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  1. #1
    Player
    Delsus's Avatar
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    Delsus Highwind
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    Odin
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    Red Mage Lv 86
    As far as servers go it is possible, MMOs are designed around fighting together so latency needs to be as low as possible anyway.

    The problem comes (talking specifically of FFXIII) with dealing 10 million damage in 20 seconds, as long as your dds could build a chain (will be no problem with a decent tank) fights would be so easy, the reasons it works in FFXIII is because it can be tough to build a chain on stronger bosses because if your CON or ravagers are taking too much damage you need to swap to possible SENT and MED to heal, and while you are healing the chain bonus is dropping. In an MMO this has no effect, healer tank and all dds, you would stagger most mobs very fast without the need to change for heals or w/e so just stack the classes that chain fastest (possibly one that attacks fast to keep the chaing guage high) and all mobs will drop like flies unless they have over 1 billion HP.

    You may say "well limit party sized to 3 to avoid this" but then why not just play any offline RPG.
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  2. #2
    Player
    Shurrikhan's Avatar
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    Tani Shirai
    World
    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Delsus View Post
    The problem comes (talking specifically of FFXIII) with dealing 10 million damage in 20 seconds, as long as your dds could build a chain (will be no problem with a decent tank) fights would be so easy, the reasons it works in FFXIII is because it can be tough to build a chain on stronger bosses because if your CON or ravagers are taking too much damage you need to swap to possible SENT and MED to heal, and while you are healing the chain bonus is dropping. In an MMO this has no effect, healer tank and all dds, you would stagger most mobs very fast without the need to change for heals or w/e so just stack the classes that chain fastest (possibly one that attacks fast to keep the chaing guage high) and all mobs will drop like flies unless they have over 1 billion HP.

    You may say "well limit party sized to 3 to avoid this" but then why not just play any offline RPG.
    Why would the system carry over the amount of damage dealt? That's not even part of the system -- it's part of the scaling. The rate at which the chain gauge is boosted, along with damage dealt in general, can be toned down or up or any which way in implementation. The numbers in an of themselves have no meaning, only the percentages (average dps for your level vs. a certain mob level), which you could expect to remain the same.

    Edit:
    Quote Originally Posted by Delsus View Post
    As far as servers go it is possible, MMOs are designed around fighting together so latency needs to be as low as possible anyway.
    But, does anyone know by how much it would increase? It should basically be the same as damage dealt, and no MMO seems to have trouble tracking an enemy's falling health instantly. The only difference is if the chain gauge also effects the percentage of the next attack's chain boosting effects, in which case there may be one additional layer of tracking, for a total of three between health and chain gauge. This seems common sense to me, but I've know complete idea of how this actually works on a server.

    <--Never programmed with server load in mind.
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    Last edited by Shurrikhan; 05-27-2012 at 05:53 AM.

  3. #3
    Player
    Delsus's Avatar
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    Ul'dah, where else?
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    Delsus Highwind
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    Odin
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    Red Mage Lv 86
    Quote Originally Posted by Shurrikhan View Post
    Why would the system carry over the amount of damage dealt? That's not even part of the system -- it's part of the scaling. The rate at which the chain gauge is boosted, along with damage dealt in general, can be toned down or up or any which way in implementation. The numbers in an of themselves have no meaning, only the percentages (average dps for your level vs. a certain mob level), which you could expect to remain the same.

    Edit:


    But, does anyone know by how much it would increase? It should basically be the same as damage dealt, and no MMO seems to have trouble tracking an enemy's falling health instantly. The only difference is if the chain gauge also effects the percentage of the next attack's chain boosting effects, in which case there may be one additional layer of tracking, for a total of three between health and chain gauge. This seems common sense to me, but I've know complete idea of how this actually works on a server.

    <--Never programmed with server load in mind.
    If dps remains the same there is no point of the chain guage, you said about FFXIII, and the point of the chain bonus is to stagger the mob as fast as possible, to then do as much damage as possible while it is staggered, if dps remained the same there would be no point, one thing I hated about FFXIII was doing millions of damage in 10 seconds, all the chain guage is about is zerging a mob down and it makes all bosses easy mode.

    Also if it was implemented in a MMO, for HP, MP stamina etc the amount of data transmitted between clients and server is very low, so even high latency you will not notice much lag with these dropping, and it would be the same with the chain guage, also it would be a flat percentage increase which would be handled by the client, for example if it was programmed it would be one line of code that says if the mob is staggered increase damage by xxx% else use normal damage algorithms.
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  4. #4
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Delsus View Post
    Also if it was implemented in a MMO, for HP, MP stamina etc the amount of data transmitted between clients and server is very low, so even high latency you will not notice much lag with these dropping, and it would be the same with the chain guage, also it would be a flat percentage increase which would be handled by the client, for example if it was programmed it would be one line of code that says if the mob is staggered increase damage by xxx% else use normal damage algorithms.
    This is what I was looking to confirm. Thanks a bunch, man.

    Btw, just because the system would be viable in an MMO doesn't mean I'd want to adapt it to FFXIV as is. I'd much rather see something that is able to drop off more tactically, rather than being either sustained or lost completely, and only ever moving upward until drop-off. I think there's a lot that can be done with the use of derivative importance, more than just the original ramp-up style to chain bonuses (stack em fast, kill em fast).
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