besieged was the time it took to finally begin along with its random starts, both of which could likely be adjusted
And here we come to the second part.
You make a ccasual event that happens every once in a blue moon, it's hard to know it's happening and to take part in it.
I guess given how MMOs worked in 2005 it was fine for the time, but in 2026? Really?
They could've fixed all these parts I presume way more easily than the previous one I mentioned, yet they did absolutely nothing about it.
So we're talking about a content that happens randomly, you don't know when it's gonna happen but it's pretty rare, it gets announced a certain amount of time before (with no visible timer anyway) and it's utterly lagged and slowed down to the point you can hardly see targets on screen, engage, disengage, see what's even happening or not happening, mobs die (or you die) and you didn't even know what happened.
I mean, they seriously raised the ilevel for a content like this for "casuals"?
If you ask me, plenty of better ways to spend dev resources than revamping a content like this that really has no place in FFXI's meta for pretty much nobody, imho.
It could have, if they fixed it right, but they didn't.