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  1. #1
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    So:
    http://forum.square-enix.com/ffxiv/t...=1#post1376748

    More they respond the more it seems like it's the player's fault in the long run for a lot of changes we have complaints about lol. (Graphics complaints, animation lock, waist gear looks x etc etc), so in other words, those that were pushing for a change for this (like with every other push) SE's answer is pretty much: Deal with it.
    (0)

  2. #2
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Tupsi View Post
    So:
    http://forum.square-enix.com/ffxiv/t...=1#post1376748

    More they respond the more it seems like it's the player's fault in the long run for a lot of changes we have complaints about lol. (Graphics complaints, animation lock, waist gear looks x etc etc), so in other words, those that were pushing for a change for this (like with every other push) SE's answer is pretty much: Deal with it.
    It's technical limitations as expected coughPS3Memorycough and it's sounding like they had to make some decisions on development resource allocation as well. The ARR models are less detailed compared to 1.0 which is likely due to PS3 memory limitations. Now they could have likely created a set of higher detailed models for the PC version but now we are talking about having to build and maintain two sets of models and then create double the amount of models again as they add new gear. Sounds like they just decided to stick with the least common denominator and normalize all versions which will also allow them to add more content faster. If we're lucky this might be an area we see an improvement in with the DX11 upgrade we'll eventually see and they might have the time and resources to build out a new set of models for the PC and PS4 versions.
    (1)

  3. #3
    Player Eekiki's Avatar
    Join Date
    Mar 2011
    Posts
    3,214
    Character
    Kickle Cubicle
    World
    Balmung
    Main Class
    Rogue Lv 90
    Quote Originally Posted by Ladon View Post
    If we're lucky this might be an area we see an improvement in with the DX11 upgrade we'll eventually see and they might have the time and resources to build out a new set of models for the PC and PS4 versions.
    At the very least, some hobbyist will eventually make proper models once SE releases that dev kit they claim to be working on (which will be after the DX11 and PS4 clients).
    (0)

  4. #4
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Ladon View Post
    It's technical limitations as expected coughPS3Memorycough and it's sounding like they had to make some decisions on development resource allocation as well.
    Actually, 1.0 was also developed with PS3 in mind (for example the "seamless zones" that mostly repeated in sections was done to compensate for the PS3's low memory.) So it's not completely a limitation much like you said they simply went with a universal approach to get content out faster.

    Wiith XI on the PS2 they pulled off some stuff that they seemingly can't do with ARR that was developed on the PC first (For example every race and gender had their own set of animations even if they use the same base ones.) There's no doubt we'll see fan models like we did with FFXI after awhile, but 1.0 (and ARR by extension) uses a weird format, so DX11 won't really change anything in that regard. :\ People can do it now, the issue is unpacking and repacking.
    (1)

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