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  1. #31
    Player
    Krotoan's Avatar
    Join Date
    May 2013
    Posts
    3,591
    Character
    Krotoan Argaviel
    World
    Sargatanas
    Main Class
    Reaper Lv 100
    Personally I think the actual crystals to BUY stuff should be currency so there's no worry about inventory space. Which could still technically be a problem if you open 9999 crystals and only have a few inventory slots left. It'd be a very rare occurrence, but it could happen.
    (0)
    WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?

  2. #32
    Player
    Joe777's Avatar
    Join Date
    Dec 2016
    Location
    Kugane
    Posts
    673
    Character
    Joe Ultima
    World
    Coeurl
    Main Class
    Rogue Lv 70
    Quote Originally Posted by Tridus View Post
    No they don't. Right now there's a function that gets called when you press the button to turn one in, that calculates how many you get in the trade. Assuming it's called TurnInOneCrystal, then super basic code to do that for an arbitrary number looks like this:

    Code:
    public int TurnInLotsOfCrystals(int quantity)
    {
    	int totalCrystals = 0;
    	for (int i = 0; i < quantity; i++) 
    	{
    		totalCrystals += TurnInOneCrystal();
    	}
    	return totalCrystals;
    }
    Production code would need to check that you have that many, do error handling, be better optimized, and such. But the logic is not at all complicated and doesn't require altering the premise of how things work at all. Want to do 500 turn ins? Call the RNG 500 times.

    While it would be possible to turn in 500 and get 500, it'd happen at exactly the same rate it can happen right now. Nothing changes except you don't have an idiotic grind to do turn ins due to poor UI.
    Unless you wanna count the delay involved with the system rolling a random number 500 times at once. Sure it may still be quicker but by how much exactly? That'd be pretty hard to tell with a game like this. I'd be on board with removing the RNG to do this in bulk too.
    (0)
    Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.

  3. #33
    Player
    Claviusnex's Avatar
    Join Date
    Jun 2015
    Posts
    965
    Character
    Alinhbo Rhiki
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Joe777 View Post
    Unless you wanna count the delay involved with the system rolling a random number 500 times at once. Sure it may still be quicker but by how much exactly? That'd be pretty hard to tell with a game like this. I'd be on board with removing the RNG to do this in bulk too.
    They wouldn't need to call the rand() function any differently than the code is doing today. Automating will be considerably quicker as it does not have to wait on a response to the UI by the player but that isn't the issue. The issue is having to push the button hundreds or thousands of times when there is no need for it. Heck I'd rather format diskettes.
    (5)

  4. #34
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Joe777 View Post
    Unless you wanna count the delay involved with the system rolling a random number 500 times at once. Sure it may still be quicker but by how much exactly? That'd be pretty hard to tell with a game like this. I'd be on board with removing the RNG to do this in bulk too.
    Imperceptible. Even in Javascript, you can generate 500 random numbers in milliseconds. C or any similar language can do it faster. You're generating the same amont of numbers either way, one of them is just batched up all at once while the other is not. As you're doing fewer server calls ("convert 500 crystals" is faster than "convert 1 crystal" 500 times over the wire), this would actually lower server load slightly if multiple people are doing it at once, on top of the HUGE gains in speed for any individual user.

    Consider that for the single crystal at a time case you have to make a round trip to the server for every crystal to tell it to execute the conversion. The server generates a result, updates your inventory, and syncs back to the client with results. That given typical server latency takes upwards of 200ms per round trip, plus the time the UI is reacting. Multiply that by 500 and you're talking real time, and between each one the user has to react to push the button to do the next one. That last part is both annoying and adds tons of time because user reaction is slower than computer reaction by a massive margin.

    For a batch, you have the same latency of 200ms per round trip, except you only do it once. The server generates 500 random numbers, updates your inventory once, and syncs back with results once. This is 1/500th the work in every way EXCEPT generating more random numbers (which is the same amount of work either way to do 500 of them). The non-deterministic RNG is very fast, so that time would add nothing perceptible. In effect, we've made it 499 times faster for the end user and eliminated lots of tediously clicking the same button.
    (7)
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642

  5. #35
    Player
    Oriens's Avatar
    Join Date
    Aug 2013
    Posts
    139
    Character
    Oriens Nadir
    World
    Hyperion
    Main Class
    Arcanist Lv 90
    DO YOU (DEVELOPERS) DO ANY TRUE TESTING?

    How does something like this even slip through?!

    Or is your team too scared to give candid feedback to their sempai?

    Why must EVERYTHING related to relics, even turning-in rewards, be such a damn chore in this game?
    Unacceptable.
    (3)

  6. #36
    Player
    Ayden's Avatar
    Join Date
    Jul 2011
    Posts
    90
    Character
    Dante Vigilante
    World
    Tonberry
    Main Class
    Miner Lv 43
    Lets say batch convert cannot be done, I'd be happy if they automate the whole process, much like quick synthesis in crafting. We click start, the system will still convert the crystals one at a time and stop automatically when the inventory is full/ we click cancel. In addition, shortening the convert animation helps too.
    (8)

  7. #37
    Player
    ArionXx's Avatar
    Join Date
    Jul 2015
    Posts
    22
    Character
    Faint Light
    World
    Odin
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Ayden View Post
    Lets say batch convert cannot be done, I'd be happy if they automate the whole process, much like quick synthesis in crafting. We click start, the system will still convert the crystals one at a time and stop automatically when the inventory is full/ we click cancel. In addition, shortening the convert animation helps too.
    Yeah even this would be more desirable.
    (1)

  8. #38
    Player
    Aster_E's Avatar
    Join Date
    Apr 2017
    Posts
    601
    Character
    Aster Enelysion
    World
    Gilgamesh
    Main Class
    Bard Lv 70
    If their concern is the rng involved then just scratch the rng altogether, especially given the number of Proteans required to upgrade all things (and the most efficient means to level in Eureka, it seems). Make it five Protean Crystals per Anemos one, let us turn in more than one at a time, and that ONE little quality of life will make tons of sense, at least to me. If five per crystal is too much, even with the amount of grind or the number of people that Eureka has ticked off already, then make it three per turn-in. That will be a net loss, especially to those of us whose real life Luck stat was apparently hacked beyond the natural cap, but I will GLADLY take that over mindlessly pressing X on my controller or Numpad 0 on my keyboard over, and over, and over...

    I desynth too, and overmeld (for myself and others), and sit around pressing the limited number of buttons while fishing. Eureka is neither of those. It was practically a selling point for Stormblood, and this one thing, this inability to convert more than one crystal at a time when we get so, so many of them in a short time, is one of several factors that the overall experience less than subpar. Eureka was supposed to be an exciting thing in which we got to do our whole relic lines, or so it was pitched to us before SB even had an official release date. Eureka was delayed heavily. This system is what we got, and it needs work.
    (3)

  9. #39
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    I agree with Aster. What is even the point of randomness? It's from 2-5 crystals. It's not like it's this massive gulf. Why do we even NEED anemos crystals? Just have them drop regular proteans. Unless SE plans to require 400 anemos crystals for Eureka phase two or something, which knowing them they would.
    (0)

  10. #40
    Player
    Joe777's Avatar
    Join Date
    Dec 2016
    Location
    Kugane
    Posts
    673
    Character
    Joe Ultima
    World
    Coeurl
    Main Class
    Rogue Lv 70
    Quote Originally Posted by Oriens View Post
    Why must EVERYTHING related to relics, even turning-in rewards, be such a damn chore in this game?
    Unacceptable.
    Not everything should be handed to us with us putting in at most minimal effort. If it were, not only would we get bored sooner but nothing would be truly valuable. People may disagree saying they just don't have the time to do that much but that never stopped retro games from making us grind/farm for rare stuff. In so far as time management goes, what has truly changed since then?
    (0)
    Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.

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