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Wish they'd implement something like Tera: if there are too many things around, instead of showing the characters, you simply show them as circles in the ground. Green circles for party members, blue circles for allies and red circles for enemies. Let players enable and disable these replacements in the options menu.
Sure you don't see what anything looks like, but you know how many allies and enemies there are around. Do you really need to see anything besides that, their cast bars and the red circles of d00m?
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100% supported. This must fixed as soon as possible.
Last weekend I saw it myself in Coerthas, it's not funny only to see death animations of enemies and only in evening hours did I manage to participate long enough in the Svara fight to get gold.
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This desperately needs fixed.
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I sent in a suggestion to add a priority slider with 3 settings. Far left and player rendering takes priority. Far right and monster rendering takes priority. Dead center and it's default priorty.
Why? Because sometimes you're going to be playing a healer outside of a group in a Fate and you'll not give a rat's rectum if the monsters render or not. And somtimes you'll be playing a non-healer and won't give a rectum's rat if players render or not.
Of course they could just bypass that and change the priorty based on the primary roll of whichever class/job you're currently playing...but then again, some healers like throwing out some dps and some dps have a heal/raise ability they might want to use so I still think a slider that a player can adjust would be best.
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I fully agree with the op and find it very weird that SE did not see this problem before hand.
Here is to hoping that they can fix it in a reasonable time.
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This is especially an issue for PS3 players, not only can we see nothing, but there is major input lag during these zerg fests.
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Turn OFF other players special effects it fixed it for me.
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I don't know what to say - I feel your pain, but from a technical standpoint I just don't understand all this.
Finished Svara three times yesterday with nary a hiccup. 35fps watching Odin play out, too. I play PC, it's rather moot, but just putting that on the table.
The "rendering priority" doesn't make much sense to me. Rendering implies just a display, which means that all the rest of the relative movements and actions on the network have completed in time, sampled in time, and are now only being displayed. It would imply that this is a graphics-only problem. But do we have enough data to conclude that? It would be more likely to miss frames than to be missing the mobs and people entirely.
What I'm thinking (and I'm just thinking out loud), is that this is an affect of the PS3 processor, not the graphics processor. If this _were_ true, it would imply that the rendering priority fixes would not do much, but that the game has either a design flaw deeply embedded in the network engine, or the game has a design flaw of being non-optimized and having to perform more calculations than it should.
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This thread is interesting because back in V1 SE made changes to rendering priority so that NPCs appeared in the cities so they had the tech. back then.
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I would like this.
1. The player (includes class pets)
2. Monsters
3. party members (includes party member class pets)
4. party companions
5. Other players. (other players >other pets >other companions)