I tend to agree with her on this Daniel, Not everyone can get a high speed connection. I don't see where these Numbers are coming from though. I looked around and only found this
Other then that nothing stood out.
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I suggested more AH slots and they said it would create too much stress on the server. I replied "How is me placing XXX items on sale on one account more stressful than me placing XXX Items for sale over multiple accounts and then usually leaving them logged in 24/7 to bazaar the items that still wouldn't fit on the AH?"
They responded with ..............
Could you imagine sorting through 99 different sized stacks of fire crystals trying to find the cheapest one? They would have to either show all prices (no more bidding) or allow you to post as many as you want and just set the price per individual item. Ie you post 27 fire crystals at 100g each and then one guy buys 5 of em, another guy buys 3, some other guy buys 250 and cleans you and a few other people out etc.
Personally I would love to delete the mules I have and just keep as much as I can on one content ID I don't dual box or anything so if it wasn't for the storage and crafting limitations I wouldn't even have the mules. Even now I'm thinking about just selling off all my mules stuff and just deleting them all now. Personally it is inconvenience to have too keep logging in and out between mules especially when you can only transfer 8 items at a time when you have like maybe 80 items to toss at your mule. I mean I really just hate the extreme means SE goes to just to make us spend more money or time than is otherwise justified. Realistically a person can store more than 80 items in any storage compartment and master as many crafts as their hearts desired. I feel artificial limitations is just insulting to the client base but unfortunately this isn't my company so (shrugs)(sighs)
You know if we could level all crafts to 100 on one character I would totally be for an add-on account service that doubled the slots capacity for each storage type on a tiered bases in line with the cost of an addition content ID. For instance, the first storage upgrade would double all mog house storage options to 160 for 1 dollar. The second upgrade would cost 2x the first and would double it to say either 240 or 320 slots per type. Its a great idea but I don't realistically expect it to come to fruition and it would eliminate the need of mules for storage. Or they could still do that and make it an option where instead of being able to make additional content Ids you can just pay for the additional storage if you havent already skilled up a craft on your mule(which I haven't but i'm sure others have) or you can create additional content ids but you cant upgrade your storage unless they are deleted first.
Ultimately I agree with you about consoles as they generally are not dynamic in nature but at the same time I feel like the static nature of consoles is the very thing that should allow programmers shorter turn around times because they are programming to specific hardware instead of the lowest common denominator like PCs
Most of the software limitations are usually the hardware that is running it, and the other is usually the programmers creativity. The difference with PC and console games is the performance is usually scalable to the hardware it is being executed in PCs. Even with the same outdated code, better hardware still usually equals better performance of the same application. Keyword: USUALLY.
Well I only tried playing one game online using a 56k modem and that was Midnight Club 2 and that was horrible with the disconnecting constantly, so I completely disagree with you. I dare say you must be delusional in terms of MMO.
In this day and age of technology and high speed internet upwards of what 10mbps, really? In addition, PS2 hard drives at best where only capable of transfer speeds of like 100megabits/s(12.5megabytes/s) combined with a 56k ps2 modem which I think also had LAN as well compared to PS3s that are running SATA HDD at speeds from 1.5 to 6 Gigabits/s (187.5megabytes to 750 megabytes/s) over at least 3mgpbs connections and you think the only bottleneck was 56k and it wasn't real? I take it you never tried downloading a DVD image of anything over a 56k modem that took like 3-4 hours before and you're talking about a MMO that is constantly sending data even if you are just standing in place on bazaar? Really?
Sorry I mispoke about the the actual amount of ram and video ram on the ps3 while I was contemplating the actual throughput of said memory and that gap between ps2 and ps3. I am well aware of the fact the fact that PS2 compatibility units aren't being produced as well because I am out of warranty and have to pay 150 for each repair for my fatty.
I suppose I can elaborate more for clarity sake. In the same way your typical pc manufacturer makes 32bit and 64bit versions of the same driver, and how SE installs updates of the same client for pc, xbox, ps2, I was just thinking it would be great if there was a ps3/360 version done by the same teams that produce content for those systems anyway. In other words just because ps2 has those limitations, doesnt mean I on ps3 should be limited or slowed down by them as a result. Just like there is typically a “slow” lane for people turning off on the highway, the same should be done for the client as well as the game itself. Personally if SE was to deliver “PS3 driver” version of the client with all the changes we requestion I would be more than willing to pay a higher monthly fee to compensate for said adjustments and improvements if it would stop all this excuse making for this and that other. Xbox/PS2 is technically the 32 bit version and ps3/360 is the 64bit version of the same software. I would even pay for a re-release version like they did with some of the ps1 games that had even more limited resources for the ps1 but are now on the ps3.
Im sorry if it sound like I'm blaming the ps2 itself but as me rant above just described there is nothing preventing se from creating a “64bit version” of the game for 360/PS3 hardware. Just like when an update is released for pc, ps2 and xbox there is a point where it detects the hardware and dowloads the appropriate update version the same could and should be done for our consoles. Hell I would even be for giving those features only to ps3/360 users myself so
This is exactly why we do it but I DON'T see consoles as a threat. One thing I do notice particularly during the Besieged and Campaign battles is the amount of lag that DESPITE being on PS3 and running a 25mbps internet connection. Either I am too fast or the server is too slow or bogged down by other slow users.
Essentially most the ideas people are coming up with for jobs, storage etc would seriously impact the performance of the ps2 at one point or another, whether you admit or not. In its current state with the content that exists now, I've had buddies of my who consoles COMPLETELY SHUT OFF during these events and sometimes even outside of those events. So admit it or not the old 32 bit systems are clearly pushing its limitations as is even before new content arrives.
I'm not telling people to move on form the game it self but the console that they are running it only. Technically it not hypocrisy because I play this game mostly for my buddies and hanging out with them and I do like the way SE develops the storylines of the missions for those who actually read the dialogs in cutscenes or replay them afterwards I also DO pay for a 2012 mmo in DC Universe Online while still paying to play this one. Oh and for the record with the way consoles are designed they also capable as serving as a pc of sorts as well according to a friend who used his ps3 to turn in his term paper when his actual pc broke.
Last edited by CapriciousOne; 09-18-2012 at 01:24 PM.
I dare say you must be delusional when it comes to technology. Connection speed and disconnecting issues are unrelated. I had a shitty ISP a while ago and I was disconnecting constantly on a 50Mbps connecting. And I was playing this on 128kbps a long time ago, with no issues, because it was a stable connection. Not like it's hard to check for yourself, go and monitor your network activity during a busy Voidwatch fight.
What are you talking about? This entire blob is completely off-topic. Yes, I did download a 571MB file on a 56kbps connection and it took me weeks because I couldn't stay logged in too much at a time. How is that in any way, shape or form relevant? If the inventory size was doubled, it would not be 571MB. It would take exactly twice as long to load upon zoning, completely regardless of the connection. So instead of 5 seconds it would take 10 seconds. How quickly after zoning somewhere do you need all your items? If the 5 seconds make a difference, then yes, this may be inconvenient to some people. Otherwise it would be completely unnoticeable. Connection plays no role in this equation. Hence, this bottleneck is not real.
Most data is not sent from the servers. Servers send surprisingly small amounts of data, which is all translated client-side. Run into a full Voidwatch battle and I still doubt you'll see it go anywhere near 56kbps. Yet the battle runs just fine. Online games simply don't need to run on fast connections, they need to run on responsive connections. Latency always matters more than speed for games. Hence the 56kbps bottleneck isn't real.
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FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
"Puppetmaster was our last best hope for peace. It failed.
Now it's our last best hope.. for victory!"
They're still making sales with mules and security key-chains. If people are still buying/supporting them, why would a company spend money to lose potential-money from these sales?
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