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  1. #71
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    - More character customisation options.
    - Less focus on 'unisex' gear and hairstyles. So much of it is designed with a feminine or androgynous aesthetic in mind. In short? More masculine looking hairstyles/glamour for male characters.
    - A Gunblade based job.
    - A Geomancer job along the lines of how those seen in 'The Swallow's Compass.'
    (5)

  2. #72
    Player
    Gurney's Avatar
    Join Date
    May 2015
    Posts
    85
    Character
    Gurney Halleck
    World
    Ultros
    Main Class
    Fisher Lv 80
    Search option when pulling up the FC member list.
    (0)

  3. #73
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,536
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    Quote Originally Posted by NolLacnala View Post
    Provided they actually balance the current tanks first of course
    Did I stutter? No, not provided they achieve some imaginary perfect level of balance. I'm tired of people using this as a clutch to try and shift the new jobs to even more DPS jobs.
    (6)

  4. #74
    Player
    Tsumdere's Avatar
    Join Date
    Jan 2017
    Location
    Ishgard
    Posts
    1,103
    Character
    Fia Mortivault
    World
    Balmung
    Main Class
    Samurai Lv 90
    Whew a doozy.

    1. Better character customization AND Viera.
    2. Removal of all gear restrictions except AF gear.
    3. Ishgard housing.
    4. Docile open world mobs. I am tired of literally everything wanting to kill you 100% of the time. Make some of them peaceful. Make some of them aggressive only in certain weathers.
    5. Rancher DoL. Catch open world mobs and bring them back to a (probably) instanced area where you can raise them and get mob drops like leathers from them.
    6. Remove certain cross-class skills from cross-class system and replace them with things that are actually highly more optional (Rampart/Esuna/Swiftcast/etc).
    7. Hunt syncing.
    8. Beastiary.
    (8)

  5. #75
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,421
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Something new to spend grand company seals on. I've got something like 2000 ventures because I had to do something with it.

    Maybe unlock some of those higher ranks, too.
    (4)

  6. #76
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    • Upgrade of the bad coding and servers
    • More content at launch
    • A new healer and tank, no dps until perhaps 6.0
    The battle system, well i highly doubt they will do anything to significant if at all
    (6)

  7. #77
    Player Vhailor's Avatar
    Join Date
    Feb 2012
    Posts
    761
    Character
    Deionarra Eidolon
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by KisaiTenshi View Post
    The reason FFXIV is "laggy" at all has more to do with the nature of the north america internet. Korean and Japanese games aren't routed half way across the world, thus they don't experience anything like North America does. The fact that FFXIV works at all with the current choreographed battle dances is something of a miracle. Games with better "real time" play, simply don't work in North America because the NA's internet is rubbish-tier compared to Japan and Korea. All NA internet is good for is watching cat videos.
    A couple things.

    Firstly, don't disparage the NA quite so much. Japan and Korea are tiny countries; of course their internet performs better. Distance is a killer for internet quality. There are problems with NA's infrastructure, but to call it 'rubbish-tier' is a vile combination of arrogance and ignorance.

    Secondly, your comment about FFXIV's lag, and your attribution of this lag to NA's internet quality (or lack thereof), is kind of a cop-out. Ultra-low latency will, of course, 'solve' the problem of inefficient netcode - but blaming lag on people not living within a country the size of Montana and not having first-rate internet is a lazy sort of excuse, rather than a solution. Imagine if a new FF expansion releases, and is accompanied by an inefficient graphics engine requiring a 1080 Ti for solid 60FPS performance. Would it be fair to tell everyone running into problems that oh, well, the problem's your graphics card - and if you want to spend $3000 on a Titan V, you'll get some of the best visuals around? Ridiculous.

    Companies are obligated to build their game around the resources their average customer will have. That's true for the graphics engine, it's true for the control scheme, it's true for the player skill level, and it's true for the netcode. SE shouldn't be awarded a get-out-of-jail free card for building its netcode in a lazy fashion that begins breaking down as soon as someone hits a little bit of latency. Within this set of constraints, companies must also balance a variety of other concerns: their infrastructure limits, game fairness concerns (i.e. anti-cheating measures), etc. It's challenging, no doubt about it - but in my book, companies don't get to more or less ignore the user experience impacts of their netcode decisions. I find it astonishing that anyone would suggest this should just be accepted by people. It's very poor customer service, and makes for a poorer game experience than we could otherwise have. Which is why people request changes to this every so often.

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

    Now for a concrete example of the sort of simple change SE could make to improve everyone's life. Let's examine what happens when I try to exit my house. I right-click on the 'Exit' door, and expect to see a very predictable response: a confirmation screen asking if I want to leave the estate hall. But wait! I have 300ms latency with the servers. So actually, there's a delay between my right-click, and this menu of options appearing. And a similar delay between when I close the menu, and when I can start moving / see the UI components again.

    There is absolutely no reason for a delay here. This is an example of where the Client can - and should - anticipate a positive server response. The menu snap-up should be instant. If I cancel out of the menu, it should instantly return my character to a usable state. The server isn't going to say 'whoa whoa whoa, wait, I don't think you right-clicked that door...', so why not allow the Client to anticipate the response for a snappier user experience? The server's only role should come when a meaningful option is selected: when someone tries to leave the house. When THAT button is clicked, it makes sense for the Client to hold off on an assumption of success. After all, you wouldn't want the graphics engine to start clearing out texture assets and loading the residential zone if the server comes back and says hey, wait, the player's position was 15 yalms from the door, they can't exit from there. But the dialogue option itself? Exiting it? Those calculations shouldn't involve the server in the slightest. It shouldn't even receive a notification! It shouldn't care until - and unless - someone presses the confirmation button to leave.

    Similarly, suppose I interact with my Junkmonger NPC. Did you know that the Client has to receive server authentication before displaying the Junkmonger's wares? Why? The only involvement of the server should come when someone tries to buy or sell something: the rest should be client-side. I should be able to view the Junkmonger wares, even if I'm in a state where I'm completely lagged out, neither sending nor receiving to the server. There's no reason to place this load on the servers. None. It creates a sluggish-feeling user interface, one in which my latency determines the basic responsiveness of NPCs.

    Let's not forget either that this places an undue load on FFXIV's servers. They really should be used only as necessary, so as to maximize the capabilities of the hardware. Why are they having to field little requests from clients to open a NPC menu? Shouldn't they just receive an 'FYI' notification? And suppose the server receives this FYI from a player character across the manor, say, someone who is cheating: that's fine. It'll do a position check based on character location when, and if, someone attempts to buy or sell an item. Before that, why should it concern itself with a potential hack that lets a player uselessly view an NPC's inventory from afar? That's harmless enough to not be worth the effort.

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

    These might seem like small things, but they really add up. It's a large part of why FFXIV just feels generally... sluggish. And SE needs to improve it. It's not just me saying that. They've got all the tools available, there are virtually no downsides, and plenty of upside. Or, y'know, they can just blame NA, and its "rubbish-tier" internet.
    (4)

  8. #78
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Vhailor View Post

    Companies are obligated to build their game around the resources their average customer will have. That's true for the graphics engine, it's true for the control scheme, it's true for the player skill level, and it's true for the netcode. SE shouldn't be awarded a get-out-of-jail free card for building its netcode in a lazy fashion that begins breaking down as soon as someone hits a little bit of latency. Within this set of constraints, companies must also balance a variety of other concerns: their infrastructure limits, game fairness concerns (i.e. anti-cheating measures), etc. It's challenging, no doubt about it - but in my book, companies don't get to more or less ignore the user experience impacts of their netcode decisions. I find it astonishing that anyone would suggest this should just be accepted by people. It's very poor customer service, and makes for a poorer game experience than we could otherwise have. Which is why people request changes to this every so often.
    What the poster was asking for was essentially a single player experience in a MMORPG which would be impossible without literately sitting within a few miles of the data center. So "what resources are available" would be asking SE to build server shards in every city with at least one player, and then somehow managing to make them all communicate with each other at 0 latency. It's literately impossible in a MMO context. If the games were being rendered in the data center and the player simply got a video stream, that would actually generate even more data, but it would "fit" within the current assumption about how the internet is routed and optimized presently.

    Call it net neutrality, call it greedy ISP's unwilling to upgrade their infrastructure, but MMO games are not what ISP's prioritize. NA is a mashup of different networks, and those with the deepest wallet can pay for fast lanes by bypassing the last-mile ISP's, but at some point you have to ask yourself if it's worth moving to a city with a carrier hotel so you can lease an office for $5000/mo and paying 10,000/mo for a DS3 just to shave 20ms off the latency from the local ISP's. I once asked about this when I was considering moving one of my clients servers, and the cost in the SF area was closer to $1000/mo while the cost to move it here was closer to $10,000, without including the transit bandwidth cost itself. Now consider that a DS3 is 45Mbits, or the same as a VDSL2 line which at most costs $150.

    As to the other half about "anticipation", again you're kinda missing the issue. When was the last time FFXIV was "hacked" ? Recall the Ungarmax event from 3 months ago. THAT is why the client-server checks everything. The typical communication the game does is "client asks for something" -> "server figures out if it's legal and sends the results" -> Client updates. Repeat every 500ms. You can do this in this style of game because you have a 3 second window to update everything but player movement. What happened that allowed Ungarmax to be used outside the command mission was literately the server seeing it as a valid command because the command missions are literately the exact same instances as when they're run with player created parties. So somehow the developers didn't check this command, because presumably they thought it was only available in command missions.

    Other games have been wrecked by allowing the client to send tainted data and not checking everything. Sure you might get a snappier UI if you allow for it. The behavior of the game client<->server communication is not that different from V1.00, and quite honestly we need to move past "SE's netcode is rubbish" yes it looks a bit inefficient, but we're talking about maybe 32 bytes per packet. What prevents the game from operating at, say 250ms windows instead of 500ms, is that it would make players on Dial-up/ISDN,wireless(eg 3G) and satellite connections in places with no wireline access impossible to play. Australia is one of those places where the last mile is often with wireless cell phone tech, not wirelines.

    FFXIV is not going to be the game that gets ISP's to upgrade. Youtube/Netflix was the last thing that got ISP's to upgrade anything, and they optimized in the direction of downstream, and putting cache servers in the data centers of ISP's to reduce their own costs. We're still playing catchup as Twitch streamers now require that connection to be symmetric. Good luck streaming anything on a Gigabit-downlink and 2Mbit uplink. Ipv6 came out, and nothing happened. ISP's horde IPv4 addresses like Taxi companies horde taxi licenses. Artificial scarcity instead of upgrades to prop up the value of data.
    (0)
    Last edited by KisaiTenshi; 06-02-2018 at 08:02 AM.

  9. #79
    Player
    Kye's Avatar
    Join Date
    Mar 2011
    Posts
    76
    Character
    Mog Kupo
    World
    Balmung
    Main Class
    Archer Lv 90
    I want a cute furry race ala Ivalice Moogles or Hummingways. But I know we're just going to get another human with animal ears with the Viera...
    (3)

  10. #80
    Player
    Corue's Avatar
    Join Date
    Apr 2017
    Location
    Gridania
    Posts
    475
    Character
    Sari Mogari
    World
    Behemoth
    Main Class
    Dark Knight Lv 84
    Quote Originally Posted by Kye View Post
    I want a cute furry race ala Ivalice Moogles or Hummingways. But I know we're just going to get another human with animal ears with the Viera...
    I'd have thought Ivalice moogles would be a good candidate for a beast-like playable race. Not only are they cute and similar in anatomy and proportion to the existing race, it'd be fitting for a game based on Final Fantasy fanservice to have the series staple as a race. They've since been deconfirmed so that's been thrown out of the window.

    Unless we get something like Hummingways or Burmecians out of the blue I'm just resigned to the fact that the devs are just going to stick random animal ears on a human and call it a new race.
    (2)
    Last edited by Corue; 06-02-2018 at 08:54 AM.

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