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#1 Mar 03 2011 at 5:28 PM Rating: Excellent
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Screenshot

So far seems like:

Chigoes
Marmots
Diremites
Spriggans
Puks
Dodos
Aldgoats
are le huge now.

Edited, Mar 3rd 2011 4:23pm by Theonehio
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#2 Mar 03 2011 at 5:29 PM Rating: Decent
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I wonder why they changed this. All of those things were fine being small like they were.
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#3 Mar 03 2011 at 5:35 PM Rating: Decent
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TheMoreYouKnow wrote:
I wonder why they changed this. All of those things were fine being small like they were.

Someone proposed in another thread that it might be to resurrect the "Final Fantasy" feel of the game. Or perhaps more specifically, to increase the "epic" quotient of the game, even if just by a little. Seems as good a guess as any to me.
#4 Mar 03 2011 at 5:36 PM Rating: Good
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It's more fun to see how grossly large that aggro icon is. It's taking up far too much space. It's absolutely dreadful.

(And how come your ingame font didnt get changed, mine is now stuck on some super deformed squeezed together comic sans thing?)
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#5 Mar 03 2011 at 5:36 PM Rating: Good
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I sort of liked the look of the two they showed in their pictures, but I just ran up to a Marmot and it's actually bigger than me. I know i'm a Lalafell and all but it just sorta feels a little overkill haha!
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#6 Mar 03 2011 at 5:45 PM Rating: Excellent
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I always assumed it was to make mobs easier to target using a mouse.
#7 Mar 03 2011 at 6:19 PM Rating: Excellent
Add:
Puks
Dodos (lol)
Aldgoats

to the list of le huge.
#8 Mar 03 2011 at 6:31 PM Rating: Decent
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Yeah, I don't recall dodos being the same size as me, basically Smiley: grin

Screenshot
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#9 Mar 03 2011 at 6:37 PM Rating: Excellent
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I'm the tallest Elezen but I don't think I can handle looking at chigoes that size. @@ Brr!
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#10 Mar 03 2011 at 6:43 PM Rating: Excellent
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This makes me happy as a lalafell-- I love beating the snot out of things much bigger than me!
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#11 Mar 03 2011 at 6:57 PM Rating: Excellent
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I'm actually enjoying my battles with large creatures. strange that a simple adjustment like this can do that.

also, holy crap http://i.imgur.com/Urf6G.jpg

#12 Mar 03 2011 at 7:12 PM Rating: Excellent
I imagine this change came as a result of people whining about fighting marmots and dodos and seemingly harmless creatures. They thirsted for more dangerous fare which I am sure they are working on, but in the meantime... they made the current mobs appear more threateningSmiley: lol
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#13 Mar 03 2011 at 7:25 PM Rating: Good
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Anyone post a ss of Peiste, they must be Godzilla size now.
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#14 Mar 03 2011 at 8:11 PM Rating: Decent
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Hulan wrote:
TheMoreYouKnow wrote:
I wonder why they changed this. All of those things were fine being small like they were.

Someone proposed in another thread that it might be to resurrect the "Final Fantasy" feel of the game. Or perhaps more specifically, to increase the "epic" quotient of the game, even if just by a little. Seems as good a guess as any to me.


Pretty sure so that they're easier to spot and easier to target, a bigger body you can easily move cursor over it and click to target it whereas I know with me personally sometimes I would miss the target I intended and target something else nearby in the vicinity of it.
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#15 Mar 03 2011 at 9:46 PM Rating: Good
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I'm happy with this change, at least. Now at least I don't look stupid dying to a squirrel-sized rodent. And it does add to more of a Final Fantasy "feel".
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#16 Mar 03 2011 at 10:00 PM Rating: Default
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Yep, this confirms my suspicions.

The new team is just a B team. A clean-up team. Not a true development team.

Team A obviously put small mobs in the game for a reason - so later new mobs would be added that would be progressively larger and more epic.

However, they never got around to that, so instead of actually finishing the job Team A started, the new team just decided to change a few size flags in the code, make the marmots super sized, and call it a day.
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#17 Mar 03 2011 at 10:09 PM Rating: Good
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Marmots look like anteaters!
#18 Mar 03 2011 at 10:18 PM Rating: Good
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I really like that the creatures are bigger. Makes it more believable when one is a bit difficult to kill. The Chigoes look nasty, but I rather like that lol. It really seems that everything that I have run into is bigger, except for the crabs. Granted, I haven't played in at least a month. Guess that could be my mind playing tricks on me lol.
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#19 Mar 04 2011 at 12:34 AM Rating: Good
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TheMoreYouKnow wrote:
I wonder why they changed this. All of those things were fine being small like they were.


It makes them look more like traditional Final Fantasy monsters, and now you can really see the detail in every monster. Not to mention, it makes the battles feel like you are actually taking down monsters...especially since stabbing and punching at something the size of a shoe looks strange.

Gnats
Beetles
Ladybugs
Puks
Aldgoats
Marmots/Rodents
Moles
those slug things under La Noscea
Funguars
Spriggans
Coblyns/Doblyns
Dodos
Crabs
Gnats
and Diremites are all much bigger, more threatening looking, and that much better for it.

I mean how is this not awesome:

http://i53.tinypic.com/214ccx2.jpg

http://i54.tinypic.com/sdptvc.jpg

http://i51.tinypic.com/5xrbbs.jpg

EDIT: Glad Chigoes fall into that category, and I hope Bogies and Bats do too (way too small before).

yfaithfully wrote:
Yep, this confirms my suspicions.

The new team is just a B team. A clean-up team. Not a true development team.

Team A obviously put small mobs in the game for a reason - so later new mobs would be added that would be progressively larger and more epic.

However, they never got around to that, so instead of actually finishing the job Team A started, the new team just decided to change a few size flags in the code, make the marmots super sized, and call it a day.


Thats probably not really how it works. Alot of people complained about the size of some of the monsters, especially compared to previous versions of the same monsters in past FF titles (look at the ladybugs in past games, then XIV pre patch and tell me they still seem like monsters. Now they do).

I mean look at this: http://images2.wikia.nocookie.net/__cb20110214235709/finalfantasy/images/6/6f/Ladybug_%28FFXI%29.png

That is a ladybug monster, not what we had initially. Now we've got ladybugs worthy of being classified as vilekin enemies, and can see the full details of the model.


Edited, Mar 4th 2011 12:35am by Teknoman

Edited, Mar 4th 2011 12:50am by Teknoman
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#20 Mar 04 2011 at 12:40 AM Rating: Excellent
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I think Gnats are a bit over-done. Before the patch they were already as large as my Hyur character. Now they're 10 feet tall. Gnats! I mean come on, they were already **** ugly, but to make them as large as a small home? What progression can we have from that? Stadium sized? I'm starting to feel a bit inconsequential in Eorzea.

#21 Mar 04 2011 at 12:44 AM Rating: Good
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Starship Trooper?

Dang I gotta go back to Ul'dah and check on Drake/Peiste, those must be Godzilla.
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#22 Mar 04 2011 at 12:50 AM Rating: Good
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Hydragyrum wrote:
I think Gnats are a bit over-done. Before the patch they were already as large as my Hyur character. Now they're 10 feet tall. Gnats! I mean come on, they were already **** ugly, but to make them as large as a small home? What progression can we have from that? Stadium sized? I'm starting to feel a bit inconsequential in Eorzea.



Have you encountered a Buffalo? Also looking at FF XIII, S-E has the capability to make some truly colossal monsters with this engine.

Oh and Piestes look like they are still the same size.

Edited, Mar 4th 2011 12:51am by Teknoman
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#23 Mar 04 2011 at 12:52 AM Rating: Good
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Teknoman wrote:
Hydragyrum wrote:
I think Gnats are a bit over-done. Before the patch they were already as large as my Hyur character. Now they're 10 feet tall. Gnats! I mean come on, they were already **** ugly, but to make them as large as a small home? What progression can we have from that? Stadium sized? I'm starting to feel a bit inconsequential in Eorzea.



Have you encountered a Buffalo?


Not yet. Are you telling me my lance is barely going to scratch the top of it's hoof?
#24 Mar 04 2011 at 12:53 AM Rating: Good
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Teknoman wrote:
Oh and Piestes look like they are still the same size.

That's depressing, must hit Great Buffalo tonight and see if it has grown to Bahamut size now.
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#25 Mar 04 2011 at 1:08 AM Rating: Good
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Hydragyrum wrote:
Teknoman wrote:
Hydragyrum wrote:
I think Gnats are a bit over-done. Before the patch they were already as large as my Hyur character. Now they're 10 feet tall. Gnats! I mean come on, they were already **** ugly, but to make them as large as a small home? What progression can we have from that? Stadium sized? I'm starting to feel a bit inconsequential in Eorzea.



Have you encountered a Buffalo?


Not yet. Are you telling me my lance is barely going to scratch the top of it's hoof?


http://i54.tinypic.com/35cn6ro.jpg <--- Pre patch.

I doubt they increased it's size though, since it was already pretty big. Most of the fairly large enemies retain their size and are still bigger than the enemies enlarged by the patch. There is still variable size in the enemies (end behest monsters are still a decent amount larger than normal).

Edited, Mar 4th 2011 1:08am by Teknoman
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#26 Mar 04 2011 at 1:48 AM Rating: Decent
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Comically oversized mobs, like giant parade balloons.

The size of the mob model should be relative to the mob's level like the beastmen in FFXI.
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#27 Mar 04 2011 at 2:21 AM Rating: Good
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Almalexia wrote:
Comically oversized mobs, like giant parade balloons.

The size of the mob model should be relative to the mob's level like the beastmen in FFXI.


Not to bring up older FF titles again...but they seem relative to something like this:

http://www.youtube.com/watch?v=a5_jI6Arhi0&feature=related

http://www.youtube.com/watch?v=Tl05JRiAq9Q&feature=related

http://www.youtube.com/watch?v=RXm1up1aJc0

Edited, Mar 4th 2011 2:23am by Teknoman

Edited, Mar 4th 2011 2:28am by Teknoman
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#28 Mar 04 2011 at 2:25 AM Rating: Good
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Teknoman wrote:


http://i54.tinypic.com/35cn6ro.jpg <--- Pre patch.

I doubt they increased it's size though, since it was already pretty big. Most of the fairly large enemies retain their size and are still bigger than the enemies enlarged by the patch. There is still variable size in the enemies (end behest monsters are still a decent amount larger than normal).

Edited, Mar 4th 2011 1:08am by Teknoman

That is huge! What level is that mob? How many people do you need to kill that? :D
AWESOME
#29 Mar 04 2011 at 3:35 AM Rating: Good
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i believe they where made bigger for PS3 connected to TV's, makes sense if you tried it i couldn't even see wtf a marmot was on my tv it looked like a black blob with a tail. granted some mobs didn't need the size increase Game Dodos/cockatrice, gnats and aldgoats to name a few

now it looks like sh*t on my PC panel, everything is too big i cant see around them i don't like that.

cactuar, bombs, and elements can be added to that list



Edited, Mar 4th 2011 4:38am by FelixValmont
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#30 Mar 04 2011 at 3:45 AM Rating: Decent
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All of the tiny monsters aren't so tiny now.. it's pretty funny looking since I am used to them being small.
#31 Mar 04 2011 at 4:37 AM Rating: Decent
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I think they will be a lot more interesting and scary now ;3 everything seemed like it was pretty small before... kinda looking forward to logging on and checking them out!
#32 Mar 04 2011 at 4:43 AM Rating: Excellent
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FelixValmont wrote:
i believe they where made bigger for PS3 connected to TV's, makes sense if you tried it i couldn't even see wtf a marmot was on my tv it looked like a black blob with a tail. granted some mobs didn't need the size increase Game Dodos/cockatrice, gnats and aldgoats to name a few

now it looks like sh*t on my PC panel, everything is too big i cant see around them i don't like that.

cactuar, bombs, and elements can be added to that list



That makes no sense. I play at Full HD on my PC, chances are you'll play full HD on a PS3. Scale will be the exact same (same resolution).
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#33 Mar 04 2011 at 5:27 AM Rating: Good
Mistress Theonehio wrote:
Yeah, I don't recall dodos being the same size as me, basically Smiley: grin

Screenshot

Grabs the skillet, anyone hungry? serving a one big bird up.
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#34 Mar 04 2011 at 5:50 AM Rating: Decent
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Has anyone checked Bogys or elementals yet? (the bogys are way to cute looking btw, they need to be scary!)
#35 Mar 04 2011 at 5:52 AM Rating: Excellent
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yfaithfully wrote:
Yep, this confirms my suspicions.

The new team is just a B team. A clean-up team. Not a true development team.

Team A obviously put small mobs in the game for a reason - so later new mobs would be added that would be progressively larger and more epic.

However, they never got around to that, so instead of actually finishing the job Team A started, the new team just decided to change a few size flags in the code, make the marmots super sized, and call it a day.


Because as we all know, the game is in a finished state and the dev team has shown no motivation to change the FFXIV world through words such as, I dont know, "revolution" and "dramatic change".

I'd love to see the list of things that have led to the 'confirmation' of your suspicions, as well as the solid proof you have to even back it up.
#36 Mar 04 2011 at 6:57 AM Rating: Decent
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In my honest opinion some monster should stay they old way, like dodos, i mean some might look more epic or something, but now some like Gnats or Dodos don't have that nice feel to them while slicing them with my Axe.
#37yfaithfully, Posted: Mar 04 2011 at 8:49 AM, Rating: Sub-Default, (Expand Post) 1. SP tables. They completely nerfed leveling, which was obviously not the intent of the designers. The original team designed the game so that while you had flexibility, it would take eons to reach 50 on many classes; that's no longer the case, and everyone can get 50 in everything to make gameplay completely undifferentiated! All this took was a find/replace on the SP tables.
#38 Mar 04 2011 at 9:16 AM Rating: Good
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yfaithfully wrote:
Dlaqev wrote:
yfaithfully wrote:
Yep, this confirms my suspicions.

The new team is just a B team. A clean-up team. Not a true development team.

Team A obviously put small mobs in the game for a reason - so later new mobs would be added that would be progressively larger and more epic.

However, they never got around to that, so instead of actually finishing the job Team A started, the new team just decided to change a few size flags in the code, make the marmots super sized, and call it a day.


Because as we all know, the game is in a finished state and the dev team has shown no motivation to change the FFXIV world through words such as, I dont know, "revolution" and "dramatic change".

I'd love to see the list of things that have led to the 'confirmation' of your suspicions, as well as the solid proof you have to even back it up.

1. SP tables. They completely nerfed leveling, which was obviously not the intent of the designers. The original team designed the game so that while you had flexibility, it would take eons to reach 50 on many classes; that's no longer the case, and everyone can get 50 in everything to make gameplay completely undifferentiated! All this took was a find/replace on the SP tables.
2. Ward search. They made the wards pretty much useless, which was obviously not the intent of the original designers who painstakingly crafted the (albeit misguided) wards. The new team simply added a cheap search interface and rendered them obsolete, or at least turned them into a half-assed AH.
3. Threat icons. The original team obviously did not want this, but B team said "Hey, the players demand it!" and threw an ugly icon out there for the facerollers.
4. Quest-giver icons. Again, the original team wanted an immersive environment you had to explore - the B team threw on cheap (albeit somewhat tasteful) quest-giver icons.
5. Repairs. While they haven't really been nerfed much yet, expect a lot more nerfing. Is it a bad idea to make the damage system less painful? No. But obviously Team A put a lot of time into this (annoying) gameplay mechanic to boost the need to practice crafting and push player cooperation. Team B will, inevitably, nerf it more and more, without replacing it with an equally important mechanic.
6. Mob size. As I stated before, Team A obviously wanted realistically sized beasts for lowbies, which will progressively get larger as your player progresses. Team B says "we don't have time to create new models!" and just makes the existing monsters larger.

Love them or hate them, the original developers did all the hard work in this game. They made some questionable design choices, and had serious project management issues that led to an underdeveloped game at launch, but is that really surprising? All ground-breaking games get delayed. It's inevitable. It was a stupid corporate decision to push this game out the door half-baked, the original developers took the heat for that, and now this new team's goal is to turn it into a popular title without really doing any hard development work. They're *obviously* following the WoW model of "If you can get them to level past 20, they'll subscribe for longer." Almost ALL of the big changes have been for lowbies (including these new quests). There's nothing wrong with that, but it's creating this half-caste hybrid of a clustercluck that doesn't seem to know what it wants to be.



I think all of the points made here are mute because everything was unplayable before and they've been improved with very minor tweaks.

That is a problem however. Yoshi has promised to rebuild and overhaul several aspects of the game but nothing so far has been overhauled or rebuilt.

The only thing we've yet seen is them changing things with the least effort they could possibly do and still call them changes.

Quote:
3-D effects displayed when a new rank or level is obtained have undergone the following changes:
Effects will no longer overlap with other on-screen elements
Display size has been increased.
Display time has been lengthened.



How hard can it be to make new particle effects for an event like that?
I'll tell you, making a particle effect especially with even a small library of pre-made assets (that I'm sure SE is flooded with) takes all of 15 minutes.

They talk about adding dramatic effects but all they can manage within a month is to lengthen the already existing one? I call BS on this.


Same applies to just about everything we've seen so far.

Rebuild and overhaul isn't happening. "Manage" and "tweak" are the words anyone not doing SE pr would use.

For what it's worth I think the bigger enemies are nice but once again if this was done properly they would have tweaked the 3d models too. How is it that a much larger Nannygoat looks fluffy in it's original scale but a marmot's tail has the alpha-textures clearly visible as sharp blades? Nannygoat clearly demonstrates that the 3d engine can take several planes with transparency in one character so memory can't be the reason.
Could it be that this detail wasn't relevant in it's previous size but now that it's scaled bigger it looks off compared to the nicely finished graphical quality seen everywhere else.

A minor detail, sure and the pro's of scaling up outweigh the negatives but I brought this example up to show with what lazy mindset things are done.

Also I think it's highly unlikely that the gfx team has changed at all, it would make no sense, but once again this isn't about graphics.
#39 Mar 04 2011 at 9:25 AM Rating: Good
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yfaithfully wrote:

1. SP tables. They completely nerfed leveling, which was obviously not the intent of the designers. The original team designed the game so that while you had flexibility, it would take eons to reach 50 on many classes; that's no longer the case, and everyone can get 50 in everything to make gameplay completely undifferentiated! All this took was a find/replace on the SP tables.
2. Ward search. They made the wards pretty much useless, which was obviously not the intent of the original designers who painstakingly crafted the (albeit misguided) wards. The new team simply added a cheap search interface and rendered them obsolete, or at least turned them into a half-assed AH.
3. Threat icons. The original team obviously did not want this, but B team said "Hey, the players demand it!" and threw an ugly icon out there for the facerollers.
4. Quest-giver icons. Again, the original team wanted an immersive environment you had to explore - the B team threw on cheap (albeit somewhat tasteful) quest-giver icons.
5. Repairs. While they haven't really been nerfed much yet, expect a lot more nerfing. Is it a bad idea to make the damage system less painful? No. But obviously Team A put a lot of time into this (annoying) gameplay mechanic to boost the need to practice crafting and push player cooperation. Team B will, inevitably, nerf it more and more, without replacing it with an equally important mechanic.
6. Mob size. As I stated before, Team A obviously wanted realistically sized beasts for lowbies, which will progressively get larger as your player progresses. Team B says "we don't have time to create new models!" and just makes the existing monsters larger.

Love them or hate them, the original developers did all the hard work in this game. They made some questionable design choices, and had serious project management issues that led to an underdeveloped game at launch, but is that really surprising? All ground-breaking games get delayed. It's inevitable. It was a stupid corporate decision to push this game out the door half-baked, the original developers took the heat for that, and now this new team's goal is to turn it into a popular title without really doing any hard development work. They're *obviously* following the WoW model of "If you can get them to level past 20, they'll subscribe for longer." Almost ALL of the big changes have been for lowbies (including these new quests). There's nothing wrong with that, but it's creating this half-caste hybrid of a clustercluck that doesn't seem to know what it wants to be.


'Team A' as you so lovingly called them produced a game with little to no vision, balance and structure. It doesn't matter at all whether what they did was 'loving' or not because they've spent the last 5 years with their heads in the sand producing the game no one wanted. 'Team B' is not only working on new content, but picking up the pieces and trying to construct an MMO that isn't going to die within the next 6 months.
Does that mean that they don't have the time to 'lovingly' construct a new economic system for the game yet and have to settle for adjusting the ****** wards into a semi-AH system? Perhaps. Does that mean they don't have time to create new models for the stupid rodent mobs that were barely noticable, so had to enlarge them? Again, this is likely the case.
Once you're level 50 on everything I'd gladly accept that criticism, but that doesn't look to be the case. In fact I'd say you're no where near 50 because if you were, you'd know that people complain about a lack of customisation because all the different classes take the same set of abilities.
Furthermore, quality of life controls =/= 'faceroller' implementation. The vast majority of games now include something to show monster aggression, and just because you were raised on an unloving diet of FFXI dev, doesn't mean those kind of inconveniences are what most people enjoy. If one squirrel is going to sit and stare at me and another down the road is going to rip my face off, i'd like to know about it and I don't think that makes me a 'faceroller'.

Your godly 'team A' actually designed this game to appeal to casual players as much as hardcore players, so I'd get used to the evil 'facerollers' ruining your game with miniscule UI additions despite the fact that floating names don't kill the immersion to begin with.
#40 Mar 04 2011 at 10:39 AM Rating: Excellent
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yfaithfully wrote:
1. SP tables. They completely nerfed leveling, which was obviously not the intent of the designers. The original team designed the game so that while you had flexibility, it would take eons to reach 50 on many classes; that's no longer the case, and everyone can get 50 in everything to make gameplay completely undifferentiated! All this took was a find/replace on the SP tables.
2. Ward search. They made the wards pretty much useless, which was obviously not the intent of the original designers who painstakingly crafted the (albeit misguided) wards. The new team simply added a cheap search interface and rendered them obsolete, or at least turned them into a half-assed AH.
3. Threat icons. The original team obviously did not want this, but B team said "Hey, the players demand it!" and threw an ugly icon out there for the facerollers.
4. Quest-giver icons. Again, the original team wanted an immersive environment you had to explore - the B team threw on cheap (albeit somewhat tasteful) quest-giver icons.
5. Repairs. While they haven't really been nerfed much yet, expect a lot more nerfing. Is it a bad idea to make the damage system less painful? No. But obviously Team A put a lot of time into this (annoying) gameplay mechanic to boost the need to practice crafting and push player cooperation. Team B will, inevitably, nerf it more and more, without replacing it with an equally important mechanic.
6. Mob size. As I stated before, Team A obviously wanted realistically sized beasts for lowbies, which will progressively get larger as your player progresses. Team B says "we don't have time to create new models!" and just makes the existing monsters larger.

Love them or hate them, the original developers did all the hard work in this game. They made some questionable design choices, and had serious project management issues that led to an underdeveloped game at launch, but is that really surprising? All ground-breaking games get delayed. It's inevitable. It was a stupid corporate decision to push this game out the door half-baked, the original developers took the heat for that, and now this new team's goal is to turn it into a popular title without really doing any hard development work. They're *obviously* following the WoW model of "If you can get them to level past 20, they'll subscribe for longer." Almost ALL of the big changes have been for lowbies (including these new quests). There's nothing wrong with that, but it's creating this half-caste hybrid of a clustercluck that doesn't seem to know what it wants to be.


Team A released a game that was pure unadulterated *********

Team B is making giant strides towards making the game not such a huge pile of dog doo. You might think that SP tweaks and markers and item search are minor features, but they actually represent a gigantic leap forward in making the game more user friendly. I haven't played since late October last year, but after creating a new character with 1.16, I was pleased with how much nicer the game feels early on.

Team B is also preparing for the giant overhauls that people are asking about. They're polling the users first to see if they are fond of proposed changes and to gauge how to modify their plans. I would say that's a million times better than throwing in a brand new system into the game and then fixing it later (which is something that Team A seemed to have been consistently doing).
#41 Mar 04 2011 at 10:42 AM Rating: Good
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Onionthiefx wrote:
This makes me happy as a lalafell-- I love beating the snot out of things much bigger than me!


Rock on!

I think the reason it was changed was due to the fact that small mobs could be charging TP attacks under the attack of a party and the healer couldn't tell.

I'm glad they're bigger now. It also makes them look more impressive.
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#42 Mar 04 2011 at 10:44 AM Rating: Excellent
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Wolfums wrote:
Team A released a game that was pure unadulterated bullsh*t.

Team B is making giant strides towards making the game not such a huge pile of dog doo. You might think that SP tweaks and markers and item search are minor features, but they actually represent a gigantic leap forward in making the game more user friendly. I haven't played since late October last year, but after creating a new character with 1.16, I was pleased with how much nicer the game feels early on.

Team B is also preparing for the giant overhauls that people are asking about. They're polling the users first to see if they are fond of proposed changes and to gauge how to modify their plans. I would say that's a million times better than throwing in a brand new system into the game and then fixing it later (which is something that Team A seemed to have been consistently doing).


Agreed, well stated and rate up.

@OP: You know I saw this in the patch notes and went ok...? But then logging in last night I smiled and thought mobs looked much more intimidating with their new colossal size. Certainly something I wouldn't have expected from the patch that I would end up really enjoying.
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#43 Mar 04 2011 at 10:45 AM Rating: Decent
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435 posts
SimpleMajority wrote:
Mistress Theonehio wrote:
Yeah, I don't recall dodos being the same size as me, basically Smiley: grin

Screenshot

Grabs the skillet, anyone hungry? serving a one big bird up.


Dibs on the beak!

...

What?
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#44 Mar 04 2011 at 10:51 AM Rating: Good
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435 posts
Wolfums wrote:
Team A released a game that was pure unadulterated bullsh*t.

Team B is making giant strides towards making the game not such a huge pile of dog doo. You might think that SP tweaks and markers and item search are minor features, but they actually represent a gigantic leap forward in making the game more user friendly. I haven't played since late October last year, but after creating a new character with 1.16, I was pleased with how much nicer the game feels early on.

Team B is also preparing for the giant overhauls that people are asking about. They're polling the users first to see if they are fond of proposed changes and to gauge how to modify their plans. I would say that's a million times better than throwing in a brand new system into the game and then fixing it later (which is something that Team A seemed to have been consistently doing).


Well said.

Team B is desperately trying to save this game. Anyone who preferred it "the old way" is a pure ********* and would have a better time paying someone to beat the crap out of them than playing FFXIV.
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#45 Mar 04 2011 at 11:00 AM Rating: Excellent
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131 posts
Speaking of quest icons, you cant see them until you are really close to the npc, meet the rank or other requirements (past side quests and classes in the future?), and even then the icon isnt all that intrusive.

http://i55.tinypic.com/30ruot4.jpg

I really need to figure out how to use zam's image tags :(
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#46 Mar 04 2011 at 11:20 AM Rating: Good
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Teknoman wrote:
I really need to figure out how to use zam's image tags :(


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#47 Mar 04 2011 at 12:01 PM Rating: Decent
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Has anyone noticed a pc performance decrease with larger mobs & aggro icon? I didn't notice one on my pc but I have a fairly powerful pc (i7 2600k; 8gb ram; gtx 560ti). I guess this is directed toward the dual core pc users. I realize it has no bearing on me but I am interested to know if they optimized it for the older pcs.
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#48 Mar 04 2011 at 12:02 PM Rating: Excellent
Anterograde Amnesia
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I might have to log in tonight and take a look at this Smiley: thumbsup
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#49 Mar 04 2011 at 12:27 PM Rating: Good
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Leane wrote:
Teknoman wrote:
I really need to figure out how to use zam's image tags :(


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Ah thanks for the heads up :)

JJCheebone wrote:
Has anyone noticed a pc performance decrease with larger mobs & aggro icon? I didn't notice one on my pc but I have a fairly powerful pc (i7 2600k; 8gb ram; gtx 560ti). I guess this is directed toward the dual core pc users. I realize it has no bearing on me but I am interested to know if they optimized it for the older pcs.


No problems here. I thought it was performing better, since in some combat areas, my framerate stays closer to 60 now.

Edited, Mar 4th 2011 12:29pm by Teknoman
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#50 Mar 04 2011 at 5:23 PM Rating: Good
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Quote:
Has anyone noticed a pc performance decrease with larger mobs & aggro icon? I didn't notice one on my pc but I have a fairly powerful pc (i7 2600k; 8gb ram; gtx 560ti). I guess this is directed toward the dual core pc users. I realize it has no bearing on me but I am interested to know if they optimized it for the older pcs.


I run fraps after each patch to see how things stack up. I usually let it run for about an hour just to see the average FPS in different areas checking memory usage before and after. There was no change on my machine. I wouldn't expect the changes to the size to change the performance since they are just using scaling.
#51 Mar 04 2011 at 5:52 PM Rating: Decent
Edited by bsphil
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21,739 posts
Teknoman wrote:
That's pretty cool.
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