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  1. #1
    Player
    Abriael's Avatar
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    Ul'Dah
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    Abriael Rosen
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    Goblin
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    Gladiator Lv 100
    Quote Originally Posted by Deakka View Post
    Alpha tests are server stability tests so... having a bunch of players crowded in one area and doing complex animations (jump) is probably putting the server through it's paces.
    Just so you know. Animations have nothing to do with stability. They're completely client side.
    (0)

  2. #2
    Player
    BruceyBruceyBangBang's Avatar
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    Boye Fran
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    Leviathan
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    Pugilist Lv 60
    Quote Originally Posted by Abriael View Post
    Just so you know. Animations have nothing to do with stability. They're completely client side.
    What....? LOL /faceplam of epic proportions.

    C'mon, you know what that comment was trying to say. Yes, yes. Animations are shown client side. The response of how quickly you see them is not.
    (1)
    Last edited by BruceyBruceyBangBang; 11-12-2012 at 06:23 AM.

  3. #3
    Player
    Ryuko's Avatar
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    Ryuko Kanzeon
    World
    Hyperion
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    Summoner Lv 90
    Quote Originally Posted by BruceyBruceyBangBang View Post
    What....? LOL /faceplam of epic proportions.
    To be fair, I think what he meant to imply is that, while the server itself notifies you that certain people are doing an animation, it doesn't actually stress the server -- it stresses the client. The client needs to process all of this information and render it on screen. The purpose of the emotes was to show the mere size and complexity of what the game client can now show... while also showing off that so many people can be in one area without stressing the server like it did in 1.0.
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  4. #4
    Player
    Abriael's Avatar
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    Abriael Rosen
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    Goblin
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    Gladiator Lv 100
    Quote Originally Posted by BruceyBruceyBangBang View Post
    What....? LOL /faceplam of epic proportions.
    Here's a bit of data for you, so that you can get a culture in between facepalming because you think you know things that you obviously don't.

    -ALL the data for animations (including jump) is client side.
    -The game has no collision detection, so there's no interaction between animations and no related data sent or received.
    -All an animation (including jump) does, server side, is send one bit or data to the client telling that a nearby character is performing that animation. Exactly the same amount of data would be sent to communicate that that character moved a step in any direction, or performed any other action. Ergo, stating that they jump to "test stability" is as ludicrous as it can get.
    -Playing an animation is one of the simplest things you can order a client to do, so if you meant to "test stability" of the client, it's just as ridiculous, as playing any animation (including jump) is no more stressful for the client than having a character move a step in any direction.
    (0)
    Last edited by Abriael; 11-12-2012 at 06:36 AM.

  5. #5
    Player
    HiranaiVashai's Avatar
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    TREES_AND_GRASS
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    Y'hiranai Vashai
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    Goblin
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    Bard Lv 100
    Quote Originally Posted by Abriael View Post
    Here's a bit of data for you, so that you can get a culture in between facepalming because you think you know things that you obviously don't.

    -ALL the data for animations (including jump) is client side.
    false
    Quote Originally Posted by Abriael View Post
    -The game has no collision detection, so there's no interaction between animations and no related data sent or received.
    -All an animation (including jump) does, server side, is send one bit or data to the client telling that a nearby character is performing that animation. Exactly the same amount of data would be sent to communicate that that character moved a step in any direction, or performed any other action. Ergo, stating that they jump to "test stability" is as ludicrous as it can get.
    also false.
    Quote Originally Posted by Abriael View Post
    -Playing an animation is one of the simplest things you can order a client to do, so if you meant to "test stability" of the client, it's just as ridiculous, as playing any animation (including jump) is no more stressful for the client than having a character move a step in any direction.
    I see that your programming knowledge is quite adequate, but jump is server side. The video did show Yoshi-P as well as others jump over geometry and static meshes frequently. And even transcended onto a structure. It's true that collision detection 'among characters' has been taken out, but there still is collision detection with world relevant structures. otherwise you'd fall through the ground or stay at the exact same elevation when trying to climb or walk off a slope.
    Jump does more then affect animation, it has to process the position and direction. If it didn't then players wouldn't get stuck behind gates and fences, but just plain walk through or over them, or in just animation case, stay stuck at the spot where collision will occur while walking.

    Quote Originally Posted by Abriael View Post
    No. The problem with jumping is how stupid and annoying it looks when repeated. Put a reasonable (and realistic) limit, and the problem disappears
    Quote Originally Posted by Abriael View Post
    Your assumption about what people you don't know would do is noted, but just an assumption, thus void of any validity.
    True... you just told yourself your assumption is just and assumption, thus void and invalid... >.>
    Neither does the game force you or others to repeat jumping. You didn't state you or others would, but by lack of stating it still signifies that you make that assumption.
    (3)

  6. #6
    Player
    Abriael's Avatar
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    Abriael Rosen
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    Goblin
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    Gladiator Lv 100
    Quote Originally Posted by HiranaiVashai View Post
    false
    also false.

    I see that your programming knowledge is quite adequate, but jump is server side. The video did show Yoshi-P as well as others jump over geometry and static meshes frequently. And even transcended onto a structure. It's true that collision detection 'among characters' has been taken out, but there still is collision detection with world relevant structures. otherwise you'd fall through the ground or stay at the exact same elevation when trying to climb or walk off a slope.
    Jump does more then affect animation, it has to process the position and direction. If it didn't then players wouldn't get stuck behind gates and fences, but just plain walk through or over them, or in just animation case, stay stuck at the spot where collision will occur while walking.
    There's no full physical interaction between characters and the ground (I wish there was, like in Tera or ArcheAge, but from the video this is out of the question), so in the end the amount of data exchanged is exactly the same as the amount of data exchanged if you were walking. Position + Animation + Obstacles.

    That's why saying that characters were encouraged to jump for stress testing purposes is quite ridiculous.

    True... you just told yourself your assumption is just and assumption, thus void and invalid... >.>
    Neither does the game force you or others to repeat jumping. You didn't state you or others would, but by lack of stating it still signifies that you make that assumption.
    No, it's experience, as that is how it happens in every MMORPG that allows unrestricted jumping. There's a large difference between assumption and talking out of direct and continued experience.

    The FFXIV community itself is no stranger to abusing this kind of semi-griefing mechanics, like the abuse of gobbue mounts and "moaning" emotes.

    Quote Originally Posted by Yrusama View Post
    Because the game is being rebuilt with fan service in mind, people seem to think that all of their ideas and opinions are more likely to be heard than if this were a complete game. With complete games, most of the controls and gameplay are practically set in stone, so people don't think to try and tell the developers to change it. I hope this means that once XIV is in its final form for a few months or a year, people will realize simple things like jumping and grass are not going to change. Thus I am hopeful that the community will get better by then.
    We're not even in beta. From alpha to beta to release a LOT can change. Developing a game like this without keeping feedback in serious consideration, even about basic things, is a great way to repeat the 1.0 debacle.
    (0)
    Last edited by Abriael; 11-12-2012 at 09:41 AM.