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  1. #61
    Player
    viion's Avatar
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    Mar 2011
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    Uldah
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    4,206
    Character
    Sky Box
    World
    Ragnarok
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    Marauder Lv 90
    Quote Originally Posted by Sonic_the_Hedgehog View Post
    I guess I would be fine with this, I just don't want to lose the big expansive zones. I'm not going to hop on the bandwagon of smaller zones just yet because we only have 5 zones at the moment and only 3 with content. When they open up more areas I think we'll see more various environments.
    Yeah I guess, but sadly if they stick to big zones like they have now, there will be very little variety. The camps wont change a lot, they're just like the camps we have now and the subsection villeges. it doesnt ruin the extreme copy/paste dulness that XIV is. That will stick so long as big zones stay.
    (0)

  2. #62
    Player
    Anty's Avatar
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    Mar 2011
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    625
    Character
    Anty Lion
    World
    Sargatanas
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    Conjurer Lv 60
    voted for #2 even though both would be possible, but i guess (not sure) that would mean to change so much about the current engine that this game won't be half ready within the next 2 years.
    Decreasing the zone size for the sake of variety would perhaps work better. Still even then the engine needs a lot of tweaking
    and additional features to match the "HD-NEXT-GEN" thought. (especially lighting and things like how water looks)
    I would appreciate both ofc.
    (1)

  3. #63
    Player
    Anty's Avatar
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    Mar 2011
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    Anty Lion
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    Sargatanas
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    Conjurer Lv 60
    Quote Originally Posted by viion View Post
    Yeah I guess, but sadly if they stick to big zones like they have now, there will be very little variety. The camps wont change a lot, they're just like the camps we have now and the subsection villeges. it doesnt ruin the extreme copy/paste dulness that XIV is. That will stick so long as big zones stay.
    if they stick to the bigger zones they still can do a lot to change the dullness by just changing sizes, directions etc. from stones, vegetations, and also colours, ... other games with seemless worlds do that as well because they cant load huge amounts of textures as well, but they know how to modify them skillfully to reach a goal of a seemless and NOT boring world.

    I think that is possible. and the tweaks could be made with the existing zones as well.

    And i would welcome "fading in/out" for vegetation instead of how they handle it atm. If feels very cheap to me.
    They do this for everything, be it "good => bad textures in the distance" or shadows, vegetation. Bad design decision imo.

    The fact that we have no real shadows from objekts, stones, HUGE mountains, trees etc. also adds to the dullness a lot. Imo that is a very big issue. You cant feel part of a world that lacks the very obvious things like shadows/lighting
    (0)

  4. #64
    Player
    Delmontyb's Avatar
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    Mar 2011
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    Gridania
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    1,335
    Character
    Brin Zalazar
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    Sargatanas
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    Conjurer Lv 90
    I don't see why we can't have seamless worlds with variety. I like that I don't have to load all the time, and I think it can be done. Hopefully with the outposts and other things they are adding to the map we will get that variety.
    (1)
    Work To Game on YouTube [Guides, and More]...
    https://www.youtube.com/c/worktogamevideos

    Host on AetheryteRadio... Boom City!
    Petition for Microsoft to allow XIV with cross system play:
    https://www.change.org/p/phil-spence...atform-servers

  5. #65
    Player
    Jennestia's Avatar
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    Mar 2011
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    Gridania
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    Kanikou Escaflowne
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    Sargatanas
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    Archer Lv 50
    Quote Originally Posted by viion View Post
    You should Lookup on youtube about a game called FUEL.

    it currently has the biggest world in a game, (even over MMORPGS). It even got in the guiness book of records. Anyway to a short story, they developed a very nice system that creates the land on the fly, it'll be the same but its not stored in files as a mesh but instead as a string of data, a morph file. Andas you travel a long it generates the land. This makes it seemless and its extremely unrepeated. Its so good at what it does, that if they made the map per mesh in traditional ways it would be over 300GB. A little to big for an xbox/ps3/pc game haha.

    This type of technology would be good in an mmorpg.
    As long as said Technology isn't on a console MMORPG as consoles can't generate a unique world endlessly for MMOs, there will be a limit and even repeats unless the console suddenly has unlimited memory since to most people, they won't notice it, but to people always trying to find faults, they'll notice the design technique eventually.

    Remember, a lot of XIV's issues comes with needing to being made for the console as well, and they can't make both versions so different there's incentives to play on one platform over the other, it's literally designed with the PS3's limits in mind (even the MMOs on the PS3 currently has issues in one area or the other.) So tanaka was correct about the memory management being why they used c/p more than other MMOs.
    (1)
    Last edited by Jennestia; 05-12-2011 at 10:32 PM.

  6. #66
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
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    Balmung
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    Monk Lv 70
    i think the point of the thread, is not so much should they do both, its basically which is more important if you have to choose.


    Large zones that are seamless but repetive

    smaller zones that arent seamless and not repetive

    He is going with the premise, formerly given, that the only reason zones arent more varied is due to seamlessness, whether this is the case isnt so important. He is just trying to guage which is more important to the player.

    The Devs can take this info how they want it, but if they realize that variety is important, and they can actually make it seamless, then they will.

    Its basically you have to choose. Seemless or variety, which is more important.
    (2)

  7. #67
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    Mar 2011
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    Ul'Dah
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    Quote Originally Posted by Delmontyb View Post
    I don't see why we can't have seamless worlds with variety. I like that I don't have to load all the time, and I think it can be done. Hopefully with the outposts and other things they are adding to the map we will get that variety.
    Absolutely agreed. If i'm forced to pick from your two options in the OP of course I would pick the zones with greater variety, but I firmly believe we could still have a mixture of both, which is what I would personally want and vote for.
    (0)

  8. #68
    Player
    viion's Avatar
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    Uldah
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    Sky Box
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    Ragnarok
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    Marauder Lv 90
    Quote Originally Posted by Jennestia View Post
    As long as said Technology isn't on a console MMORPG as consoles can't generate a unique world endlessly for MMOs, there will be a limit and even repeats unless the console suddenly has unlimited memory since to most people, they won't notice it, but to people always trying to find faults, they'll notice the design technique eventually.

    Remember, a lot of XIV's issues comes with needing to being made for the console as well, and they can't make both versions so different there's incentives to play on one platform over the other, it's literally designed with the PS3's limits in mind (even the MMOs on the PS3 currently has issues in one area or the other.) So tanaka was correct about the memory management being why they used c/p more than other MMOs.
    Hmm I dont get your post too much, did you look into FUEL? The game is on all platforms.
    (0)

  9. #69
    Player
    Jennestia's Avatar
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    Gridania
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    Kanikou Escaflowne
    World
    Sargatanas
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    Archer Lv 50
    Quote Originally Posted by viion View Post
    Hmm I dont get your post too much, did you look into FUEL? The game is on all platforms.
    "FUEL" isn't an MMORPG, it's also a different genre if it's the racing/exploring hybrid game I'm thinking of.
    (0)

  10. #70
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    Mar 2011
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    World variety comes first. If they don't have the capabilities of making the world both rich and seamless then just make it rich.
    (1)

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