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#152 Sep 13 2010 at 3:31 PM Rating: Excellent
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Nirn wrote:
While I'll admit this is possible, it's my opinion that this is a poor way to go about logging inputs. Were I to attempt something similar, I'd simply create such a log clientside, and have it ship on out every so often. I cannot think of a single logging feature available serverside that would not be more accurate clientside.


The only reason that if the log is client side, the information could be tampered. Seeing SE is not that eager to give out information about game mechanism, it could be a logic reason.

I do not believe that the whole UI is server side. That would be bad development for several reasons. The data what the UI should provide is server side which is causing the so called "UI lag".

Taking that the delay of the start of OB was due to a DDOS attack (I read that somewhere but not sure), it could be possible that they needed to transfer their servers to their backup network infrastructure, which could be the reason why there is lag, which most of us seems to have. If this is the case, it could be possible, they have a solution, just not the resources.

After all, it is just speculation as SE does not give us any feedback :)


Edited, Sep 13th 2010 5:35pm by Shoomy
#153 Sep 13 2010 at 3:33 PM Rating: Good
Realize there are more worries than the 'lag' of the UI. the lag is only a part of it.
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#154 Sep 14 2010 at 6:28 AM Rating: Decent
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Quote:
Taking that the delay of the start of OB was due to a DDOS attack (I read that somewhere but not sure), it could be p



Eh, the reported DDOS was the players attempting to get their keys and login.
#155 Sep 14 2010 at 1:32 PM Rating: Decent
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Quote:
My wife and I canceled our pre-orders today. We’re still interested in the game, but our $150 will be better spent on, well, ANYTHING else for October. I’ll be watching zam closely to see how the game develops. It’s not ready for prime time yet, and I’m not going to spend my time messing around while SE finishes/refines the game. The AH problems and the horrible bugs I can’t deal with. I like playing full screen, but every time I tab out of the game to check a recipe online, the game crashed on me. The lag is unbearable, and I’m not convinced it’s debug code any more. The other gripes I have have also all been mentioned here, stat problems, surplus, repair mechanics, and the overall lack of ingenuity in the UI all make the game well…not fun to play. I know it will get ironed out, but I would rather play after it’s better, and not now because my time is at a premium and the level of frustration we had playing the beta really turned us off to the experience.

Hope to see you all around again soon – happy gaming!


Hey, Jcavaliere, just keep in mind one thing:

Can you build boats in any other MMORPG? No? Thats what I though.

Grab some lumber, some nails, and some sheets, and invite some Mithras over, and the next thing you know: http://www.youtube.com/watch?v=zOvvOBBTJsI&feature=fvst (Language, NSFW)

(Sorry, I've been up way too long)

Edited, Sep 14th 2010 3:33pm by MoonShooter
#156 Sep 14 2010 at 1:33 PM Rating: Good
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Quote:
Hey, Jcavaliere, just keep in mind one thing:

Can you build boats in any other MMORPG? No? Thats what I though.

Grab some lumber, some nails, and some sheets, and invite some Mithras over, and the next thing you know: http://www.youtube.com/watch?v=zOvvOBBTJsI&feature=fvst

(Sorry, I've been up way too long)


Forget the boat! lets make the cake a reality! it won't be a lie anymore!!!!
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#157 Sep 14 2010 at 1:35 PM Rating: Good
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Forget the boat! lets make the cake a reality! it won't be a lie anymore!!!!


I like the way you think :P

Ahh, crap.. Now I have GlAdOs stuck in my head >_< GET IT OUT
#158 Sep 14 2010 at 1:38 PM Rating: Good
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http://www.youtube.com/watch?v=Y6ljFaKRTrI

there ya go...

Cant wait for part 2 in February

Imagine if we could make a cake that looks like the one in portal (/geek joy)

Edited, Sep 14th 2010 3:42pm by Myzldas
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“Big jobs usually go to the men who prove their ability to outgrow small ones.”
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#159 Sep 14 2010 at 1:42 PM Rating: Good
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Quote:
http://www.youtube.com/watch?v=Y6ljFaKRTrI

there ya go...

Cant wait for part 2 in February


*Counters your GLaDOS with http://www.youtube.com/watch?v=2H5uWRjFsGc *
#160 Sep 14 2010 at 1:53 PM Rating: Excellent
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MoonShooter wrote:
Quote:
http://www.youtube.com/watch?v=Y6ljFaKRTrI

there ya go...

Cant wait for part 2 in February


*Counters your GLaDOS with http://www.youtube.com/watch?v=2H5uWRjFsGc *


Oh yea? well i counter your tubthumping with ... http://www.youtube.com/watch?v=avU5onrWfYo
____________________________
“Big jobs usually go to the men who prove their ability to outgrow small ones.”
Theodore Roosevelt

“Between men and women there is no friendship possible. There is passion, enmity, worship, love, but no friendship.”
Oscar Wilde

#161 Sep 14 2010 at 1:57 PM Rating: Good
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Oh yea? well i counter your tubthumping with ... http://www.youtube.com/watch?v=avU5onrWfYo


That.. made my day lol. Thank you, sir.
#162 Sep 14 2010 at 2:06 PM Rating: Decent
I'm pleased. I just want better optimization from the engine so people can run the game smoothly in areas where it should run smoothly (not talking about FPS).
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#163 Sep 14 2010 at 2:12 PM Rating: Decent
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I too have canceled my pre-order a few days ago , i did it with a heavy heart and i may buy the game if it gets better after release. I love ffxi and am very disapointed with alot of XIV. this includes the UI,Mouse,No mana regen,crapy party system,spell casting graphics,the entire leve system needs to be junked, and espicially the fatigue if i want to play one class all the way to 50 in one day i shouldnt be punished for that. Just my opion and yes been in all beta phases


Edited, Sep 14th 2010 4:13pm by nnamite
#164 Sep 14 2010 at 2:22 PM Rating: Good
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I have a friend who said that he doesn't feel like he is his guy when he's playing FFXIV. He is always acutely aware that he is giving commands to a computer program. This really resonated with me. Maybe it's the fault of the clunky UI? I don't feel this way in FFXI or in WoW. Anyway, there's that ire-inducing comparison again. haha
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#165 Sep 14 2010 at 2:25 PM Rating: Good
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^ you my friend speak too soon, as with the OP tsk tsk, shouldn't have canceled so prematurely. I guess you haven't heard the news.

[ Guilds ]
* Not all guilds are found in each city-state.
* Class Quests can be performed by joining guilds and fulfilling certain prerequisites.
* Class quests will not only earn players rewards, but through their stories, players can also learn more about each individual city-state.
* In addition to regular rewards, completing these quests will earn players guild marks which can be used to purchase special items from that guild.
* More items will be made available for exchange in the near future.

[ Other ]
* Unlike the starting rings in FINAL FANTASY XI, there will not be any equipment that is received by choosing a certain race in a certain city-state.
* The scenarios have been designed so that most can be completed by solo players or, at the most, by small groups.
Battle
Enmity in Party Battles
For Open Beta we adjusted the amount of enmity received when using magic and abilities. However, we are not yet done, and will continue making adjustments up through and after the game’s release. We realize adding new quests, equipment, abilities, monsters, etc will directly affect the current balance, and therefore will continue making adjustments throughout the course of the game’s lifespan.

Recovering MP
Our original plan was to make MP management an important factor in the game, and we designed the game so players would have to carefully consider when and where to use MP. Rather than having weak spells that can be used over and over for minimal damage, we wanted to make magic powerful─something that delivers a single strike of massive damage and can instantly change the tide of a battle.
While maintaining this concept we will not only be conducting adjustments on existing methods to refresh MP (such as Aetheryte, abilities, and magic spells), but also plan on adding new methods.

Battle Regimens
Battle regimens work to broaden battle strategies for parties, as well as make it easier to form parties. Unlike the skillchains of FINAL FANTASY XIV, battle regimens are not only for dealing damage, but also can be used to produce the following effects:
* Lowers a target’s physical defense (normal attack -> normal attack)
* Lowers a target’s magic defense (normal attack -> magic attack)
* Increases a target’s casting time/raises MP costs (normal attack -> magic spell)
* Lowers a target’s TP progression/raises TP costs (normal attack -> weaponskill)
* Maintains the effectiveness of class abilities when used by different classes
(magic spell -> magic spell (both from same class))
(weaponskill -> weaponskill (both from same class))
* Increases player damage
(weaponskill -> weaponskill -> magic spell (weaponskills from different classes, finishing spell is optional))
(magic spell -> magic spell -> weaponskill (spells from different classes, finishing weaponskill is optional))
For example, when fighting a monster that has high physical defense, a regimen which will lower that defense is effective. On the other hand, when fighting a monster that uses magic attacks, a regimen that slows casting time and increases MP cost is recommended.

Part Damage
On some monsters, players will be able to damage individual parts such as arms and legs. For example, vines can be cut from morbols, and horns and tails can be struck from monsters that have them Parts can be damaged by using certain weaponskills while standing in certain positions.
The effect will not only be visual, but will accomplish the following:
* Weaken the monster
* Prevent the monster from using its special attacks
* Allow the player to obtain the damaged part

Notorious Monsters
* Soon Notorious Monsters will make their appearance in FFXIV.
* Most will appear different from regular monsters.
* Some are so large they will make regular morbols seem small.

Post-Release
In addition to what was announced here today, we are also planning massively multiplayer battles.
There currently exist several class abilities which may have players scratching their heads as to how they are to be used. Many of these were designed with PVP in mind. While we cannot reveal much regarding PvP now, we have some exciting announcements planned for the near future.
Crafting and the World Economy
Concept
In MMOs, we realize that crafting and the world economy are both extremely important gameplay aspects. This is why we went out of our way to make independent crafting classes rather than simply have crafting skills attached to other classes. We have designed a system that will allow players to feel like their actions (crafting, gathering, buying & selling through bazaars) are directly affecting the economy.

The Effect of Player Status on Crafting & Gathering
A player’s physical and elemental statuses greatly affect crafting and gathering. There are many hints within the game that reveal which statuses affect which aspects.

[ Crafting ]
Attributes: Works in conjunction with the type of tool used to affect synthesis quality
Elemental: Affects the occurrence rate of “god sends,” as well as synthesis stability

[ Gathering ]
Physical: Affects the number of items harvested, as well as the drop rate
Elemental: Affects the type of crystals that can be obtained during gathering

Parley
Parley is a method other than battle in which players can obtain items. Players choose ‘topics’ and then play a game using painted tiles. If you defeat your NPC opponent, you earn the right to exchange the items you have for those you need. If you do especially well, you can obtain even greater rewards.

Market Wards
We do not want the extent of a Disciple of the Hand/Land’s stay in Eorzea to be about simply putting the items he creates/gathers up for auction, which is why we have envisioned a bazaar-driven economy in which players can be creative in the methods they use to sell their wares. To better achieve this, we are currently working on ways to increase a players’ ease of using the markets by adding additional features, as well as tweaking existing ones.

Retainers
We are aware of the amount of time it took to buy items from retainers, and so we have been working diligently to make this system quicker and smoother by the time of release. Also, we are looking into ways to make it easier for players to buy and sell items through retainers.

Inventory Response Time
We are fully aware that inventory interface response speed needs to be improved.
At the time of release, we hope to have made significant improvement, and plan to continue our work after release as well.
Guildleves
Open Beta GLs
First, we would like to apologize to all of the Open Beta testers for the frequent client side errors that occurred during levequests. We are working hard to make sure all the problems are solved by the time the game is officially released.

Retrying Levequests
Levequest targets give players many times more EXP and skill points than normal monsters (even if not using guardian aspect). To prevent some players from taking advantage of this system by completing most of a levequest, failing on purpose, and then trying the quest again immediately, we have made it impossible to retry a levequest immediately after failing it. However, this does not mean players are not allowed to retry levequests. By returning and talking to the NPC who issued the quest, players can gain the opportunity to retry the quest objectives.

Guildleve Issuing
Currently, players must wait 2 earth days before being reissued a leve. However, we planning a significant reduction in this wait.
In conjunction with this change, we will also be shortening the amount of time anima takes to recharge.
Guildleves have been designed with several different features that allow for players to cooperate with others to complete the corresponding quests. For example, ‘leve linking’ allows two players with the same leve to join their guildleves to receive a reward bonus. ‘Leve sharing’ allows people without a leve to participate in a party with a person who does.
The level recommendations on guildleves are a loose guideline for solo players. We encourage players looking for a challenge to join up with other adventurers and try their hands at more difficult leves.

The Future of Guildleves
We are planning the implementation of many different types of guildleves in the near future.
First, several high-level leves will be introduced. Among those will be leves with not only new rules, but new monsters and new operation locations. Also, to answer the demand from our players, we will be introducing guildleve-based NM battles shortly.
We also ask that our players try out the Faction Leves that were introduced in Open Beta and are only accessible by special means. These leves are different from regular ones, and often involve exciting battles and interactions with NPCs. The rewards are also much better.
In addition, we are currently working on several new ideas such as leves in which Disciples of the Land and Hand must cooperate with Disciples of War and Magic to complete certain tasks.
The following is a list of some of the things we have planned for the upcoming release:
* Implementation of a hardware mouse feature
* Introduction of discounted monthly fee payment plans (3-month plan in Japan/ 3 and 6 month plans in North America and Europe)
* Raising of the level cap to 50
* Adjustment of the Armoury System UI so player abilities will not reset when changing classes.
____________________________
Shaman/Asura (Retired)
75-SAM 40-WAR
37-DRG 31-BLU
30-PLD 18-NIN
37-DNC 15-THF
37-RNG 20-BST
10-WHT



#166 Sep 14 2010 at 2:28 PM Rating: Good
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....continued:

# Guildleve availability/cooldown
Right now, there is a 2 day cooldown for guildleves. This is not enough for a single person, but the aim was that people would share guildleves to extend this time. This is why we have the leve-link and the bonus rewards for higher difficulty selection, to make it more rewarding and better exp/skill gains to play in a party. However, the time was just too long, and we heard many complaints of this nature, so we will shorten it. With that, we can see the problem with having to travel via teleport more frequently, so we are currently tweaking an anima regen increase.
# Upcoming guildleve introduction
We will be adding not just normal guildleves, but a wide variety of types of guildleves. First, there will be higher level guildleves. Among those, many will have more variance in the rules/goals as well as being able to fight with more varied monsters in many more target areas. In particular, we heard many comments of "I want to fight more and more NMs!" so we want to respond to that quickly. Also, the faction leves that were in the Open Beta are designed to be a somewhat "different taste" from regular leves, with hidden starting conditions or npcs. The rewards for these are fairly good, so please try them out! Finally, we are going to be steadily adding more and more leves that encourage coordination between all the classes including gathering/crafting/magic/war. Please look forward to it!
# Notorious Monsters
Soon, there will be NM's even in the world of FFXIV. These will look very different from most of the other normal monsters. We're planning to introduce NM's that are so huge they make a Malboro look small. The tranquil era is about to end! We're going to torment adventurers with these powered up, aesthetically varied NM's which we've prepared "episodes" for.
# Damaging monster body parts:
There are monsters which have different body parts that can be damaged. Using a specific weapon skill while standing in a specified position can lead to cutting a monster's body part off. For example, you can cut Malboro's vines or a horn/tail if the enemy has one. In addition to changing the monster's appearance, those actions can have the following effects:
- Weakening the monster
- Preventing monsters from using specific skills
- Acquiring materials from cut/damaged body parts
# Other: By combining a particular race's equipment etc with city-state it's unavoidable that a certain degree of being tied down will occur, so this time we are not thinking of doing that. [I'm a little unclear here but I think this means they want to avoid certain races being tied to certain city-states]
Scenario's are balanced, basically, completely soloable or depending on the situation doable with a small number of people. "For the most part, soloable"
# City-states' Guilds: Not all guilds are in every city-state
By passing a certain condition, "class quests" will become available at guilds. Class quests are of course related directly to the class itself, but at the same time are a way to truly learn the details of each city-state. Please enjoy the story revealed in these quests, in addition to the quest rewards themselves.
When you complete a quest, you will receive Guild Tokens [marks?]. We are planning to add more and more things to exchange tokens for.
# Balances to enmity in party battle: In beta, they made adjustments to enmity based on magic and abilities, but they have plans for more. These changes, however, will probably take a while to implement. They plan on adjusting the enmity according to contents, equipment, abilities, monsters, and so on. These changes will be made continuously after service begins based on how things are going.
# Mana Regeneration: In FFXIV, management of your MP use is supposed to be an important part of strategy. They’d also like magic to have explosive power in fewer hits, and not just be used to spam enemies with light damage attacks. To promote this, they’d like to continue to balance the recovery methods used for MP, including the abilities and aetherite, as well as adding new methods later on.
# Usefulness of Battle Regimen
Battle regimen serve a double purpose: to expand the strategy of party play, and to reduce the difficulty/rigidness in forming parties. They are not just for doing extra damage, there are lots of various effects. For example:
# - Phys Resistance Debuff
# Normal melee attack -> Normal melee attack (ex. slash -> punch [these are basic DoW abilities])
# - Magic Resistance Debuff
# Normal melee attack -> Normal magical attack (ex. slash -> spirit dart)
# - Cast speed down + MP consumption up
# Normal melee attack -> Magic (ex. slash -> Fire)
# - TP gain reduction + TP consumption up
# Normal melee attack -> Weapon skill (ex. Slash -> Red Lotus)
# - Action aptitude up (Using a different class ability on the current class grants the same effect as when used on the other class)
# Same class magic -> Magic
# Same class Weapon skill -> Weapon skill (ex. Trunksplitter -> Brandish)
# - Damage up
# Various class WS -> WS -> Magic
# Various class magic -> Magic -> WS (ex. Blizzard -> Scourge -> Puncture)
# For example, if it's difficult to continue dealing physical damage, use Phys resistance debuff. If it's a casting monster, use cast time debuff + MP consumption increase etc.
# Negotiations are another way of obtaining loot (other than battles). By choosing the right conversation subject with a NPC, player can engage in negotiations and receive items in exchange for items wanted by the NPC. If player does exceptionally well, it's possible to get some free stuff as an extra.
# Ishgard: Ishgard's people have long been at war with man-eating dragons, and thus have not taken on Adventurers. In this city, there are already several quests appearing for the "Dragon Slayers" [faction?] who are at war with the dragons.
# Guildleves in the Beta: We sincerely apologize to our open beta testers for the client errors that would occur more frequently during guildleves in the beta. In the release version, we are dealing with these diligently.
# Retainer: Right now, when you buy something from a retainer, there is an unnecessarily long delay. On release, we plan to make this a lot more smooth. We would like to make improvements to make commerce even easier for everyone.
# Relationship Crafting/Gathering & PC Status: PC's physical level & attributes will have an effect on crafting and gathering. There are hints in the game as to what does what, so please search for it.
# Crafting
# Physical: Closely related to the tool being used and will particularly affect quality
# Attributes: related to "Godsend" [I think these are the extra result/HQ result] probability & "attribute stability" [?]
# Gathering
# Physical: Affects difficulty in obtaining items in the "gather" phase as well as the number of items obtained
# [translator note].. this is a literal translation of "physical" and "attribute" I wasn't sure here if they're talking about skill level or what, but judging from the use of katakana for Physical, I must assume it means physical level, even though that sounds odd to have an effect here.
# Market: We don't want crafters and gatherers to simply "put up" their items on the market and that's it. We want them to also act as salesmen and learn to play the market intelligently. For this purpose, we will begin with focus on the Bazaar market system. On that note, in order to be able to tell "What's for sale?" etc, we are planning to adjust policy and add functionality to improve the user friendliness.
# Retrying guildleves: The best way to level is with guildleves, that is, even without the guardian's favor, you will earn way more exp and skill points per each kill. For this reason, we wanted to prevent abusive use of leves by killing all the monsters but failing right at the end and then retrying on the spot. However, if you visit the NPC that gave you the leve, you can retry it.
# There will be hardware mouse support!
# We believe that the item selection interface should be very responsive, and by release we will have introduced a MUCH improved version. After release we will continue improving this.
# The FFXIV development team acknowledged that there's issues with the mouse and user interface and apologized about it. Hardware Mouse + UI improvements will be a major focus for them.
# There will be package discount pricing on the subscription (Japan-3months, NA/EU 3/6 months)
# Due to game balance consideration, the level cap on release will be 50
# We will change it so you do not lose disabled abilities when changing class any more. [assume this means they won't leave the ability bar, they will probably just gray]
# Physical stat distribution will affect both crafting and gathering classes as much as it does everyone else.
# New hairstyles will be added, as well as the ability to change hairstyle in game after you make your character.
# Crafters will be able to cooperate in large-scale projects (boats, cannons, wedding cakes! YUM) so more fun for you and your company!
# There will be guildleves where crafters and adventurers have to cooperate.
# The guildleve issue will be fixed so they cooldown will be significantly decreased from 48 hours.
# Anima regeneration will have to be raised since you'll have to travel more for more frequent guildleves.
# The faction leves have you fight different beastman tribes and such.
____________________________
Shaman/Asura (Retired)
75-SAM 40-WAR
37-DRG 31-BLU
30-PLD 18-NIN
37-DNC 15-THF
37-RNG 20-BST
10-WHT



#167 Sep 14 2010 at 2:30 PM Rating: Excellent
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Myzldas wrote:
http://www.youtube.com/watch?v=Y6ljFaKRTrI

there ya go...

Cant wait for part 2 in February

Imagine if we could make a cake that looks like the one in portal (/geek joy)

Edited, Sep 14th 2010 3:42pm by Myzldas


Obligatory Valve Time Reference

http://developer.valvesoftware.com/wiki/Valve_Time

Edited, Sep 14th 2010 3:31pm by Cherbr
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Tarutaru 75BLM / 75SMN / 75NIN / 75DRK / 75RNG / 75RDM
Bonecraft 100+3, Leathercraft 60+1, Alchemy 60, Cooking 60
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#168 Sep 14 2010 at 6:00 PM Rating: Decent
Edited by bsphil
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21,739 posts
Hydragyrum wrote:
Nirn wrote:
THEY ARE GOING TO BE IN THE RELEASED PRODUCT.
And how do you know SE doesn't have a fix that we'll all have to download after installing the game?
The same way that you know that SE does have a fix.

Hint: Nobody knows, it's all speculation.
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His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
#169 Sep 14 2010 at 6:03 PM Rating: Decent
now we do :)
we had reason to believe they'd be slow to fix stuff, but we're wrong for now. and we're happy
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Requested self-ban from admin. Later guys, good luck
#170 Sep 14 2010 at 6:08 PM Rating: Excellent
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MoonShooter wrote:

Can you build boats in any other MMORPG? No? Thats what I though.


In fact you can, in Darkfall. But I won't recommend it :)

Edited, Sep 14th 2010 8:09pm by Shoomy
#171 Sep 14 2010 at 7:46 PM Rating: Good
Edited by bsphil
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21,739 posts
DirectorCobbs wrote:
now we do :)
we had reason to believe they'd be slow to fix stuff, but we're wrong for now. and we're happy
The only thing that changed is that SE repeated that they are aware of the UI/server lag, hardware mouse, etc., and yes I said repeat, because they've mentioned these items as needing adjustments before. I (and the rest of the doubters) will be wrong when the 22nd comes and UI runs smooth and the lag is more or less gone and the config is finally given a checkbox for enabling a hardware mouse.

By the way, I'd be more than happy to be completely wrong, because the game would work and be fun to play.

Edited, Sep 14th 2010 8:48pm by bsphil
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His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
#172 Sep 14 2010 at 11:49 PM Rating: Decent
Thief's Knife
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15,053 posts
Hydragyrum wrote:
Vackashken wrote:
Nyu wrote:
I am really serious, I have had pretty much zero network lag. Maybe I am lucky. My spells and attacks are cast almost instantly. It has been buttery smooth for me.


I literally don't believe you.


Do you have a friend with a high-end gaming computer that would let you install the beta and try it? I'm not saying the game should have such high hardware requirements, just that it does. Maybe SE will optimize it for PC, maybe they won't.


They won't optimize it, or at least not much. I'm pretty sure they want to maintain a single multi platform source with a few modules for each platform (DirectX for PC and 360, whatever the **** PS3 uses for PS3) that can just be modified/updated and compiled so that they don't have to worry about implementing their updates on multiple forks.

The advantage of this is that you only have one version of the client source to worry about which means maintaining your code is much more efficient. Modify it, compile it, bugfix any problems with the platform specific modules, compile the bugfixed version and you are done. It's also much easier to ensure that the client acts exactly the same on all platforms if you are running the same code on all platforms and not different forks.

The disadvantage is that except for the platform specific modules you cannot optimize for any particular platform without the possibility of adversely affecting the other platforms.


Edited, Sep 15th 2010 2:55am by Lobivopis
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Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#173 Sep 20 2010 at 2:56 AM Rating: Default
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Goatie wrote:
I have a friend who said that he doesn't feel like he is his guy when he's playing FFXIV. He is always acutely aware that he is giving commands to a computer program. This really resonated with me. Maybe it's the fault of the clunky UI? I don't feel this way in FFXI or in WoW. Anyway, there's that ire-inducing comparison again. haha


I think its because the characters in this game have no sense of pride, they just stand there and breath and some of the stupid emotes dont help either like the goofy clapping at the character select screen.

Edited, Sep 20th 2010 5:07am by MaFi0s0

Edited, Sep 20th 2010 5:08am by MaFi0s0
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