oh boi here we go again
"wow bad ffxiv gud"
cringe
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It seems to me that pointing out the disparity in game design , especially in this area, is quite relevant. One ties you to eternal RNG, where said item may never appear, as opposed to a token system that provides a path to an achievable goal.Quote:
"wow bad ffxiv gud" cringe
When there is discernable design flaw that could be corrected to be in line with modern gaming paradigms..makes sense to note that fact.
Yes 99 runs is a lot..but at the end the mount can be obtained. In other games, effort does not equal reward.
Hardly news.
also the fact the other points I made they have no comments on at all. Another system that is bad is the friend list you can get rid of someone but you remain on theirs and can stalk you but guess what the devs won't fix that and refuse to fix that issue basically saying " you deal with it" Players like Velkarr are living on hopes and dreams and not reality and remain ignorant to all the issues at hand. Must be nice when players like them have lower standards and enjoy dumbed down systems
I like Naruto, and rank Madara among the top five villains of all time in any format and genre. You know who else likes Naruto? Literally effin everyone. It has a much bigger fanbase than Diablo, that is for damn sure.
And what reason do the defenders need to give other than they enjoy their time online? That consumes a lot less energy than working a real job and using that money to pay a subscription for a game you can list off things for days you hate about it. Besides, when we mention what we do enjoy, all you do is say something condescending to take a dump on it.
Here, I will give you an example:
I enjoy healing in this game because the simple offensive kit allows me to focus more on keeping everyone alive while doing the game's mechanics.
Go ahead.... Go ahead and tell me now that I enjoy boring, mediocre gameplay where I get to just smash one button and whatever other hyperbolic nonsense that doesn't even come close to what I experience in the game. Go on. Tell me. Tell me all about the great days of Stormblood. Swim in your nostalgia while continuing to perplex my mind on why exactly you are still subbed to the game.
You see, it's one thing to have constructive criticism towards the game's flaws, which no game is without. It's another to have so much vitriol that you can't mention anything you enjoy outside of owning a virtual house or a glorified chatroom. But it is something else entirely when you spew hatred towards those who do enjoy the game all because they don't sit in a cesspool with you and your kin, in an absolutely hateful, negative, and toxic atmosphere devoid of any color.
People do. They do all the time. The story. The music. The gameplay. The ability to keep up with doing pretty much any content you want without having to feel like the game is your second job. The veritable mountain of content of all varieties (Sightseeing, Ultimates, Deep Dungeons, Mount/Minion collecting, etc.).
You just don't accept those answers because for whatever reason, you personally don't like them. Which is partly okay - you're allowed to not like things. The part that's not okay is that you seem unable to accept that other people are allowed to like them.
Take something like this:
It's an opinion, nothing more. My opinion is very different. I find the jobs sufficiently distinct and definitely engaging. If they had no distinct identities and were just cookie cutter replicas, then I wouldn't enjoy playing SCH and WHM while avoiding AST and SGE. Why do I do that? Because each of those jobs does in fact play differently, and I personally like how some of them work compared to others. Same with why I prefer ranged DPS over melee DPS, and then even within that group always level RDM first now. It has its own style that I enjoy. All of that, of course, is just my own opinion.Quote:
The jobs of FFXIV have no identity, no skill and are just cookie cutter jobs.
But it seems like there are certain folks on this forum that just can't stand the reality of other people enjoying the game, and it seems genuinely unhealthy that they seem to stick around and continue actively torturing themselves and playing just to spend hours on a forum bashing everything and personally attacking anyone who disagrees.
Yup.Quote:
But it seems like there are certain folks on this forum that just can't stand the reality of other people enjoying the game, and it seems genuinely unhealthy that they seem to stick around and continue actively torturing themselves and playing just to spend hours on a forum bashing everything and personally attacking anyone who disagrees.
To quote an old seagull i once knew: :"They delight in clipping the wings of others, because they themselves cannot fly"
Character mesh vert increases, texture uprezzing, PBR material rendering, opacity map resolution improvements that affects all single-sided cutout assets, like hair planes and foliage, lighting improvements, fog updates, increased world/zone clutter, shadow resolution upgrades.
Nah, seems pretty large scale to me.
After Dragon Age II launched and had all this hype around it, I always have kept my expectations low for games.
FF14 is different for me in that regard though. I haven’t been disappointed yet in my experience with the game’s content.
If you feed ChatGPT the right information and frame your questions the right way, you can get it to respond in pretty much any manner you want. I can get it to talk about how great the game is and why everyone should be playing it.
If you spend time in some of the unofficial community sites or discords you'll see a lot of modded screenshots. Upscaled textures and different gear show up a lot. Shaders are just reshade/gshade, which is available for pretty much every game, but you can do a lot with just that.
Upscaling gear texture isn't the part of large scale because you're just increasing the texture size of it :)
Also upscaling world terrain does not count as well because, yeah, just increasing texture size.
I'm expecting when they claimed modders did "a large scale overhaul" it's gonna be like Skyrim's Lightning overhaul or better anti-aliasing and shadow, stuff like that :)
A bit of the AA stuff can be accomplished with shaders, though FF14's AA is pretty bad baseline so it doesn't seem to take much to look better there. Shadows and lighting kind of gets hit by shaders as well with more vibrant colors and lighting effects but it isn't like a whole lighting overhaul like SE is doing for the "graphics update". Honestly I think seeing how textures look when upscaled compared to seeing what they look like by default is a cool "graphical update" for those who use it.
They literally just announced a reduction to the grind at this live letter. Chest pieces drop from the third tier and purchasing gear requires less tokens than before.
More like a narrative that certain people want to push for some reason.
Those conversations happen elsewhere, on forums that people can access without having already signed up for the game.
And I've written many many words on the subject of why I like (and in some aspects dislike) FFXIV. If I didn't like it as a whole, I wouldn't be here, but there's rarely any need to launch into a long form essay of what I think of every part of the game all at once.
An honest "would I like the game?" conversation shouldn't try to sell the game to everyone, but say "this is what it is, if you enjoy those things then you should try it". No game needs to – or can – appeal to every single person; all that matters it that the people who will like it discover it.
With the way this game generates composite characters coupled with the sheer quantity of items out there, I'll be borderline shocked if we get any geometry changes to characters beyond maybe the face since that appears to be entirely independent of any equipment. Bumping the vert count on player models overall would be a monumental undertaking this far down the road.
Upscaling textures is going to be the meat of this upgrade IMO, it's a relatively simple job and won't hugely impact performance. My best guess is that skin and hair materials will be the big gains here. Higher quality skin normals should make shading cleaner in strong lighting (Precisely why that was chosen in the preview IMO) and even as a Lala on a 1440p screen, the lack of resolution on the hair textures is immediately obvious.
Where's the PBR thing from? Are you assuming that XVI's advancements are going to get back ported to XIV? Again, that's no small undertaking with significantly more materials being thrown around than I suspect XIV's PS3 friendly roots would allow for without serious work.
Opacity map resolution improvements? That's another way of saying texture uprezzing sir. No 2 for 1s allowed.
Lighting improvements is going to be the other big one IMO. FFXIV's lighting has always had a bit of a miserable dull brown wash over everything if you don't jump straight into reshade to correct it. My suspicion is that we'll see colour correction coupled with some basic reshade style functionality to inject a bit of vibrancy into things when needed. FFXIV genuinely can look pretty stunning when it's not doing it's best to look as brown as Quake 1.
Fog updates, meh, more reshade.
Increased world clutter is interesting. I could be wrong on this one but I don't think FFXIV's clutter is dynamically generated? I'm somewhat confident that it's baked in at creation with the only variable being LOD distances. You can verify this with the Grass Quality option in System Config. It doesn't increase the amount of foliage, it just controls the distance at which it draws independently of the main world geometry LOD toggle. The way FFXIV handles world scatter is very primitive even for it's time and adding more would quite literally require their world builders to go in and add it themselves. Outside of an LOD distance bump this isn't something that's going to change with a graphics update.
As for shadow resolution upgrades, that's another meh. A nice to have for sure, but it's not going to really change that much outside of very specific scenes that use world geometry cast shadows as a visual focus. Remember that your character's primary shadow is already rendered at full resolution, compare that to a secondary shadow from a dynamic light source such as a lamp which is rendered at a much lower quality and that'll show you exactly how far they can go. It'll be a cleaner image for sure, but it's not going to be a significant change outside of the aforementioned niches.
TLDR: IMHO we're going to get higher res textures on common shared key assets like hair and skin, Built in reshade style functionality (Hopefully not just for gpose!) and likely some uncorking of settings such as shadows and LOD. Expecting much beyond that is a recipe for disappointment given how dated this games renderer is. Go equip a Pantheon Fending top and stand in water to soak in those glorious PS3 limitations ;)
Honestly, perhaps the boat has been missed on this one, but the engine improvement I'd love to see the most is making character composition multi threaded and able to scale beyond a single core. The game's servers have gradually gotten better at coping with large world fates etc but character composition is a significant bottleneck on the client end if you've not got a fast CPU. Those huge fate dogpiles have always been great fun, but characters and animations getting culled to keep things smooth feels like an unnecessary cop out IMO.
If the silhouette doesn't meaningfully change, it doesn't present much of an issue. Only if parts of the mesh start exceeding the original bounds. There's not much of an issue with subdividing what is already there and interpolating between the extremities. Then again, I'm fine with admitting it's going to be a wait and see for now, since the only example we've had so far is the face, which is proven to be higher density in the preview.
You mention the texture and kind of interchange the term materials but I feel like the materials altogether will be the biggest gain. Having more of a distinction between types of materials, to me, is going to effect far more change than higher-res textures (which are still good, of course)
Metallics. A big hubhub was made about making metallics truly metallic, and that's exactly the domain of PBR rendering. Well, one part of it, at least. The alternative is a specular workflow, which is basically what we seem to have right now. Golds such as have been previewed are basically the PBR trademark. Sidenote: PBR doesn't mean single-player AAA PC-meltdowns. It's fairly common nowadays.
It is, but it also has different consequences for the game than higher albedo and normal texture fidelity. Leaves, foliage, small elements like chains and tassels and what have you that are too minor to be worth representing with an actual mesh. You're free to not count it, but I'm also not playing a goal scoring game; I'm trying to explain the breadth of its influence.
It's not just colors, it's everything about presentation. Of course, more vivid colors are good, but lighting alterations can change literally every bit of how the ingame world is presented. The ground, the characters, the buildings, the standalone assets. It's so much more far-reaching than something reshade could ever hope to do. Assuming here that they do a good job of it, of course.
Hardly. It's a very important ambience thing. It works well to sell atmosphere, the distance of objects and more. Reshade, again, cannot achieve the same thing. It can fake it, sure. But reshade just cannot accomplish anything on the same level for the mere fact that it injects at the tail-end of the process. If you've ever used distance fog in reshade, you probably know that its "artificial" (as in, it attempts to calculate and put a filter over things) nature leaves it rather flawed in the sense that it cannot meaningfully distinguish depth other than by a rough approximation, nor can it cut it off where it isn't wanted. That said, you're free to not be impressed by it, but I think it can have a great impact on the feel of a world.
You're right. I'm not sure exactly how they've gone about it, but I'm tempted to believe you. Again, not sure how far they'll go with the graphical update, but even if it's all manual, having more clutter does give the world a more lived in feel. I quite liked the Thavnair preview picture.
I do think you're underestimating how much of an influence this has, but yeah, "better shadow resolution" does tend to be a rather more dry thing to announce compared to "THE GOLDS ARE ACTUALLY GOLD, EYES WILL ACTUALLY LOOK LIKE THEY SHOULD, TEXTURES WILL BE FAR HIGHER RESOLUTION." All bits help, though.
Eh, their changes alone indicate that they're having to dig deeper than just tack onto existing stuff, so I have fair hopes. I don't think they'll rip anything straight from XVI, of course, being that it's a wholly different game, but I find it hard to believe that they will refrain from taking some of the things they've learned to XIV. On the technical side, of course.
It's hard to say. A lot of foundational things are hard to alter, but I don't think hard = impossible. Then again, it's a risk-reward type of situation, I'm sure. Back on the topic of the graphical update, and I know it's ironic of me to say this right after making separate arguments for every little thing, but I think the real deal is seeing everything working in tandem. It's easy to dismiss better textures, or better materials, or better lighting in a vacuum, but seeing everything together is probably a lot more impressive. As an aside: they have neglected to mention it thus far, but I really, really hope they're also adding better AA options. The ones we have and have had for so long were actually terrible even for when they were introduced.
(Sorry if breaking your post up in such a fashion is jarring. I felt it was more lucrative to do it in a piecemeal fashion to avoid anything getting lost.)
That's a good point, FFXIV's existing metallics are quite primitive specular map affairs but I'm still of the opinion that updating such a wide variety of materials across so many different elements would be a pretty horrible task. One thing that comes to mind though, RT reflections on materials over a certain specular threshold? I'm on the assumption that XVI has some form of console friendly RT functionality so CBU3 will have experience shoehorning it into Crystal Tools going in.
Re distance fog, I agree it'd certainly be nice to see but again, the renderer needs some serious work to make that a thing as it currently just can't handle stacking transparent materials at all nicely currently.
Man I wish this forum title was true to a T but damn...when i keep my expectations low...sometimes companies like Nintendo, EA, Sega ( Phantasy Star NGS) and others some how subvert my low expectations..... Sometimes I'm not even sure if its possible to keep them any lower than the dirt beneath my feet.
"Keep your expectations low and you'll never be disappointed"
So that was a lie.
You really ascended to the next level writing this and I love it.
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I'm still having fun in this game and I am sad other people aren't. But just because some people aren't having fun anymore doesn't mean the game isn't fun.
People honestly need to learn how to stop paying money for stuff they don't like. Genuinely.
Someone wrote in a comment on another website regarding the graphical update that they are going PBR as well, and even stated that this will allow them down the line, if they choose to, to implement ray-tracing in the game as well. It's definitely possible come 8.0 if they drop support for the ancient PS4 that they may choose to do something like this. I also believe if they drop PS4 come 8.0 we might see improvements in physics as well. What's really exciting and encouraging is that when the graphics update was announced way back in Feb/2022, Yoshi said that they just began testing when he showed the images, and even stated that the team wants to push this even further. More recently he just stated that they did a midway review of the graphics update and he is very impressed and excited about it, which must mean they have been getting even better progress than they anticipated as well. I can't wait to see how it's improving come late July at the first Fanfast! :D
I had set my expectations low for Redfall and it managed to fly a b52 bomber right under it.
I expect nothing and I'm still disappointed.
I expect nothing, except a fun game.
If its not fun, I can do other things.
Im still playing the game, therefor its still fun
:3