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  1. #1
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    Quote Originally Posted by ManaKing View Post
    The other thing I can observe that the Dev team uses is Arrays. Arrays are just ways that you can store information for other functions to use. The most obvious example is Steps. When you do a step, you get a step counter. If you are DNC main, you get 2 steps, if you are /DNC you get 1. Server is more than capable of keeping track of how many steps you currently have and also to make sure that you never have more than 5 of them. From this we can have a system in place that keeps track of specific kinds of actions and can tally them for use in other fuctions i.e. Flourishes. Afflatus Solace is another example of an array. The more damage you cure, the higher damage multiplier you gain for Holy. You also gain additional affects while under Afflatus Solace that is not related to it's array function, meaning that SE can make robust and multifaceted job abilities and traits, if they so choose. Look at how Zanshin is is affected by Hasso and Seigan if you need further proof of the complexity that can be added.
    All I got from this was that you don't know what Arrays are.
    (0)

  2. #2
    Player Greatguardian's Avatar
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    Quote Originally Posted by cidbahamut View Post
    All I got from this was that you don't know what Arrays are.
    Or how the server processes what we call "additional attacks".

    Just so we're clear, Zanshin hits are not a second attack round or a second action. They're not even a subaction. The attack round is the action. Just because you "swing" more than once in that round does not mean there are multiple rounds going on.

    Zanshin is just Double Attack with a check for a missed swing in the round.

    None of that entire paragraph on Arrays made any sense at all, either. I'm sure SE uses plenty of various data structures in their code, but that doesn't really mean anything to us. Likewise, none of the examples you brought up have anything to do with Arrays... There is a sequence of checks and stats that are run whenever an action is performed successfully. Steps are just a buff. They're checked at the same time requisite MP is checked for spells.

    You say "Look at Hasso and Seigan to see how complex this can be", but neither of these abilities are complex in the slightest - no, not even when combined with Zanshin. Not from a gameplay perspective, and not from a coding perspective either. No one is saying SE can't work within the bounds of their own engine. I'm saying that they can't work outside it. If you haven't gleaned from any of the posts in this thread why Zanshin and MeleeCasting are extremely different beasts that fall on completely different sides of that line, I don't know what else to tell you.

    I didn't ask you to define If statements. I didn't ask you to .... attempt? to define Arrays either. For the sake of discussion, assume that the audience knows all of this. I asked how you would apply these concepts to actually do something meaningful to the existing structure.

    I am not discussing alternatives. I am not discussing concepts. We've been done with concepts for a while.

    I have given you a concrete model to work with.

    Apply something to it.

    Don't explain it to the class.

    Apply. Something.

    I'm not being facetious. I'm not being sarcastic. I'm telling you that dancing around the issue and talking about concepts is not going to cut it. Anyone can talk concepts.

    You need to produce something concrete. I have absolutely no interest in continuing a conversation about fluff - which is sad, because this conversation would have potential if there was even a single speck of concrete alternative input on the actual topic.
    (4)

    I will have my revenge!

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