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  1. #51
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by CapriciousOne View Post
    I generally have you blocked and a whole of others but I occasionly view it anyway to entertain myself so the feeling is mutual. None the less you cant deny that there is a clear hierarchy of events between job traits and skills like shield, guard, evasion. The player is "reacting" so to speak based on those same checks you mentioned. I say the player reacts because of the simple fact that there is animation for it when it occurs. Shield activates the player animation raises the shield in blocking motion etc for example. In coding speak after the checks are done the function calls are clearly returning a value to another procedure that determines whether to run the animation for blocking with a shield, parrying, or complete evading the attack or do nothing at all and allow the attack uncontested.

    Though even still with all that noted I dont see this as a reality giving the insistence of keeping with old visions and many of the points made later in the thread like many of the original programmers of SE proprietary engine either being fired, retired, or even dead. It is often difficult to come in on somebody elses baby and pick up where they left of or improve upon what they have established without a good consultation with those involved without some serious implications.

    In any case I dont see this happening for the simple reason that in most games magic is seen as a function of high intelligence and as such requiring total concentration. In addition cast usually utilizes the hands in the effort to help concentrate the power of the spell being cast and as such would reduce the concentration level of the spell as well as the damage done once it is cast. Now that in itself may be a solution in implementing this feature and allowing spells cast to suffer a damage penalty when trying to physically attack while it is being cast. It wont be popular but it would logically make sense and be "realistic" so to speak.
    I've gone over this a few times, you don't block anything. There is no checks done on the client side about blocking or reacting. The block is part of the monsters attack round and doesn't involve any actions on the players part.

    Monster Attack Event -> Do calculations (damage / hit / block) -> determine block has happened and perform calculations accordingly.
    Send client packet saying block has happened -> Client shows block animation.

    Absolutely nothing you did effected that block nor it's animation.

    What people are asking for is the ability for the client to initiate two simultaneous actions and have both actions resolve independently without effecting each other. This is not impossible, not even hard, but it requires the server's event engine be programmed to handle it. This is a VERY big change in server code. I'm not talking action scripts which are the things that handle all the calculations and event resolutions, I'm talking the actual management code behind everything. That can cause catastrophic unpredictable effects. Nothing that lots of debugging and testing can't fix, but still manpower intensive. I would expect them to recode the entire client to DX9/10 before I'd expect them to recode the server.
    (5)

  2. #52
    Player Crimson_Slasher's Avatar
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    Jul 2011
    Location
    San d'Oria
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    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    I think part of the reason this thread is getting as big as it is is the same reason as i got upset initially. Not everyone wants this to be done, but it comes down to can/cant it be done and thats what its being argued about at this point more than anything.

    Can it be done? Simple answer is yes. Its far from a simple problem, and it would require intensive work and time, and effort, and would completely change the game from the ground up. But it CAN be done. Upon reflection i dont feel it should be done, or if it is not to affect all aspects of the game. At this point though the conversation has shifted to "YES IT CAN" vs "NO IT CANT, WELL IT CAN BUT WOULD BE TOO MUCH TO IMPLIMENT!" Which is true. I think if people would stop saying it cant be done, and stick to "too hard to do" then this wouldnt be so intense.
    (0)

  3. #53
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    Can't be done without replacing the god damned Engine is what I said in the first place, Crimson.

    When Saevel and I are completely agreeing on something, the rest of you need to step back and think real damn hard about what ground it is you think you're standing on.
    (5)

    I will have my revenge!

  4. #54
    Player CapriciousOne's Avatar
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    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by saevel View Post
    I've gone over this a few times, you don't block anything. There is no checks done on the client side about blocking or reacting. The block is part of the monsters attack round and doesn't involve any actions on the players part.

    Monster Attack Event -> Do calculations (damage / hit / block) -> determine block has happened and perform calculations accordingly.
    Send client packet saying block has happened -> Client shows block animation.

    Absolutely nothing you did effected that block nor it's animation.

    What people are asking for is the ability for the client to initiate two simultaneous actions and have both actions resolve independently without effecting each other. This is not impossible, not even hard, but it requires the server's event engine be programmed to handle it. This is a VERY big change in server code. I'm not talking action scripts which are the things that handle all the calculations and event resolutions, I'm talking the actual management code behind everything. That can cause catastrophic unpredictable effects. Nothing that lots of debugging and testing can't fix, but still manpower intensive. I would expect them to recode the entire client to DX9/10 before I'd expect them to recode the server.
    I guess we will have to agree to disagree. With the logic being used, then one could arguably say that when a monster evades or block our attacks they aren't doing anything either. The way I am looking at this I suppose is that whatever defensive moves are taken, (guard, parry, shield block, evasion) is a direct result of a failed check between you and the mob regardless of what side of the transaction (server or client) initiated the action in question.

    I will agree that the process management code on the server would need to be chagned not just for our job but other jobs as well for this to work. It also would be a very time consuming task as well I imagine. The only thing I have to say in reference to these facts is that if the development team didnt waste so much time on these bs and practically useless stuff they have been giving us and other jobs they would've found the time better served improving the heart and soul of the game... the engine than these ridiculously broken crap. PRIORITIES SE PRIORITIES !!! lol
    (1)

  5. #55
    Player Greatguardian's Avatar
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    Mar 2011
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    That's correct. Defensive "actions" are not actions. Monsters aren't actually doing anything when they dodge attacks. The player simply fails an accuracy check.
    (1)

    I will have my revenge!

  6. #56
    Player Brolic's Avatar
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    Nov 2011
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    252
    Character
    Brolic
    World
    Asura
    Main Class
    PLD Lv 99
    Can i tag on my idea for running while casting on this thread?

    What about casting while casting? why cant i cast 2 spells at once, guys in naruto can do 1 handed seals and i have 2 hands, 2 spells plz.
    (1)

  7. #57
    Player Concerned4FFxi's Avatar
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    May 2011
    Location
    borg
    Posts
    605
    Character
    Amaday
    World
    Bismarck
    Main Class
    WHM Lv 99
    I always thought this was intentional, as the price of a failed spell has risks associated with it. If this was not by design, then yes, a fix would be welcomed, if as I said it's a reward vs. risk thing then it's fine as is to me.
    (1)
    Quote Originally Posted by Kincard
    The reason I keep coming back to XI as opposed to other MMOs is because of the content's lastability. While it is true that many pieces are outdated with each patch, to this day there are many old pieces of gear that are still near top-tier if not the top-tier. It encourages you to explore the whole breadth of content rather than asking you to bumrush and bypass all the old content just so you can grind the newer content. This is a model used by other MMOs such as WoW, and while I don't have anything against people that enjoy this model, if I wanted to play an MMO with that model there are many, many games vast superior to XI in terms of mechanics and especially customer service that offer such a model.

  8. #58
    Player tyrantsyn's Avatar
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    Sep 2011
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    612 wharf ave next to the gentlemen's club.
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    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Perhaps something could be done between the animation and fast cast to allow RDM to get back to swinging again. I don't know if i'm for the whole swinging while i'm casting thing. Something in that just sounds broken. Your suppose to be doing something that requires your attention. Being able to attack while doing it doesn't sound like your not putting a lot of effort into the spell part and it would just come out half~assed. Being stuck in the animation for a spell you already cast seems like the best place to fix the problem to me.
    (0)
    Last edited by tyrantsyn; 12-09-2011 at 06:13 AM.

  9. #59
    Player Meyi's Avatar
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    Mar 2011
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    Seraph/Bismarck
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    725
    Character
    Meyi
    World
    Bismarck
    Main Class
    BLM Lv 99
    Quote Originally Posted by CapriciousOne View Post
    I guess we will have to agree to disagree.
    How can you disagree with the truth?

    -facepalm-
    (4)
    Quote Originally Posted by Greatguardian View Post
    ^_________________________________________________________________^

  10. #60
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by CapriciousOne View Post
    I guess we will have to agree to disagree. With the logic being used, then one could arguably say that when a monster evades or block our attacks they aren't doing anything either. The way I am looking at this I suppose is that whatever defensive moves are taken, (guard, parry, shield block, evasion) is a direct result of a failed check between you and the mob regardless of what side of the transaction (server or client) initiated the action in question.

    I will agree that the process management code on the server would need to be chagned not just for our job but other jobs as well for this to work. It also would be a very time consuming task as well I imagine. The only thing I have to say in reference to these facts is that if the development team didnt waste so much time on these bs and practically useless stuff they have been giving us and other jobs they would've found the time better served improving the heart and soul of the game... the engine than these ridiculously broken crap. PRIORITIES SE PRIORITIES !!! lol
    Now your being daft on purpose. The server has NO animations so get that out of your head. It's just a huge database with an event processor that's constantly checking for event actions. Your attack round is what will proc a monster evade / guard, so yes the monster didn't do anything at all, the player was the actor that initiated the action.

    ACTORS DO NOT DO DEFENSIVE MOVES THEY ARE JUST RESULTS TO ANOTHER ACTORS ACTIONS

    There can't say it any cleared then that.
    (1)

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