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  1. #21
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lanadra View Post
    I shouldn't have to. It really is as simple as that. I should not have to forego any long hair for short hair or ponytails a bit further back to avoid clipping when they could simply take hairstyles into account and prevent the problem from existing in the first place. It shouldn't even be a problem that needs fixing, it shouldn't be a problem period. Another perfect example is the Scion Traveler set, I loved it the moment I got it and wanted to use it for the entirety of Shadowbringers... and then I saw how horrible it clips with my characters straight long hair.
    What the devs take from this: "So everyone, literally everyone, loves shorter hairstyles! Let's make more and ignore that petty clipping issue!" I also have a few male hairstyles I like, but...very few of them go with my favorite outfits. They would if I didn't have clipping to worry about in the back. Pretty much why I'm using what I am currently. I like it anyway, but I would love to change things up once in awhile and not be met with disappointment.
    (0)
    Last edited by Vahlnir; 02-19-2021 at 10:09 AM.
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  2. #22
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shougun View Post
    OF course as you said they're intensive so there is no way people could have a hundred characters on the screen all running amazing animation blending, canceling, physics, etc. But if it was just your own character, like you can with effects (self, party, everyone), I think it'd be great still (as your own character is probably the one you notice most).
    To be fair, it's possible to have an animation system that feels more like it adheres to physics without having to actually adhere to physics with painstaking detail; FFXIV 1.0 and 2.0 just swung for opposite ends of that spectrum, with each seeing different benefits and detrimental effects as a result.

    As Yoshida and others have noted in the various documentaries and presentations about What Went Wrong with 1.0, the almost unhealthy fixation on graphical fidelity in various areas (like animation and such) was evidently a hindrance in their efforts to get the game to run smoothly multiple places, and impacted their ability to actually make content in a timely manner. You evidently had a team who were more interested in making the combat system look good visually than making it actually functional, much less fun to play.

    This didn't always mean that the graphics were the highest resolution, even by the standards of the era, but it did seem to mean that things like "we will model hair perfectly in conjunction with all models" ended up with a higher priority than "we will make the combat system actually fun or functional" (Or "we will design the Black Shroud in a manner that does not make people want to gnaw through their own mouse cord with frustration". I may still have some lingering salt about that map.)

    So yeah, they were going to go for really beautiful animations, and if the perfectly-animated stops and turns meant that you would continue a few steps further when you turned or skid in place or whatnot and that walked you into an AoE you'd turned to avoid... well, presumably sacrifices sometimes have to be made when you want those perfect animations.

    I feel like a lot of 2.0 and onwards was a reaction to that in the form of a complete 180; they focused on functionality over animation fidelity and such at all costs, so hair just has basic deformation based on wind or whatnot, and doesn't seem to care one whit about what outfit you're wearing. And I actually think overall in terms of pure gameplay mechanics, they made a more enjoyable experience than 1.0 by setting their priorities that way. But there is a sensible middle ground, and I do agree that ARR seemingly course-corrected at such a velocity that they zoomed right back past it on their way to settle in at the other end of the spectrum.
    (5)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  3. #23
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Addendum: for anyone who didn't play 1.0, I found a YouTube video of the 1.0 opening in-game cutscene if you started in Gridania. It gives a good idea of what Shougun and I are referring to when we talk about the 'weight' of animations and how it felt more like physics was applied to things (animations, clothes, etc.). Look at how the person's PC (the dark-haired elezen) looks when they walk in these cutscenes, versus the vaguely glide-y way characters walk from place to place in the ARR-and-onwards cutscenes.

    (Bonus: you get to see one of my favorite 1.0 early-cutscene moments, with everyone running for their lives from a carnivorous tree. This is why you do not mess with the elementals, yo.)
    (6)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  4. #24
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    Quote Originally Posted by Edax View Post
    I suspect whomever designs the armor doesn't do so in 3D. The result is say lancer armor that smears badly in the lancer stance.
    i have friend who work in small indie game company (currently doing rpg game), he said that most of his 3D work is the result of 2D tracing, so the designer hand him piece of paper with the armor design (the usual back and front view with T pose blank character) then my friend just scan it into his pc and start tracing it to 3D

    wonder if SE also do the same
    (0)

  5. #25
    Player
    Edax's Avatar
    Join Date
    May 2018
    Location
    Shirogane, W15 P60
    Posts
    2,002
    Character
    Edax Royeaux
    World
    Leviathan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by gumas View Post
    i have friend who work in small indie game company (currently doing rpg game), he said that most of his 3D work is the result of 2D tracing, so the designer hand him piece of paper with the armor design (the usual back and front view with T pose blank character) then my friend just scan it into his pc and start tracing it to 3D

    wonder if SE also do the same
    My guess from the encyclopedia is that they use a 2D artist whom doesn't play the game as the basis for their designs. That or any problems that occur in 3D aren't communicated to the concept artist for a revision and they just leave the problem as is.

    (0)

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