FFXIVCore had this as a footnote in their patch discussions. I tried it, made the mouse usable!
Note: This is super experimental and I have no idea if this will work for you. Even if it does, it will most certainly stop working after the next update.
I think I fixed mouse lag in FFXIV. Turns out that there is a hardware mouse mode in FFXIV, and so I wrote a patch to enable it.
The new patch is available here: http://static.ffxiah…ousePatcher.exe – For game version 2010.09.06.2000 ONLY!
Put the patcher in the same directory as ffxivgame.exe (i.e. in the main FFXIV program folder). Make sure that you have the latest game version before applying the patch (currently the patch only works on whatever the latest version is). Make sure to make a backup of the original, because the patcher won’t do it for you.
After it’s done, you should have smooth mouse action. This DOESN’T fix input lag caused by low frame rate, but it does make the game playable…whereas before I couldn’t stand it.
Please test and let me know if it works for you. If it does I’ll work on a more robust patcher that survives version updates.
UPDATE: If SE updates the game version, you will get an error ‘An update error has occurred – 20524′ as it is applying the patch. When this happens, simply move your backup ffxivgame.exe file back into place and run the game again. It will succeed. After that succeeds, you can re-patch with the new version of the mouse patch above.
Don’t have a backup? I’ll let you slide this time and provide a downgrade patch soon so that your install isn’t broken. Next time, back up!
http://static.ffxiah…seUnpatcher.exe – This is ONLY for downgrading a patched game version 2010.09.05.2000 to unpatched 2010.09.05.2000 for people who didn’t make a backup.
Source is from FFXIVcore posted by SonyFails
Have to give credit on this awsome fix:
Cliff Spradlin of FFXIAH.com built this patch. Click the link to go look. Thanks Chris!
-Nox
I was flip flopping when open beta started. After trying out SE’s wares I can say I like the game a lot. I’m a long way from Loving the game (a small serving of PVP, please?) but with the changes they made in Beta 3, plus really a new world? new things to figure out? I love that…
In Limo there wasn’t anyone to sell Shields and I think it would take me too long to produce, so I traveled to the second town called Ud’la.
The ferry took a little over 10 minutes with no aparent movement, so What happened is what SE designed it to, me and Katzyn and talked. Was nice to talk to someone in the open beta, everyone was in so much of a hurry
We jourayned together to Ul’dan where I looked for my shield. Unfortunally they wanted 35,000 Gil to get it so maybe not.
Tune in next time when I try to multi-class. Shilien Knight Here I come
Oh and some of you know I have a thing for killing Giant Crabs….
-Nox
Final Fantasy XIV Open beta Starts Tomorrow!
FINAL FANTASY XIV Open Beta Test Will Start on Sep. 1!
We would like to take this opportunity to provide an update regarding FINAL FANTASY XIV Open Beta Test, which was announced to be postponed on Aug. 31, 2010.
Along with the completion on investigation and correction of the critical issue, we have decided to begin FINAL FANTASY XIV Open Beta Test on Sep. 1, 2010 at 19:00 (PDT).
Starting on Sep. 1, 2010 at 19:00 (PDT), acquisition of registration code required for FINAL FANTASY XIV Open Beta Test will be available.
We are looking forward to your participation in FINAL FANTASY XIV Open Beta Test!
August 31st!
err except it looks like its invite only….really Open Beta?
The details for the FINAL FANTASY XIV Open Beta Test are described below.Operating ProcedureSchedule:Tuesday, August 31, 2010 at 19:00 (PDT)*The Open Beta Test will be online continuously for 24 hours a day.*Maintenance and any other announcements will be posted accordingly.*Information on testing dates and times will also be posted on the official FINAL FANTASY XIV Twitter feed.During the initial stages of the beta test, the number of players allowed to be logged in at any given time will be limited, with capacity to gradually increase as adjustments are performed on server load. Should the maximum capacity already be reached when you attempt to log in, a message will appear indicating that the world is currently congested, and you will be asked to try again in a short while. At this time you will be placed on a waiting list in the order of attempted log-in time. To maintain your position on the waiting list, you must initiate the log-in procedure again within ten minutes of your first attempt.Feedback SubmissionWhile playing, testers who have been asked to submit opinions on anything at all regarding topics such as game balance issues, settings that you may have found difficult to understand, and features that you felt were inconvenient, unintuitive, or required further explanation are asked to use the feedback hread, and for those testers who have been assigned the task of reporting bugs are asked to use the bug report form.
So…im behind, here is the man’s official word:
Once again, we would like to thank you all for your participation and support during the Closed Beta. We will continue to take your valuable feedback into consideration as we develop the game during Open Beta and even beyond the official release.
Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.
Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian’s Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.
In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.
Based on this, we have implemented a “threshold value” concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.
For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.
It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.
Any skill points earned in excess of the threshold maximum—that is, at a rate of zero—will be stored as “bonus skill points.” These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.
The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.
This is how the progression system currently works.
This system was not introduced in Beta 3, but has been in place since the beginning of beta testing. There are several reasons why many people believe that these features were only recently implemented:
- Leading into Beta 3, operation hours were extended, making it possible to play more often during the span of a week.
- To encourage players to form guidleve parties in Beta 3, skill and experience point rewards for guildleves were significantly increased.
- The process that reduced the amount of skill/experience points awarded for weak enemies attacking in groups was unintentionally removed at the start of Beta 3. (This issue has been addressed.)That last reason in particular was the biggest cause for players running up against the threshold penalty, with characters earning far more skill/experience points than we anticipated. We also faced an issue where we were simultaneously unable to adjust the amount earned for guildleves as well as the effects of crossing each threshold.
We sincerely apologize for the lack of explanation and our failure to make the necessary adjustments in the game.
The threshold values are being reexamined, and we plan to further adjust the different rates of earnable points based on feedback from our testers. One of the top issues we are looking at right now is fixing the excessively rapid drop after crossing the eighth threshold. We also plan to improve experience point reduction rates, even more so than for skill points, considering the threshold is unaffected when changing class.
At the very least, we can promise that players won’t be running into the threshold penalty in the same short time span as they did in the beginning of Beta 3.
We would like to take this opportunity to also explain the following issues.
The diminishing results experienced during gathering are a function related to that class alone, and have no connection to this progression system. We are in the process of adjusting this system, and plan to make changes based on tester feedback.
We are currently in the process of considering the means in which bonus skill points can be used. There have been suggestions for various types of incentives, but as encouraging people to play with that in mind defeats the purpose of this threshold system, we will be examining this issue very carefully.
These are not the only adjustments we have planned for Open Beta. As mentioned previously, we are looking into increasing the amount of skill points earned when fighting in a party, and we look forward to seeing your input on these changes.
Last of all, I would like to apologize for the delay in releasing a developer’s comment due to my recent attendance to Gamescom. The article based on my interview during that trip, coupled with conjecture, outdated information, and some misunderstandings on overseas websites, only added to the confusion. In the future, I hope to avoid similar problems by responding directly through official developer’s comments as often as possible. Thank you for your understanding.
See you in the Open Beta Testing!
FINAL FANTASY XIV Director
Nobuaki Komoto










