No, they can't. It's technically unfeasable because of the design of the area. If they could have done it, it would have been done ages ago.Quote:
*Can you do multiple instance instead?
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No, they can't. It's technically unfeasable because of the design of the area. If they could have done it, it would have been done ages ago.Quote:
*Can you do multiple instance instead?
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Anyway my other solution was also talking about amount of currency per group, that would be nice if every groups can actually get same amount of currency as before update. In the end that fix a major issue right there, for me as for you. I think is easy to say that would make everyone happy.
Just a suggestion anyway.
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If you understand the way "instancing" works elsewhere in FFXI (it's not true instancing), you'd understand why it can't work for dynamis.
Please Alhanelem.. lets keep this thread constructive.. and make suggestions to the dev team about how to update dynamis ^^
I dont think i saw it anywhere but I suggest maybe making dynamis like Shin fight where 3 different groups can go in at a time and you do not see the other groups of people in there. If that is even a possibility.
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I guess i just did not explain enough, SE is merging many server and at the same time they say how they going to reborn dynamis, instancing was maybe not much possible pre-merging, keep in mind they will have free resource and is maybe the reason why they are merging, did you ever think about it?
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Yes is what i mean by multiple instance. Tbh that would be best update ever for dynamis :)Quote:
Originally Posted by Confusedtaru
I like this thread :) Ilax makes a valid point :o
I wonder if they plan on adding anything like Curior or Tabs that can be used to purchase things. temps/armor/currency :confused:
lol fov's in dynamis >_>
not that anything would be terrible about that.. heh
what happens if you have more than 18ppl who want to roll to dyna togeather, are we goin to be stuck swaping ppl into main alli when something they want drops/nm kill they need. if they could link treasure pool to your ls that could fix alot of the probs ppl are talkin about i think
It would be no different than swapping someone into main alliance in areas such as sea, sky, abyssea I would suppose.
I think that is what they are trying to do with Dynamis. Make it seem more like one of those areas to farm for gear.
Not that anything would be terrible about that either.
...Quote:
I guess i just did not explain enough, SE is merging many server and at the same time they say how they going to reborn dynamis, instancing was maybe not much possible pre-merging, keep in mind they will have free resource and is maybe the reason why they are merging, did you ever think about it?
Instancing isn't an issue of sever capacity. If you could have 64 people in a dynamis area (something that rarely happened after the first few months of dynamis' release), there wouldn't be capacity problems if there were 4 groups of 16.
The issue is the method by which FFXI events achieve the appearance of instancing. BCNM areas, assaults and similar stuff are "instanced" by filling the game engine's world environment with several copies of the same section of terrain, spaced out so that they arent in range of shouting of eachother. If one copy of the battlefield or assault area is in use, the game puts the players into the next one. There are only a few of these copies, and if they are all full, more people can't enter. Dynamis areas are much larger and also more complex than battlefield areas. The assault areas and WotG battle zones rival that, but they are newer and were designed with Dynamis's issues in mind (or, that's the impression we get). In order to instance dynamis, the zones themselves would need to be rebuilt, which would be a major undertaking (and it would also make the size of the data for the zones larger, at a time when the game is running out of disk space on the console versions)
Other games achieve instancing by using special server machines to handle the instanced areas, and give every group it's own bonafide private area to work in. The number of instances is only limited by server capacity (which can be reasonably increased if need be)
They cannot instance dynamis without changing the physical structure of the area in the game data itself. This is something that they are unable or possibly unwilling to do for some reason or another (The fact that there are invisible walls in Upper Jeuno that have been there since the beginning of time can attest to unlikelyhood of physical changes to the zones).
I'm not sure what the problem was with my last post, but I hope this explanation is helpful- I really didn't intend to be rude.. This was discovered by people who analyzed the data files, explored the game's areas in model viewers, etc. Mordion Gaol, the game's jail for instance, is literally made up of a bunch of small "cells" stacked on top of each other out of shout range. This is well known by people who have analyzed the game.
The one thing I could see them doing, is turning different groups of people in the same area invisible to eachother, something that is done during Ballista matches. Players and monsters not participating in ballista are invisible (and don't collide with to the people that are in the ballista match). This could work, but might result in lag with no visible explanation to the player if lots of other groups (which are invisible) are physically near eachother (because the invisibility is done client side as far as I can tell- but i'm not 100% sure here)
SE is merging how many server again? I agree it was impossible pre-merge since it request too much load to the server, but if you think about it, who know what SE will do with those server? Nothing say they can't create instanced dynamis. Is not like they have to modify the game that much. Plus note how they announced the server merge and dynamis change at almost same time.
All i know is SE said: *Reservations will no longer be required to enter the above areas.*
Nothing in that say is going to be open zone, i was assuming at first it would be since i knew like you that is too hard for 1 server to handle it, but i was not thinking about all those server they about to free up after the merge. Of course is pure speculation from me, i can be wrong but i think is fair to think that is possible, and to be honest, i think 95% community would be crazzy happy if is the case.
If is open zone, then be it too, i mean there many way they can issue all the problem we listed, like what Flunklesnarkin said in previous post:
That would also be nice, or as i said if multiple group can enter in at same time, i just hope at least is still possible for each group to get 250+ currency. That way every group have they chance to finish a relic over time. If is 250 currency split to all group that enter, then is just a new Campaign style system but ya again that still cool due to fact no reservation + LS still have CoP zone and fact that everyone can go in and get 5~6 currency every day.Quote:
Originally Posted by Flunklesnarkin
What is going to be, no one really know, i just hope SE surprise us with something awesome, only 1 week left till we find out.
I have issues with what the topic creators first points are.
Well ya if you piss on my head and call it rain I guess you could say that. I would say it's just a natural evolution to a game that is losing people faster than it's gaining people, while also raising the level cap.
75 is the halfway mark in exp to 90. 90 is the halfway mark in exp to 99 most likely. The increased exp in areas outside of Abyssea are to make it to where leveling outside of Abyssea feels productive for those that want to do it. Abyssea's massive exp is important because without a way to gain massive exp it'd take you 4x the exp it took to get from 1-75 to get to 99. How many people are going to keep playing the game if it takes THAT long to hit max. People were like "Well it takes about 6 months to a year for me to get a job fully leveled" well ya know what? Now it'd take you 2 years to 4 years to get a single job capped at the same exp rate you were already going at.
There'd be no possible way to keep FFXI going in large numbers with those kinds of exp gains. So what you're saying is just flat out a misinterpretation.
The other changes that have been made such as easier skill ups, cheaper Dynamis fees, and other things, are a response to the fact that as things evolve and change, there are other things to try and balance. The problem with Gilselling is everyone has the chance to get an unlimited amount of gil. If you just do Abyssea for a while and then use Cruor to exchange into items, and then sell those to the NPC for tons of gil. So they could have 13 afks, and 3 people for a Fell Cleave party, and if they don't stop doing the fell cleave party they could gain any number of Cruor they wanted then just stock up on items, NPC, stock up, NPC, Stock up, NPC and boom they have as much gil as they could desire on 16 different characters and that's way easier than going to dynamis for farming crap.
So I really just have to say that you don't have the slightest clue of what you're arguing about. Maybe I'm wrong, but if gil sellers were going to return, I feel like they would have done it at this point. Because quite frankly, making gil is easier than ever.
You can leech in a Fell Cleave party for 100k an hour and literally make all that gil you spent back in no time at all. Which is to say... before your time is up. And Fell Cleave isn't something they could really easily prevent. It's a product of having strong AoE attacks and a lot of good equips and Atma. They'd essentially have to create limits on how fast you can kill mobs in an alliance and get exp, which I don't think anyone would be asking for them to do.
So please tell me how your arguments are in any way shape or form valid. Plus I personally don't have any jobs to 90 that can use a relic. So... Dynamis means zilch to me at the moment until someone can tell me what dynamis offers me in some form.
@Nephilipitou, don't take it as offense, but abyssea cost them nothing and they can cleave and sell gil :(
Think it was his main worry, dynamis had 500k + strategy that require more then 3 player with 15 leecher, maybe you just misunderstood his point.
Please don't misunderstand me too, i am very happy that SE give a battle field that everyone can level super fast, but what is the point if everything turn abyssea, Why are we leveling again? I mean i am happy that a new player come play FFXI and can hit 90 in 1 week then join us for something harder.
Is just another play field that require cooperation with multiple player, not everyone loved the idea. I mean you can find same frustration form every event (abyssea/jar/sky/ect.)Quote:
Originally Posted by Nephilipitou
Well i can put your minds at ease..
In the original statement from the dev team.. linked in the OP
the dev team states drops and mobs will work like any normal area / dungeon..
dynamis will be similar to sky / sea.. each party will get their own loot pool..
and it will be an open area.. just like sky / sea
This has absolutely nothing whatsoever to do with whether or not instancing is possible.Quote:
SE is merging how many server again?
(And when those servers are shut down, the equipment will either be sold or used for other purposes, not to increase the capacity of the existing servers)
Did you not read the almost-essay like explanation I gave you? They CAN'T (realistically) create instanced dynamis without MAJOR, TECHNICAL changes to the game and the areas themselves. What they are doing instead is much simpler (Keep in mind they do not have the same number of people working on the game as 9 years ago), requiring only changes to scripts and flags/numbers pertaning to monsters and NPCs and such. To instance dynamis they might possibly even need to go get people who are now busy on other porjects or maybe even moved to a different company to make the code changes. To ask some newer guy on the project would cost them a lot more time and money and you have to realize that with the age of the game and the size of the playerbase, they need to keep the changes economically sound.Quote:
Nothing say they can't create instanced dynamis. Is not like they have to modify the game that much.
Look, I might not work for SE, but I know more about the inner workings of the game than you do. I'm not just some random guy who has no clue what he's talking about. If you really want to learn more about how things work, I'd be happy to indulge you, but we would have to talk about it somewhere else (e.g. on a fan site forum).
PLEASE read this and my last post fully and carefully. I have every intention of being helpful but I can only do so much if you can't get the thrust of what I'm saying.
It is not instanced. Again, please, set aside your speculation and get informed on the subject. It is going to be an open area, more like abyssea than anything else. This is pretty well established from the information we have been given. Yes, you can only have 18 people in an alliance, but they are not in an instance obviously the adjustments to monster placement will take that into account, and if you need to bring more people, you can just shuffle them between the groups as needed for the right person to get the stuff. Give SE a little credit here. You don't even need 18 people in the current dynamis system for anything other than dynamis lord or maybe weapon fragments.Quote:
I agree with that, but they never said you can enter with more then 18 player, could be instanced to 1 alliance max. again is pure speculation, think about it if is instanced and you only need KI then it have to be 18 player max.
What your are saying is also pure speculation, don't derail it more....
Please again Alhanelem.. lets keep this thread constructive..
Open area.. like any normal field zone.. means just that.. open area.. no player limits.
Bottom line some people are just impossible to please and to try and reason with them is an exercise in futility.
You take everything completely out of context. I'm just stating that I don't like dyna and never was a fan of it. Because it IS the same thing over and over and over again and takes so long. I guess my experience with abyssea is different because I lowman everything. We decide on what we're doing and go get it done. We don't need to spend hours and hours and hours doing the SAME exact thing. Only exception is working on the weapons but gear is fast and easy to get. I haven't been in dyna since they changed the drop rate on gear so I can't comment on that, but seeing my friend do dyna for over 6 years and still not get thf hands is insane. They rarely drop and when they do the ls leader gives them to a member because they are one of the "favorites". Just to clarify, the 6 years involves multiple dyna groups, not staying with the same one cause that would be her own dam fault.
I want them to put fov's in dynamis..
would be super awesome to earn tabs while farming relic gear ;o
Little question that I'm not sure has been addressed but, this is all good and all, but what about giving BLU, SCH, DNC, COR, and PUP relic weapons? Or applying those jobs to Pre-existing Relic weapons? If anyone says "Thats why there are mythics" I will kick you in the mouth, those are not the same as relic. I think if Dynamis is going to be done to bring back people into it, they should also give the new jobs Relic Weapons, I mean it was what... a year? After the release that BLU, COR, and PUP got relic gear!? I think its about time we get on the ball here and come up with some Post-CoP-Job relic weapons. Don't you?
Ilax is a hilarious person to read while he speaks.
Irregardless of any of you guys concerns, they've already long since discussed and planned these changes.
My only suggestion to SE devs would be for you guys to finally add BLU, COR, PUP, DNC, & SCH to the relic weapons.
what do you mean? sky and sea dont have time limmits and kick you out.
There is not enough detial, how long can you stay in? how do people enter and have a pt that you know?
the only thing i take this as its going to be like WoE and i dont like that idea.
not true esp outside abyssea, thats only true with a few ws/ weapons.
and casters have no type of "relic weapon"
Would you please stop spreading misinformation.. this will be nothing like walk of echoes >_>
here it is again...
# Applicable Areas:
Dynamis - San d'Oria / Dynamis - Bastok / Dynamis - Windurst /
Dynamis - Jeuno / Dynamis - Beaucedine / Dynamis - Xarcabard
# Adjustments:
* Reservations will no longer be required to enter the above areas.
* New key items will replace the "Timeless Hourglass" and "Perpetual Hourglass" items needed for entry.
o The key items need only be obtained once.
o It will be made available at an affordable price via the Goblin NPCs presently dealing in hourglasses.
* Time restriction for entry will be changed to once per Earth day.
* Trigger items will be introduced as a new spawn condition for certain notorious monsters (NMs).
* Monster distribution will receive drastic revisions.
* Monsters will yield experience points (excluding certain NMs).
* Monster claim and item drops will work the same way as in regular fields and dungeons.
* Treasure:
o There are no plans to change the drop rate of Relic equipment.
o Along with the reduction of the entry time restriction, the amount of Ancient Currency earned per session will be lowered. Overall, this change should increase the Ancient Currency distributed across the World.
The only similarity between the proposed changes and walk of echoes is there will be a time limit.
Other than that we should make suggestions around those proposed changes..
lets start with dear SE dev's
please don't make linked entrance timers for groups like walk of echoes.. make it a timed event similar to old style dynamis with an "Hour glass key item" that wears out and needs to be recharged by talking to an npc.
I realize you only have to buy the KI once.. but maybe have it require recharging with a simple conversation :o
Please, stop spam the same information that we all already know.
WoE Style ( Timed Strategic battle field where you have to cooperate with random player )
Dynamis Style ( Timed Strategic battle field where your group need cooperate together, [no intruder can come in] )
So yes there a chance Dynamis V2 end to be like WoE, and i think people don't like the idea of that since 1 person can easy ruin the work of a group.
But hey SE said nothing yet so who know, maybe is going to be like abyssea (so no strategic pull or trigger) Seek and destroy... Pop NM with special item, so i guess that can be fun too...
Anyway, just saying there a possibility the style is like WoE (from [my/Rambus] point of view)
Who know anyway, can be instanced too... even if some think that impossible, i don't share that idea, to me it sound more easy that SE keep the same 'CODE' but create multiple instance. I don't buy the idea of redesigning 100% of dynamis = more easy/less work.
# Applicable Areas:
Dynamis - San d'Oria / Dynamis - Bastok / Dynamis - Windurst /
Dynamis - Jeuno / Dynamis - Beaucedine / Dynamis - Xarcabard
# Adjustments:
* Reservations will no longer be required to enter the above areas.
* New key items will replace the "Timeless Hourglass" and "Perpetual Hourglass" items needed for entry.
o The key items need only be obtained once.
o It will be made available at an affordable price via the Goblin NPCs presently dealing in hourglasses.
* Time restriction for entry will be changed to once per Earth day.
* Trigger items will be introduced as a new spawn condition for certain notorious monsters (NMs).
* Monster distribution will receive drastic revisions.
* Monsters will yield experience points (excluding certain NMs).
* Monster claim and item drops will work the same way as in regular fields and dungeons.
* Treasure:
o There are no plans to change the drop rate of Relic equipment.
o Along with the reduction of the entry time restriction, the amount of Ancient Currency earned per session will be lowered. Overall, this change should increase the Ancient Currency distributed across the World.
Seeing as this is a suggestion thread.. i suggest (lol) you make a suggestion to the devs..
here goes ill start..
Dear SE .. please don't make dynamis a linked battlefield like walk of echoes.. make individuals have separate entrance timers with a "hour glass key item" that you have to recharge with a simple conversation to an npc each day..
There that felt good.. why don't you try making a suggestion now >_>
What you've all been looking forward to has arrived!
The details listed on "[dev1000] Dynamis Reborn!" have been updated so please check them out!
Ok so we have the info.....I am still not excited.
Sounds good, but I'm very worried about certain NMs dropping Time Extension Key Items. If we continue this low-man shift, it's going to be hard to do 2-hour Dynamis runs every night in primetime due 3-6 man groups competing for these NMs.
Is confrontation going to have the same problems that other "lock-out" systems have with players DCing?
Ya, it would be nice if it was possible to "spawn" the same NM multiple times without having to wait for one group to finish. Since Confrontation seems like something where if the alliance dies the NM will depop, I don't see why it wouldn't be possible to allow for 3-6 groups to be able to mess around with the same NM. In abyssea if an NM is taken one could just farm for time or leave the zone and come back later, however for the way Dynamis is setup currently this isn't possible.
As it looks now if an NM is being worked on and we're only given 1 spawn option per NM the zone itself will be pretty chaotic and prolly create a lot of disgruntled players unable to fight the NMs they want cause another group was going after the same one, or a smaller group is slowly killing it.
Though as mentioned above if Confrontation works in the way mentioned in the notes I would imagine that there should be no problem to just allow for the mob to be spawned multiple times. This way multiple groups will be able to engage the same NM without feeling like they are being blocked off because another group got to it first or another group has it and is killing it slow. Since time in Dynamis has been shortened by an hour and a half, I hope you take into consideration how precious those 2hrs will be for those who like to plan ahead with what they want to do.
http://forum.square-enix.com/ffxi/th...ea-ruined-FFXI
Level 90 noobs everywhere with noob worthy gear from an easy event.
3 cheers for ADHD teeny-boppers who now own ffxi. No wonder RMT don't care about this game.
FFXI is dead.
The end.