However the PS2 indie/VN scene is pretty big still and the PS2 isn't a bad system heh. Why get rid of it? I still have my famicom that works better than a lot of newer systems did.
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Actually, I saw that the various synergy earrings for teleportation have been reduced to one hour cooldowns alongside warp cudgels. So, a Horst warp isn't really needed if a "lite" version of maw teleporters could be done. Though, with the waystones hovering around 10k, it might be better if their costs got slashed so people might be more inclined to pick them up for cities they frequent.
Great idea, but I am still non-plussed by the explanation given of Memory issues in the rest of Windurst. How so? The place is huge. Could it be the Toraimarai zone underneath, the Horutoto Ruins or Dynamis Windurst? Or all? Made no sense to me to place those NPC's where no-one goes. I know, it's those wretched Cardians taking up memory space. :) At least in Port Bastok you have to run by them to get to the WG warp taru. Hopefully SE will revisit this decision and come up with a better location.
How about make an NPC in Port Windy etc. that can port you to heaven's tower then?
The memory issue they are talking about isn't necessarily client side. The server side game software is fairly old now, its reasonable to expect a few quirks in the system and they did state that the problem occurred when accessing bastion info which has to be generated server side and sent to the client.
It seems to me as though the simple solution to this is to add a(nother) tarutaru NPC, in the place the Abyssea NPCs would have gone had there not been memory issues, that will warp you directly to the location of the Abyssea NPCs in Heaven's Tower.
You could even give him some cheesy text like "I know you adventurer-wenturers are so eager-weager to help-ey out-ey {first Abyssea NPC name I don't remember, possibly with Tarutaru accent distortion} and {second Abyssea NPC name I don't remember, possibly with Tarutaru accent distortion}, so I'll send you right to them if you wanty!"
Was Dr. Weird in charge of NPC Placement?
Dr. Weird: "GENTLEMEN! BEHOLD! I have place Abyssea NPCs next to the Star Sibyl!"
Steve: "Um.. that's great boss. So.. you do that for science?"
Dr Weird: "NO! I did it because it was free, and she was drunk and didn't know what she was doing!"
what about moving the abyssea NPC in Jeuno?
where it is now is above an AH in port jeuno and near the NPC to store seals like KS seals and such.
Didn't the notes say you guys removed syngery things out of upper jeuno? what about putting the abyssea NPCs where the second AH is by the church and remove those AH npcs?
The way to make heaven's tower more convenet would be put a poter moogle in there and a nomad moogle if the abyssea NPCS have to be there. it would be added help if you put the KI set store NPC there too.
you can put them on the bottem floor of heaven's tower so people are not starring at those things and the abyssea NPC
Thank you for the explanation :) Apologies if this has been suggested already. But might I suggest to the development team, that if there is an issue with memory in regards to confirming Bastion conditions, that this can be worked around with the following method.
Allow players who have completed the Windurst Quest "Flower Child" (the ability to exit to any zone in Windurst from your Mog House) to access Heaven's Tower, as a Mog House exit. This way the Abyssea NPCs aren't required to be moved from their current location, surpassing the memory issue. And all players who complete this quest, have very quick access to the Abyssea NPCs from their Mog House. This not only works on a practical level, but also you will notice that the Heaven's Tower zoneline in Windurst Walls is actually a teleport. So on a geographical level if it seems somewhat odd that you can leave your Mog House and suddenly appear in Heaven's Tower, you can just make the animation from leaving the Mog House that of a teleport.
I hope this goes some way to help relieving the issue, and thanks again for your continued efforts.
At least we got a valid reason out of them.
Just in case you guys missed this update (scheduled for next week):
New Abyssea support NPCs will be added to the following areas::)
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
For asura at least, none of this has really mattered. Jeuno still sees 500+ because so many people "/sh SEALZ CAN I HAS IT?!?" and need the biggest playerbase to be able to hear them.
Only way I can really see them relieving congestion would be to put an aby NPC in every zone in Jeuno, and adding a regionwide shout command. And that in itself would probably get abused so they probably won't consider it.
What? If Jeuno and Windy get an extra set of Abyssea npcs, Sandy and Bastok should get them too.
Thank you so much! Wasn't expecting Ru'Lude, but that's a nice touch. With the old Windurst location only, there may as well been Abyssea NPC's in the other Gardens zone.
It does beg the question of why you`d still hang out in Jeuno then and expose yourself to it, if it bothers you. It`s not like the entire functionality besides Shami isn`t easily accessible in starter cities now, unless you`re from Windurst, and that`s getting solved in a day or two.Quote:
For asura at least, none of this has really mattered. Jeuno still sees 500+ because so many people "/sh SEALZ CAN I HAS IT?!?" and need the biggest playerbase to be able to hear them.
I'm kinda confused. How is Shami easily accessible from Windurst, but nowhere else?
Never checked Bastion status ever, anyway thank you very much devs!Quote:
Just in case you guys missed this update (scheduled for next week):
New Abyssea support NPCs will be added to the following areas:
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
Try seacom'ing a quest mission or NM you need help to complete, put you flag up and wait. Let us know how long before you got an invite that actually had anything to do with that instead of a level sync party in qufim or a merit alliance, we'd all be very interested I'm sure!
The limitations of memory should be that of the hardware when you're talking about a server. Server software is written to be scalable, regardless of it's age (look at IRC as an example of scalability, and its age).
If they have these type of limitations server side, they should be easily fixed.
Client limitations are more understandable due to client hardware. If you think they're citing server issues, then that's a big issue.
Quote:
Originally Posted by Seriha
Putting a highish cruor cost on it would completely screw up the whole point of putting more Abyssea-teleport NPCs in the first place (which is to spread people out more).
The only reason I've commented on it is because people jump to the reply button just to post "ps2 limits!" over and over for everything anyway.
Both possibilities exist, unless they specifically tell us we just don't know for sure. And you have to remember they don't have the exact same programmers that originally made the software either. I lean toward not blaming the ps2 for 2 reasons: 1) they didn't specify that the issue was only on the ps2 client and 2)loading all zone event data at once on the client seems unlikely
The problem triggers specifically when the client is trying to grab data from the server for bastion status. Now it is possible something on the client side is occupying to much of the space intended to load that data into, but is also possible that the server can't send that data because of an error loading that information itself. I've seen similar issues with older software before. I've even had to try and fix them with poorly documented and even obfuscated code - not fun fast or easy.