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  1. #11
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Seif View Post
    I'd like the monsters not going through me 100% of the time while in battle during 1st person view. Is that really too much to ask? I remember the game having less of these problems when the collisions still made some sense...
    Tell people to stop complaining about everything lol.
    (2)

  2. #12
    Player
    Rinoa's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    526
    Character
    Rinoa Lilieu
    World
    Hyperion
    Main Class
    Blacksmith Lv 88
    I love the idea of the goggles, it's kind of like the lens of truth in the Legend of Zelda Ocarina of Time. That was a good game,I hope it'll be even better on the 3DS.
    (0)

  3. #13
    Technically this would be really hard to do because the first person view, at least in XIV and XI is just clever camera placement next to your character rather than...well an actual FP view. So I don't think they can do this until after they do whatever with camera changes that was mentioned.
    (0)

  4. #14
    Player
    Godai's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    52
    Character
    Godai Kun
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    maybe a variation on the Goggle idea could be if an Engineer/Mechanic class was added that had that sort of ability? Anyhoo nice thread! As much as we'd like every cool idea added, I think the dev team is doing a great job so far, and we know there are limits to what they can do.
    (0)

  5. #15
    Player
    Join Date
    Mar 2011
    Posts
    3,208
    Quote Originally Posted by Rinoa View Post
    I love the idea of the goggles, it's kind of like the lens of truth in the Legend of Zelda Ocarina of Time. That was a good game,I hope it'll be even better on the 3DS.
    same game just a graphic boost +3d :3 and master quest was easy... XD
    (0)

  6. #16
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
    Location
    Balmung (USA, EST)
    Posts
    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    I would think this would be easy enough to implement - just make it so that when you go into first person mode, only your head and neck become invisible, instead of your entire body. Also, make it toggleable for those who don't like it.

    I'd love for it to be an option, however. The rest of the OPs suggestions are hit and miss, though the death penalty is a definite no-no.
    (0)

  7. #17
    Player
    Cutriss's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Beat Daisukenojo
    World
    Hyperion
    Main Class
    Conjurer Lv 51
    Quote Originally Posted by Seif View Post
    I'd like the monsters not going through me 100% of the time while in battle during 1st person view. Is that really too much to ask? I remember the game having less of these problems when the collisions still made some sense...
    It was turned off because the wards became impossible to navigate, and making collision selective based on entity-type is actually not the easiest thing in the world.

    The AI just needs to mimic the collision, but again, not completely easy, needs to be written for.
    (0)

  8. #18
    Player

    Join Date
    May 2011
    Posts
    95
    Quote Originally Posted by Cutriss View Post
    It was turned off because the wards became impossible to navigate, and making collision selective based on entity-type is actually not the easiest thing in the world.

    The AI just needs to mimic the collision, but again, not completely easy, needs to be written for.
    I'm a developer for another game an it wouldn't be that difficult to code the Collision [On]>Off Switch for the FF XIV Config Executable disabling it ingame would be a hard thing but to be able to place that option in the Config thats easy as acouple command lines AI has nothing to do the the Collision its what the model was made with you add a modifier to the model which would be collision an soft body depending on what you wanna do with it an then edit the outter soft body with Collision an inner soft body to 0 with no Collision AI doesn't do anything i use the some of the same modeling programs as SE used for this game like Blender an Maya im not really sure if they use 3ds max or Zbrush
    (0)

  9. #19
    Player
    Cutriss's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Beat Daisukenojo
    World
    Hyperion
    Main Class
    Conjurer Lv 51
    Quote Originally Posted by Nemo5990 View Post
    I'm a developer for another game an it wouldn't be that difficult to code the Collision [On]>Off Switch for the FF XIV Config Executable disabling it ingame would be a hard thing but to be able to place that option in the Config thats easy as acouple command lines AI has nothing to do the the Collision its what the model was made with you add a modifier to the model which would be collision an soft body depending on what you wanna do with it an then edit the outter soft body with Collision an inner soft body to 0 with no Collision AI doesn't do anything i use the some of the same modeling programs as SE used for this game like Blender an Maya im not really sure if they use 3ds max or Zbrush
    I don't think you're fully aware of the issue being discussed.

    Previously, collision required that monsters path around players in order to reach a target that lay beyond the players in the way. This allowed players to "wall off" a less-defensible player in order to give the party more time to recapture hate and get the monster back to the tank. When collision was turned off globally, this tactic no longer worked. This isn't something you can allow the players to turn off on the client-side, it's something that has to be managed on the server and handled on the client (because the client doesn't tell the AI mobs where to go).

    When I mentioned AI, I was saying that if you turned off collision globally so that all entities could collide, you could use enemy AI to "emulate" maintaining distance from player targets to pretend that there's collision enabled. This has the added plus of allowing players to overtake entities when a combination of latency and collision essentially requires the player to run "around" a monster in order to catch it (see FFXI).
    (0)

  10. #20
    Player
    Rinoa's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    526
    Character
    Rinoa Lilieu
    World
    Hyperion
    Main Class
    Blacksmith Lv 88
    Nemo5990, why would you use soft body physics when dynamic physics would work better?
    I believe Square uses Maya by the way.
    (0)

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