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  1. #1
    Player

    Join Date
    Mar 2011
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    Gridania
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    I think, for the sake of the extreme, I will engage in a ridiculous amount of hyperbole.

    ----------------------------------------------------------------------------------

    SE is coming out with these new raid dungeons, and the purpose of raid dungeons, is to get awesome rewards at the end.
    Dungeons are intended to push teamwork to the limit, and players can expect a level of satisfaction (and spoils!) befitting the challenge
    Now, it seems that an awful lot of system resources and player time are going to be wasted in handing out this gear to the players. I mean, first you'll have to do whatever is needed to get INTO the dungeon, then fight through the dungeon, then spend a fair amount of time actually FIGHTING the dungeon boss. In addition, the devs seem to spending a LOT of time developing all this. Not only that, but I doubt that the servers will be up to handling animating and moving all of these NPCs. Especially once new subscribers come back. I mean, look how badly the servers are crashing WITHOUT ANY dungeons!

    It would be much faster to develop, and much more efficient for players to get this nice gear, if SE would just replace this 'raid dungeon' concept with a simple menu driven system. Players simply access an NPC, select which dungeon they want to complete, select which gear reward they want to receive, and said gear is instantly delivered to them!

    Bonuses of this system:
    Doesn't waste system resources animating and controlling hundreds of NPCs
    Doesn't waste player time having to actually move to and through the instanced area
    Provides a clear and easy to use interface that allows the player to get exactly what he wants in the minimal amount of time.

    --------------------------------------------------------------------------

    Okay, extreme hyperbole off. I know it's a ridiculous example. But I just couldn't help myself. Flame on!
    (1)

  2. #2
    Player Wolfie's Avatar
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    Mar 2011
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    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Amineri View Post
    I think, for the sake of the extreme, I will engage in a ridiculous amount of hyperbole.

    ----------------------------------------------------------------------------------

    SE is coming out with these new raid dungeons, and the purpose of raid dungeons, is to get awesome rewards at the end.


    Now, it seems that an awful lot of system resources and player time are going to be wasted in handing out this gear to the players. I mean, first you'll have to do whatever is needed to get INTO the dungeon, then fight through the dungeon, then spend a fair amount of time actually FIGHTING the dungeon boss. In addition, the devs seem to spending a LOT of time developing all this. Not only that, but I doubt that the servers will be up to handling animating and moving all of these NPCs. Especially once new subscribers come back. I mean, look how badly the servers are crashing WITHOUT ANY dungeons!

    It would be much faster to develop, and much more efficient for players to get this nice gear, if SE would just replace this 'raid dungeon' concept with a simple menu driven system. Players simply access an NPC, select which dungeon they want to complete, select which gear reward they want to receive, and said gear is instantly delivered to them!

    Bonuses of this system:
    Doesn't waste system resources animating and controlling hundreds of NPCs
    Doesn't waste player time having to actually move to and through the instanced area
    Provides a clear and easy to use interface that allows the player to get exactly what he wants in the minimal amount of time.

    --------------------------------------------------------------------------

    Okay, extreme hyperbole off. I know it's a ridiculous example. But I just couldn't help myself. Flame on!
    Way to add negative intelligence to the topic.
    (0)

  3. #3
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Amineri View Post
    I think, for the sake of the extreme, I will engage in a ridiculous amount of hyperbole.

    ----------------------------------------------------------------------------------

    SE is coming out with these new raid dungeons, and the purpose of raid dungeons, is to get awesome rewards at the end.


    Now, it seems that an awful lot of system resources and player time are going to be wasted in handing out this gear to the players. I mean, first you'll have to do whatever is needed to get INTO the dungeon, then fight through the dungeon, then spend a fair amount of time actually FIGHTING the dungeon boss. In addition, the devs seem to spending a LOT of time developing all this. Not only that, but I doubt that the servers will be up to handling animating and moving all of these NPCs. Especially once new subscribers come back. I mean, look how badly the servers are crashing WITHOUT ANY dungeons!

    It would be much faster to develop, and much more efficient for players to get this nice gear, if SE would just replace this 'raid dungeon' concept with a simple menu driven system. Players simply access an NPC, select which dungeon they want to complete, select which gear reward they want to receive, and said gear is instantly delivered to them!

    Bonuses of this system:
    Doesn't waste system resources animating and controlling hundreds of NPCs
    Doesn't waste player time having to actually move to and through the instanced area
    Provides a clear and easy to use interface that allows the player to get exactly what he wants in the minimal amount of time.

    --------------------------------------------------------------------------

    Okay, extreme hyperbole off. I know it's a ridiculous example. But I just couldn't help myself. Flame on!
    its actually exactly the same thing. Its the same thing as instant transportion versus walking/airships/chocobos. What it boild down to, is many people dont want to engage in marketing/merchanting, but they want to have the results, so they want the system to be as immersionless as possible, they simply dont want to play that game, so they want it to be as simple and easy as possible. Even with eve examples there is a whole travel aspect.

    notice no is trying to make AH more fun, or interesting in its execution, thats because its not about making merchanting/marketing/trading a better type of game, its about eliminating it from being a game element. Which is fine, you hate merchanting, and want the game to be completely about battle, thats a valid opinion, but dont act like you are making a better game, you are simply removing a game element from a game you dont like. Like if you suck/hate at dribbling in basketball, go on a crusade to remove it from the game, after all its not as effecient and makes the game uneccarily difficult.

    of course this only makes sense if you think basketball is just about shooting and passing.
    (1)

  4. #4
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
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    Lindblum MRD50/THM50/LNC50
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    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Amineri View Post
    I think, for the sake of the extreme, I will engage in a ridiculous amount of hyperbole.
    Yep, the reason this hyperbolic suggestion sounds so ridiculous is simple:

    The graphics engine and character rendering are directly related to the subject of battle.

    The graphics engine and character rendering are not directly related to the subject of trading goods.
    (0)

  5. #5
    Player
    Physic's Avatar
    Join Date
    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Rentahamster View Post
    Yep, the reason this hyperbolic suggestion sounds so ridiculous is simple:

    The graphics engine and character rendering are directly related to the subject of battle.

    The graphics engine and character rendering are not directly related to the subject of trading goods.
    incorrect, they had text based rpgs before, combat does not require any charachters and rendering, it merely makes it more immersive and entertaining, heck for a long time in an rpg you never even saw your charachter, just an enemy and some stuff in text box telling you how much your attack did.
    (1)

  6. #6
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
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    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Physic View Post
    incorrect, they had text based rpgs before, combat does not require any charachters and rendering, it merely makes it more immersive and entertaining, heck for a long time in an rpg you never even saw your charachter, just an enemy and some stuff in text box telling you how much your attack did.
    I liked those adventurer books where you chose a path and had to keep track of all your crap in the front...

    EDIT: Made it easier to cheat, too. Sword that always hits and does +6d6 damage? Yesplz.
    (1)

    Peach Parfait/Khulan Angura on Gilgamesh

  7. #7
    Player
    Rentahamster's Avatar
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    Lindblum MRD50/THM50/LNC50
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    Renta Hamster
    World
    Sargatanas
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    Gladiator Lv 50
    Quote Originally Posted by Physic View Post
    incorrect, they had text based rpgs before
    Yes, I know we had MUDs before.

    Quote Originally Posted by Physic View Post
    combat does not require any charachters and rendering, it merely makes it more immersive and entertaining, heck for a long time in an rpg you never even saw your charachter, just an enemy and some stuff in text box telling you how much your attack did.
    You made my point right there. Graphics have a direct influence on the impact of battle. All things being equal, better graphics means a better battle experience.

    Graphics do NOT have a direct influence on the impact of trading. At the end of the day, I'm still only exchanging goods. It's the exact same transaction in a MUD as it is in a contemporary MMO.

    If FF14 can leverage its graphics to enhance the trading process, then great. However, as we all can see, integrating the graphics engine into the main driver of economic transaction is a liability since the failings of the game engine impact the trading process directly. So far, this endeavor has only hurt FF14 rather than help it.

    Forcing a buggy, unstable NPC to act as my middleman isn't working.

    Forcing a bug-free, stable NPC to act as my middleman would be fine, but we STILL haven't reached that point yet despite 5 years of development and near 8 months of post-launch waiting.
    (0)

  8. #8
    Player Wolfie's Avatar
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    Mar 2011
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    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Rentahamster View Post
    Yes, I know we had MUDs before.


    You made my point right there. Graphics have a direct influence on the impact of battle. All things being equal, better graphics means a better battle experience.

    Graphics do NOT have a direct influence on the impact of trading. At the end of the day, I'm still only exchanging goods. It's the exact same transaction in a MUD as it is in a contemporary MMO.

    If FF14 can leverage its graphics to enhance the trading process, then great. However, as we all can see, integrating the graphics engine into the main driver of economic transaction is a liability since the failings of the game engine impact the trading process directly. So far, this endeavor has only hurt FF14 rather than help it.

    Forcing a buggy, unstable NPC to act as my middleman isn't working.

    Forcing a bug-free, stable NPC to act as my middleman would be fine, but we STILL haven't reached that point yet despite 5 years of development and near 8 months of post-launch waiting.
    Not to mention that the primary purpose of Market Wards (or any in game trading system) is not to provide something visually stunning, it's to facilitate trading between players, and as is evident, adding complex graphics to that DETRACTS from its purpose.
    (3)

  9. #9
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
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    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Wolfie View Post
    Not to mention that the primary purpose of Market Wards (or any in game trading system) is not to provide something visually stunning, it's to facilitate trading between players, and as is evident, adding complex graphics to that DETRACTS from its purpose.
    They can just make the auction house visually stunning.
    (2)

    Peach Parfait/Khulan Angura on Gilgamesh