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  1. #1
    Player Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,099
    Character
    Guy Friedman
    World
    Halicarnassus
    Main Class
    Bard Lv 100
    Quote Originally Posted by Ath192 View Post
    Talking about this:



    At one point in ARR, Mor Dhona was super packed with people like 2013, and yeah... there was some lag and stuff although it wasnt that bad imo, but honestly that was funner and more livelier to look at than these instanced zones with 10 people each on them.
    I miss back then. Everyone running around doing fates for their relics, etc. The 2.0 world felt alive.
    (0)

  2. #2
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,943
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ardeth View Post
    I miss back then. Everyone running around doing fates for their relics, etc. The 2.0 world felt alive.
    Yeah I don't why they decided on this approach. It seems really lazy, if the number of people on a single zone was stressing some limits out then optimizing how many characters appear on screen or making other types of optimizations would've been preferable to splitting them like this.

    And maybe, this was an emergency the first time, and that would've been okay, but after the first time they should have planned on a long term solution the doesnt split the zones like this instead of making this the norm. It's been going on for years.

    It's almost like they want the zones to feel lonely, but the objective should be the opposite.
    (0)

  3. #3
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,380
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Ath192 View Post
    Yeah I don't why they decided on this approach. It seems really lazy, if the number of people on a single zone was stressing some limits out then optimizing how many characters appear on screen or making other types of optimizations would've been preferable to splitting them like this.
    It's just temporary though.

    It doesn't seem to be related to the amount of characters they want to display on screen, because there is already a hard limit on this, so it is probably related more to the amount of people they want in a zone generally at a time.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  4. #4
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,943
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Jeeqbit View Post
    It's just temporary though.

    It doesn't seem to be related to the amount of characters they want to display on screen, because there is already a hard limit on this, so it is probably related more to the amount of people they want in a zone generally at a time.
    It doesn't seem that temporary to me if they amount of times I see it is more than the amount of times I don't. But you just described the issue, they don't want a large amount of people in a zone at a time, and they should, that's what makes zones feel lively.
    (1)

  5. #5
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,132
    Character
    Jojoya Joya
    World
    Marilith
    Main Class
    Bard Lv 100
    Quote Originally Posted by Ath192 View Post
    It doesn't seem that temporary to me if they amount of times I see it is more than the amount of times I don't. But you just described the issue, they don't want a large amount of people in a zone at a time, and they should, that's what makes zones feel lively.
    That's what causes latency issues and even client crashes for some players. Many design choices are less what SE can do or wants to do, and more "what percentage of the player base will have technical issues if we stuff too much in at one time".

    A zone doesn't feel lively when it takes 5 minutes to get off the loading screen. Hunts are not fun when there are so many people present that your graphics card can't render what's happening until 3 minutes after it happened (very awkward if you're conducting so you're stuck asking your party if the hunt is dead yet so you know to relay the next one).

    You don't need 300 players in a zone to make it feel lively. I think most of the problem is that SE leaves the zone instances running longer than they're needed. Usually by the second week, you're not going to find more than 60 players combined in a zone's instances unless a hunt train is active and if it is then you've got 90% of players in one instance and the remaining 10% in the other one or two.
    (4)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ath192 View Post
    It doesn't seem that temporary to me if they amount of times I see it is more than the amount of times I don't. But you just described the issue, they don't want a large amount of people in a zone at a time, and they should, that's what makes zones feel lively.
    No matter how many players there are in the zone, if you don't see them, they're not going to make the zone feel livelier. A mere 40 players are still often plenty to make an XIV-size zone feel lively simply depending on their distribution.

    As you start pushing beyond those points of diminishing returns, latency and lost access to competing desired FATEs, etc., turns more players off to staying in that zone than it increases their desire to be in it, at least until you start giving players a hell of a lot more reason to hang out in those zones and/or do something new about said latency.
    (0)

  7. #7
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,943
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    No matter how many players there are in the zone, if you don't see them, they're not going to make the zone feel livelier. A mere 40 players are still often plenty to make an XIV-size zone feel lively simply depending on their distribution.

    As you start pushing beyond those points of diminishing returns, latency and lost access to competing desired FATEs, etc., turns more players off to staying in that zone than it increases their desire to be in it, at least until you start giving players a hell of a lot more reason to hang out in those zones and/or do something new about said latency.
    I disagree, especially because we see the opposite happen already. Limsa is always packed with people and that seems to attract more despite the lag. When a Zone is dead noone wants to visit it.

    Fates already increase their HP in response to speed farming so they have their mechanism to mitigate the issue you described. At the end of the day I think rather than working on removing people they should work on finding a way to optimize having all those people in an area.

    Just preference really, but this is a thread about making the world more lively and I do think my suggestion would improve that aspect and splitting instances would work against it. No matter what they are putting works towards it so I'd rather it go to keeping us together.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ath192 View Post
    I disagree, especially because we see the opposite happen already. Limsa is always packed with people and that seems to attract more despite the lag.
    I feel that one's more an outlier, with the reason mostly being what attracted people there in the first place (not merely that it got people by chance and then the people were the primary attractor for more).

    Fates already increase their HP in response to speed farming so they have their mechanism to mitigate the issue you described.
    It does not at all mitigate the issue I'm describing. It's not even relevant to it.

    FATEs HP scaling is based on the number of people involved at the previous FATE killed. When you have too many people for everyone to participate in the same FATE train (unable to get enough Enmity for kill-credit / turn-ins for item-credit), that procedure is what can so quickly make it jank.

    Just preference really, but this is a thread about making the world more lively and I do think my suggestion would improve that aspect and splitting instances would work against it. No matter what they are putting works towards it so I'd rather it go to keeping us together.
    I'm against automatic splitting, except where players have opted into it, but given how laggy filled unsplit instances get, I don't mind that instances are an option.

    Again, my $0.02 is just that liveliness has at least as much to do with distribution of people and the zone activities among which they may be distributed than merely the population count. Trying to salvage a lack of worthwhile activities beyond FATE-currency/rep farms (however far one may extend their extrinsic rewards) with just more population wouldn't do much, all while being pretty badly affected by this game's netcode/server-stability issues.
    (0)