Collision attributes are a lot more refined now than they were back when FFXI released, so I'm sure it will be much better. Although, considering simply the massive size
of the world (ie. Vana'diel) and the amount of elements that require detailed collision attributes, it's not surprising to see a slip up or two. It's a lot
Simple collision hulls have not changed at all in design from the years of FFXI and to this very day. Implementing a system that merely checks normal vectors or face angles to determine surfaces that can be walked on is still very common...
Collision at its best is left as simple as possible.. Play testing your @#%^ing levels even after the artist touched them up and watching for places the player gets stuck has remained the best way to defuse this crap.
But as far as I can tell they created these environments in FFXI then applied some kind of modifier to the final product to create height variations in spite of the fact that the design is entirely modular.. A FFD?? Height map? what?
There is good reason the problem persisted for so long.. Because it was allowed to exist in the first place and couldnt easily be fixed with out @#%^ing up the entire level.. by applying height variations to modular design after the final product was created only exasperated this.. Its a wonder that only so many locations in the game world have this problem. Since it was all modular fixing the problem in Qufim would potential mean modifying chunks of the entire game world. Qufim was just an example where it actually forced you to aggro a level 28 dancing weapon or be unable to run over a TINY CORNER.....
It really all comes down to their design pipeline. If they follow a system more reminiscent of EPICs UED functionality then they will have different pitfals to contend with with an overall much fewer collision issues. The white engine is probably going to mimic the building pipelines found in modern Final Fantasy games.
In other words expect the collision algorithms to closely mimic FFXIs.. Whether or not they intend to build the world the same way I have no idea. Collision issues are among the easiest to fix in most cases.....
edit: Personally I would have just jammed an invisible ramp on those two spots mark the **** as fixed like 4 years ago. Edited, Jun 11th 2009 2:24pm by thorazinekizzez