Tell people to stop complaining about everything lol.
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.
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.
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.
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.
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
I don't think you're fully aware of the issue being discussed.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
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).
Nemo5990, why would you use soft body physics when dynamic physics would work better?
I believe Square uses Maya by the way.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.