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  1. #261
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ama_Hamada View Post
    For PS3, they had to remove items and shrink space so it could be playable. From what I was told, part of the reason 1.0 was never for PS3

    One requires the other because then you will have a flooded market board with unused items, like those obsidian ores.... They are just taking space on the market board doing nothing being sold for 5-80 gil each ( all types) because hardly nothing uses them. When you have a gathering gain you need to consume them at a reasonable rate otherwise you get flooding. This is likely why they increased the material costs compared to 2.0.

    As for how do it, I said how do it, return gathering to 1.0, you want tedious? that is the system now. You take longer to get an item, but more exp in return, so you do not have item bloat like you do now.

    That or just make stacks of 999, again not everything on the list is one thing, but giving different ideas. I do not know what it is easier for them to do, but that issue needs some kind of addressing.
    No, the game engine itself was the reason it wasn't put on ps3. Higher end PC's could barely run the game when it released. There was actually more items in 2.0 overall than 1.0.

    at max level you dont need exp, so that shouldnt factor in to a lvl 50, 60, or 70 synth or gathering attempt. making gathering slower would mean you spend an equal amount of time for less results, i dont think anyone would truly be happy with that, even if they made it take less to craft.

    taking 4 hours to craft 50 items vs 4 hours to craft 80 items, and needing 2 vs 4. that makes 25 vs 20 finished items. Not very efficient, it would have to have a much higher yield, especially for the amount of time spent, and if you go back to the rng that was 1.0 gathering.

    And if anyone has done the gathering minigame in gold saucer, that was literally the 1.0 gathering minigame. it was basically like fishing is no, no choice on what you obtained. that would make gathering take even longer than your 4 hours.
    (0)
    Last edited by Valkyrie_Lenneth; 05-15-2017 at 08:24 AM.

  2. #262
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Ama_Hamada View Post
    For PS3, they had to remove items and shrink space so it could be playable. From what I was told, part of the reason 1.0 was never for PS3
    Not really. Inventory during 1.0 was much more limited.
    Back at 1.0 launch we had only 1 retainer for free. It was planned to sell more retainers for 1$ extra monthly sub each, which never came. Instead we got a 2nd retainer for free.
    Max capacity were 80 items and max. stacks was 12 each stack. No special bag for gears. Have for each class it's own gear without sharing most of the gear? Luxury.

    Oh, and around dozen of different mats only to repair your gears or pay ~50k gil to the repair npc (was around the reward of 3 leves)
    (1)
    Last edited by Felis; 05-15-2017 at 08:52 AM.

  3. #263
    Player
    Ama_Hamada's Avatar
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    Jan 2017
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    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Again you are not understanding, I do not know why this is so hard.

    Here:
    Gather less yer yield, less required per craft.
    THE END RESULT what you can craft now would be the same after and spend the same amount of time on, the only difference is less item bloat. " i dont think anyone would truly be happy with that, even if they made it take less to craft." does not make sense, as it would be the same end result, same amount of time to make end product.

    for the GS, I know, off my point, who cares. That is how you make gathering slower per yield, system like it. Exp DOES MATTER! as if people need to gather lots of items to level, it floods markets , and that is a market balance. When you are suggesting changes you need to look at the full picutre, so saying "at max level you dont need exp, so that shouldnt factor in to a lvl 50, 60, or 70 synth or gathering attempt. " is pointless for the discussion. When you are consider item balance as far as an economy, you need to look at if enough of the gather material can be gathered in a reasonable time, how much of those go into a material, and how many of those go into a final product. Will people use this? Do people level too fast to skip over it to hurt demand? Is there too much material flooding the market and not enough use? Is boting a factor? How many spots do you need to be free from going to the retainers within say 1 hour (full node gather cycles) Do players have enough inventory for this? Keep in mind 2 slots per item is needed for HQ/NQ. Why should we have a gather material that goes in like 5 items that hardly anyone buys ( select pld swords, not even all pld swords use them and then they added them to guns to try help force the use but that still didn't work and still in double digits. Removing items like the Obsidian type ores will not be missed and guns are a pain enough to make anyway. For Macuahuitl type swords only 4 exist and 2 of them uses the 2 lower level of Obsidian type ores, dragon and wyvern are only used in guns. The Obsidian type ores are a perfect example of gathering/item bloat that should not exist/ be removed, it is not used enough to warrant for it to exist. These ores is just an illusion of choice to gather something differently, and its pretty nonsense because even if you argue opportunity cost to try make the other materials more valuable, these things are used so little, that argument does not hold water.

    For ps3 thing that is what I was told, we used to hold more in a list or something, I think the way 1.0 shown items was what the ps3 couldn't handle as far as that but I am not sure since it has been a long time.
    Quote Originally Posted by Felis View Post
    Not really. Inventory during 1.0 was much more limited.
    Back at 1.0 launch we had only 1 retainer for free. It was planned to sell more retainers for 1$ extra monthly sub each, which never came. Instead we got a 2nd retainer for free.
    Max capacity were 80 items and max. stacks was 12 each stack. No special bag for gears. Have for each class it's own gear without sharing most of the gear? Luxury.

    Oh, and around dozen of different mats only to repair your gears or pay ~50k gil to the repair npc (was around the reward of 3 leves)
    maybe at the start at 1.0 but not at the end, I know for a fact we got 100 on hand and I think retainer had 200? I am fairly sure savagour had common items in case the new room didn't fit all the items. They really should hike the repair npc though, we need more gil sinks, and allow players to repair other people gear, but that is a different issue not related to this. (taking away the fact I got 60k or something from a level 15 or 20 leve)
    (0)
    Last edited by Ama_Hamada; 05-15-2017 at 10:03 AM.

  4. #264
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,852
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ama_Hamada View Post
    For PS3, they had to remove items and shrink space so it could be playable. From what I was told, part of the reason 1.0 was never for PS3

    One requires the other because then you will have a flooded market board with unused items, like those obsidian ores.... They are just taking space on the market board doing nothing being sold for 5-80 gil each ( all types) because hardly nothing uses them. When you have a gathering gain you need to consume them at a reasonable rate otherwise you get flooding. This is likely why they increased the material costs compared to 2.0.

    As for how do it, I said how do it, return gathering to 1.0, you want tedious? that is the system now. You take longer to get an item, but more exp in return, so you do not have item bloat like you do now.

    That or just make stacks of 999, again not everything on the list is one thing, but giving different ideas. I do not know what it is easier for them to do, but that issue needs some kind of addressing.
    The material costs probably have first and foremost to do with levels of precision available in the process of gathering, and the general output/ease of gathering. In 1.0, gathering nodes were spread throughout zones. While hostile monsters covered less of the land, that still meant a higher general requirement of stealth, and far longer trips between nodes. In addition, each gathering attempt came with a mini-game, which therein involved a chance of failure beyond your mere stats, along with differentiation between success and critical success (not simply HQ items). I'm not sure how many levels were included between those. When 2.0 pushed gathering out of the majority of the game world, isolating it instead to small, tight loops of nodes, each of which only had a chance of failure based on your stats, naturally people came to gather the same amounts in a lot less time. Moreover, if there was no only a success/HQ success/failure, there wouldn't need to be any further modifiers inflating the maximum number of possible drops from a single attempt, so you could then keep the loot table output and more controlled. I expect that this and the increased material requirements worked hand in hand to counter the output difference involved in their decision to isolate and facilitate (however gimmick-ly) gathering.

    Quote Originally Posted by Ama_Hamada View Post
    Here:
    Gather less yer yield, less required per craft.
    THE END RESULT what you can craft now would be the same after and spend the same amount of time on, the only difference is less item bloat.
    That's not the only result. As with any number squish, there's also a potential loss for precision/differentiation. That doesn't particularly matter at this point, as there are no modifiers to output beyond simple stat-based dice rolls and the node-specific chance, loot, or attempt count buffs, but it would be something to consider with any revision aiming to make gathering more engaging.

    Side-note: I don't remember the PS3 as being mentioned in having issues handling the list item "list" or total number of items possible (after all, we've more now than then, and PS3s are handling just fine), and the only difference between the "inventory list" and our current, more standardized inventory grid is that you used to see smaller thumbnails of each item, arranged in resortable in different orders and categories (alphabetical by default), with the full name written out, as compared to a larger thumbnail and item names shown only on mouseover/grid-select. There also used to be a lootlist, or temporary storage from which all party members could grab loot, of up to 15 slots. No reason was given for its removal, although the PS3 could clearly handle it for the entirety of 1.x's life; I personally have missed it since, as it was a great way to handle the distribution of group loot, especially when including less valuable materials.

    All other points of that post I mostly agree with, though.

    Quote Originally Posted by Valkyrie_Lenneth View Post
    No, the game engine itself was the reason it wasn't put on ps3. Higher end PC's could barely run the game when it released. There was actually more items in 2.0 overall than 1.0.
    I played 1.x on standard settings at ~30 fps on a potato of a computer. Overall, I'd have to say it looked slightly better than when playing 2.0 on the same settings, again at ~30 fps (dipping more in the open world due to higher doodad count than in 1.x but about equal in cities and truly open area), on the same rig. I don't know why people are so quick to perpetuate this myth that 1.x was unplayable. In general, the world design changed drastically and the lighting started looking a lot more washed out, the skin more plastic, and the character lower in poly-count, and a lot of things lost resolution. I didn't gain any FPS over the transition from 1.x to 2.0 at the same settings; I just got more doodads strewn about the open world that changed the feeling from a frontier to a mostly settled theme park. That change attracted more players, and the amount of objects viewable at one time was allegedly impossible for Crystal Tools (though in turn, Luminous has made no show of giving back the higher resolution or poly counts than CT had), making the Luminous Engine superior in terms of attracting players. But it was not some miracle breakthrough, nor was Crystal Tools unusable refuse.
    (0)
    Last edited by Shurrikhan; 05-15-2017 at 11:24 AM.

  5. #265
    Player
    Valkyrie_Lenneth's Avatar
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    Mar 2011
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    Limsa Lominsa
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    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    1.0 never released on ps3.

    Quote Originally Posted by Shurrikhan View Post
    If you count 1.03 (a few debugs but no meaningful changes later) as a separate game, rather than using "1.0" in the sense of "1.0 to 1.23", then I guess you could say 1.0 was not released on PS3. Otherwise, a simple google search will show you its PS3 release date, March 2011 (as compared to Sept. 30, 2010 for PC). Most of the players I ran into on Balmung from the time I started playing (April 2011) were on PS3, rather than PC.

    It was scheduled to be released on ps3. It never actually happened. which is why 2.0 did release on the ps3, even with the ps4 right around the corner, to meet the promise of 1.0 being released on the ps3.
    https://www.gamefaqs.com/ps3/960572-...iv-online/data

    as for the 1.0 thing, my laptop couldnt run 1.0 at 720p on the lowest settings at more than 7 fps.

    It ran 2.0 and 3.0 at over 20 in most zones, at 720p on medium settings.
    (1)
    Last edited by Valkyrie_Lenneth; 05-15-2017 at 10:34 AM.

  6. #266
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,852
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    1.0 never released on ps3.

    It was scheduled to be released on ps3. It never actually happened. which is why 2.0 did release on the ps3, even with the ps4 right around the corner, to meet the promise of 1.0 being released on the ps3.
    https://www.gamefaqs.com/ps3/960572-...iv-online/data

    as for the 1.0 thing, my laptop couldnt run 1.0 at 720p on the lowest settings at more than 7 fps.

    It ran 2.0 and 3.0 at over 20 in most zones, at 720p on medium settings.
    Playing on a PS3 controller... from their couches... with people badmouthing PS3 holding PC back in Ulduh chat when forming up for DH/CC runs... Yep, I mistook that for the PS3 being released rather than people using a controller on PC and using a TV for their monitor. My apologies. Thank you for the reality check.

    I honestly have no idea why you ran into such a difference though. There was a bug with certain NVidea cards that massively dropped fps when playing in fullscreen (I had to use Borderless Gaming to raise my FPS), but beyond that all I can say is that, for me at least, the FPS did not change between 1.23 and 2.00. Looking at a huge amount of characters at a time maybe bogged my computer less, but because there were more doodads in most places or whatever other reason, most of the cities and open world seemed unchanged as far as frame rate goes.
    (0)

  7. #267
    Player
    Ama_Hamada's Avatar
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    Jan 2017
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    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    I doono why we are getting into what the game was like in 1.0, I played during it, remembering everything is a different story since it was so long ago. Regardless it is off my point, I just want to explain how slower item gain, more exp per hit to off set this and less materials used in craft can help with item bloat if they cant let us have stacks of say 499 or 999 or something. The other issue would be having to put up stacks of 999 that people may not want but this has to do more with 2.0+ having 1.0 rules still. This needs removed/changing.

    How we put up items for sale, how we store items, so on can have major changes, like storing items though a different means then retainers, while retainer's only purpose is now ventures and selling items on house plots.
    (1)

  8. #268
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    Quote Originally Posted by ErikMynhier View Post
    I have kept count since my last drop in Haulbreaker HM, I have run that GD dungeon 347 times and not once has the Berserker Gloves I've been after dropped. Not once. That is not a number I just pulled out, I have kept count of this one item and the attempts I've given. YP got to be out his mind.
    Ouch, I would have lost my mind with such a huge amount of runs. X_X And this is only for one glamour item. Really our examples do show that either he does not collect much glamour himself, thus does not care for it and does not know how much work and luck this could be, or he just got lucky in his personal playtime so he does not know that RNG can be a pretty mean thing.

    I can understand not hoarding crafting mats that are easily obtained again. But we should not be force to throw away our glamour items. Especially since other MMOs already have a solution to that problem.

    Quote Originally Posted by Valkyrie_Lenneth View Post
    Oh, I don't really care for grinds that much. I don't craft or gather much for that very reason, but I think making the synths only require effort during the synth itself is rather silly. What's the point of gatherers then, or why bother adding new nodes at all, or recipes.

    Though it doesn't look like you craft at all, some I'm not sure where your knowledge on that aspect comes from.
    I am a gatherer and crafter and I am going to say: Please Yoshida stop making crafting into such a grind. Right now I am trying to collect blue scripts for all of my crafters. Its not fun. Most of your time as a crafter is spent gathering and the craft itself takes not even one minute..Yet when I went through this with my gatherers all I needed to do is gathering stuff, which was a lot less time consuming. Also lets not talk about all the monster parts that you need for crafting..I was utterly frustrated by the drop rate, especially since I needed that in HQ too.

    You said yourself that you barely craft and gather at all, so its no wonder that you wont need that much retainers. (Why need four, thats at least two paid ones? I mean if you dont gather and craft that much?)
    (4)
    Last edited by Alleo; 05-16-2017 at 02:54 AM.

  9. #269
    Player
    Liedulv's Avatar
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    Jun 2014
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    8
    Character
    Leidulv Malekson
    World
    Jenova
    Main Class
    Marauder Lv 30
    I know mechanically it doesn't make sense but I love the variety of food items and their flavor texts.
    (1)

  10. #270
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
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    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Liedulv View Post
    I know mechanically it doesn't make sense but I love the variety of food items and their flavor texts.
    I do not care if they have 1000 food (meals), that's not the complaint.

    The complaint for CuL is needing 6 items to make something, where 3 of those are made from 6 other items, and one of those items is made from another 6 items. Yes it is that ridiculous it is one of the bread items. (well 4-6, depending what one ya talking about)
    (10)
    Last edited by Ama_Hamada; 05-16-2017 at 07:22 AM.

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