Personally, I'd prefer large, seamless, smooth zones with varied terrain and interesting design.
If I had to make a compromise, however, I'd be willing to give up the seamless zones if it means we get more textures to play with and a more interesting environment. And less lag.
Yeah, it's best to use it, otherwise you'll be having to read "justified" trolling for the rest of this game's life.[Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]
On topic though, the crystal tools isn't bad at all, since XIII ran flawlessly and we know how the graphics ended up and Versus XIII as well as "Type/Life Zero" as it's called, is looking and running even better than XIII did. It's not a pure gaming engine, but XIV is horribly optimized which comes with not only a server side interface, but also being rushed out. Compared to FFXI that utilizes the same features and on a custom engine as well, it would have behooved them to build off of XI's base.
So the engine isn't to blame, it's the general design, serverside interface (reason no one uses one) due to trying to prevent RMT and trying to ignore what their previous FF MMO accomplished as well as the fact their last major MMO, FMO, also was in top shape compared to this one.
Last edited by Melodicya; 05-23-2011 at 10:09 PM.
well regardless, SE does need to step up their level design, even if it means cheap tricks, and more zone lines. I still think its a level design issue though, because you can use the same building blocks to create a more varied environment, you can have plains, and then cliffs, beaches etc, and you dont have to use the same colors for all of your zones. I mean i understand that gridania is green, but it could use some gray areas, some reds, and yellows somewhere, they can also use lighting to make some areas distinct, some areas could be more open and have more lighting.
You can also use fake npcs if you have to, design individual things that are added as npcs rather than backgrounds. (of course you hide the fact that it is an npc object, i mean if loading background is really a problem
honestly, gridania and ul dah have a very repetive design, its not just the limitations, because coerthas and la noscea do a better job of having variation. Also they should add a transition zone between grid and ul dah, that has the potential to have two colors instead of 1 each.
I agree with this statement, you can tell that everything in this game revolved around stopping RMT.
So the engine isn't to blame, it's the general design, serverside interface (reason no one uses one) due to trying to prevent RMT and trying to ignore what their previous FF MMO accomplished as well as the fact their last major MMO, FMO, also was in top shape compared to this one.
Is XI's battle system unbalanced because of technology?
Are XI's environments unimaginative because of technology?
Are XI's multiple zones and variety in battle areas limited because of technology?
Is the storyline un-interesting because of technology?
Are features like level sync and fame limited by technology?
And finally in a game that you play for thousands of hours, are the graphics a really notable boost to gameplay past the first 15 minutes?
Is the answer to those supposed to be no?Is XI's battle system unbalanced because of technology?
Are XI's environments unimaginative because of technology?
Are XI's multiple zones and variety in battle areas limited because of technology?
Is the storyline un-interesting because of technology?
Are features like level sync and fame limited by technology?
And finally in a game that you play for thousands of hours, are the graphics a really notable boost to gameplay past the first 15 minutes?
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