Devin "Camate" Casadey - Community Team
Thanks for the update! I'm glad to hear that the new UI is still moving forward, but one quick question...
I might be reading this the wrong way, but that sounds like PS2 limitations are still holding back the updated UI because you don't want the UI to use more memory than the PS2 has. Why would this be an issue when the new UI is going to be for the PC only?
Actually I read it as "the old base code for the PS2 was such a cluster f*k that in order for us to do this new UI, we need to completely gut it out so that it's not just a quick patch and instead would be something that would be more flexible and perhaps even extensible in the future. the demo that we show in vanafest was just a quick patch which is just a stupid idea. so, please give us more time to completely reramp the whole PC UI."
Might I ask how many developers are working on this ATM? It's coming down that the producer is the lead support representative, main developer AKA programmer, main concept designer and story writer.
It seems like this poor fellow has a lot under his belt then needs to be.
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My guess is they're using a universal compiler that takes all the code (mostly the same code) and compiles it for each system platform to save time and money. This way when they make a new build they don't have to recreate the same code for each platform. Unfortunately, because of this the PS2 version is probably holding things back. Do to the fact that they haven't really been supporting PS2 in USA for a while it means PS2 version is staying broken.
Just look at the last last update for example the frame rate issues. There are still several quest that can never be done on the (SUPPORTED) ps2 client. Game play and story line advancement is impossible on a PS2 without a PC/XBOX so I don't know why they even consider this an issue.
If they're going to continue support for PS2 they should at least fully test it because the client doesn't really work anymore even if it's still on the support list. Basically, all these things they're doing to keep PS2 alive aren't working and on top of that they're restricting the development.
Last edited by Sarick; 03-02-2013 at 12:38 AM.
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no where in there did he say PS2 limitations, he simple mentioned that it WAS designed to run on a system "Like the PS2". I see this as a much needed fix. Not that the old AI was bad, but optimizing it and hopefully fixing issues that we have been dealing with for years will make the game play more enjoyable. Example: Auto-sorting spells shouldn't auto sort ALL magic types, just the type you are currently on. Currently with how the UI is set up, if you auto-sort 1 type it auto-sorts them all. ;.; hopefully! the new UI will eliminate this and many other problems that are like it.
He also didn't say "fostering skillful play" or "balance" or "gag me with a spoon". I'm merely trying to clarify because the way things are stated, they could be interpreted in several ways and I would like to make certain that the PC's UI updates are not being held back by limitations imposed by the PS2. If this game survives long enough, PS2 support will eventually be dropped. It's a marvel that it hasn't happened already, but the game simply cannot move too far forward with these shackles around it.
Also, it's been about 3 years since I've ever typed this, but THERE IS NO 'H' IN WINDURST. ...sensitive topic for me...
*sigh*
Guys it's simple. The original client was programmed for PS2 then ported over to PC. Porting code from one platform to another radically different platform tends to be expensive and time consuming if done properly. SE obviously didn't do this right and kinda band-aided the code to make it work on PC, that's why you get some weird slow downs and the 29.9fps lock. Time moves on and coders who worked on one project move on to other projects, the base code for the PC client is rather old and may not be well documented.
So what he's saying is that in order to do a proper UI update their need to gut much of the internal PC client code and rework many things in order for it to function properly without tons of band-aids. This kind of work is insanely manpower intensive, your basically reverse engineering the old code and rewriting it at the same time.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
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