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  1. #1
    Player
    viion's Avatar
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    Quote Originally Posted by OMEGA_HACK View Post
    Um..Viion have you ever made something that is complex? I mean you get RPG Maker VX for 50 bucks go into the coding area, delete a line of code, leave it alone for a couple weeks then come back and try to find the mistake and fix it. When you fix it you will probably find there is still an error, you have to go and search through thousands of lines of code because when there is an error it just doesn't work, its not like Windows is going to pinpoint the problem for you (because the core coding that makes everything work is messed up)

    I hope that makes sense, maybe it doesnt though, but that is why they HAVE to run all the checks that were listed and YES ALL THAT IS PART OF MAKING AUTO ATTACK. Its not just slapping in a system and calling it a day.
    I built XIVPads, which is quite complex. what you said makes no sense to the purpose of Auto Attack. I do a lot of desktop programming as well. Lets not turn this into a programming argument because from your reply its already clear you dont know much in the area to think you have to hunt through thousands of lines of code all the time, it just doesn't work like that.
    (0)

  2. #2
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    kukurumei's Avatar
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    Mei Mei
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    Leatherworker Lv 50
    Well system assisted actions like AA is far easier to manage for developers then wild wild west button pressing.

    You don't have to go balancing hunting every skill formula if you know off hand that AA is the tiller on a boat. If I know you can get 500TP in 5 swings so to say, and your over balanced 1K WS is way too unfair, I would say just mathematically reduce damage a little and raise TP cost to 1.2k.

    On the old system, you would have to check on tweak stamina, damage versus light attacks, heavy attacks, TP gauge, damage gauage, animation, etc, etc, etc.

    I mean how would a developer handle the BEAST glad cadence super buff attack in current system and AA system. all AA system has to do is tweak some numbers. In current system, you have to consider 20x more situations where a player runs rampant.

    AA is more elegant in the long run, unless you have an already balanced out system. We didn't. Fighting the 8 headed monster is not productive if you're getting the same results.
    (0)

  3. #3
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    Nuru's Avatar
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    Atehki Mejastra
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    Quote Originally Posted by kukurumei View Post
    Well system assisted actions like AA is far easier to manage for developers then wild wild west button pressing.

    You don't have to go balancing hunting every skill formula if you know off hand that AA is the tiller on a boat. If I know you can get 500TP in 5 swings so to say, and your over balanced 1K WS is way too unfair, I would say just mathematically reduce damage a little and raise TP cost to 1.2k.

    On the old system, you would have to check on tweak stamina, damage versus light attacks, heavy attacks, TP gauge, damage gauage, animation, etc, etc, etc.

    I mean how would a developer handle the BEAST glad cadence super buff attack in current system and AA system. all AA system has to do is tweak some numbers. In current system, you have to consider 20x more situations where a player runs rampant.

    AA is more elegant in the long run, unless you have an already balanced out system. We didn't. Fighting the 8 headed monster is not productive if you're getting the same results.
    Well, i see what you are saying, however, when you mention "all they have to do is this," there are other things they need to change in order for this to work properly. Balancing mainly consists of changing a bunch of numbers, but they have to change accordingly to balance one skill with many aspects, such as stats, other weapon skills, etc. Its not really a simple matter. It takes developers years to create a working battle system. I'm actually impressed with what they have done so far, and what there plans are in finishing the battle system. However, i haven't tried it for myself yet, so i can't really say whether the system is good or not, and what they need to change.

    This is why SE needs a test server. :P
    (1)

  4. #4
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    kukurumei's Avatar
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    Quote Originally Posted by Nuru View Post
    Well, i see what you are saying, however, when you mention "all they have to do is this," there are other things they need to change in order for this to work properly. Balancing mainly consists of changing a bunch of numbers, but they have to change accordingly to balance one skill with many aspects, such as stats, other weapon skills, etc. Its not really a simple matter. It takes developers years to create a working battle system. I'm actually impressed with what they have done so far, and what there plans are in finishing the battle system. However, i haven't tried it for myself yet, so i can't really say whether the system is good or not, and what they need to change.

    This is why SE needs a test server. :P
    Reason their first sign was consider stuff like removing stamina bars and physical levels and AA. Combining and streamlining erratic variables may seem to "boring"-ize games, but it does make developer life easier.

    I'm not surprise they're amputating systems in favor of more traditional means. I think they probably know full well themselves how slow they're moving.

    Basically the original battle system with SP gain on hit and all, was designed by a total novice when it comes to functionality. Don't make candy bridges and expect it to work very long.
    (0)
    Last edited by kukurumei; 06-16-2011 at 12:55 PM.

  5. #5
    Player
    Nuru's Avatar
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    Quote Originally Posted by kukurumei View Post
    Reason their first sign was consider stuff like removing stamina bars and physical levels and AA. Combining and streamlining erratic variables may seem to "boring"-ize games, but it does make developer life easier.

    I'm not surprise they're amputating systems in favor of more traditional means. I think they probably know full well themselves how slow they're moving.

    Basically the original battle system with SP gain on hit and all, was designed by a total novice when it comes to functionality. Don't make candy bridges and expect it to work very long.
    Depends on what kinda candy the bridge is made of. :P <3
    (0)

  6. #6
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    viion's Avatar
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    Quote Originally Posted by Nuru View Post
    Well, i see what you are saying, however, when you mention "all they have to do is this," there are other things they need to change in order for this to work properly. Balancing mainly consists of changing a bunch of numbers, but they have to change accordingly to balance one skill with many aspects, such as stats, other weapon skills, etc. Its not really a simple matter. It takes developers years to create a working battle system. I'm actually impressed with what they have done so far, and what there plans are in finishing the battle system. However, i haven't tried it for myself yet, so i can't really say whether the system is good or not, and what they need to change.

    This is why SE needs a test server. :P
    Considering they've got 10 years of experience, tweaking and fixing this kind of issue in their previous mmo only to have to redo it all again because its completely messed up, im not impressed, they're just basically going back to where they were before, which is what they should of done in the first place. its the classic "Aint broke dont fix it" and this clearly wasnt broke (in XI) and some reason they wanted to fix it. And now they're going back.

    But i 100% agree on the test server. it did TERA wonders and they managed to fix a lot and tweak the new instances
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  7. #7
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    Quote Originally Posted by viion View Post
    Considering they've got 10 years of experience, tweaking and fixing this kind of issue in their previous mmo only to have to redo it all again because its completely messed up, im not impressed, they're just basically going back to where they were before, which is what they should of done in the first place. its the classic "Aint broke dont fix it" and this clearly wasnt broke (in XI) and some reason they wanted to fix it. And now they're going back.

    But i 100% agree on the test server. it did TERA wonders and they managed to fix a lot and tweak the new instances
    Well it was their choice to go back, but the player's demands to do that which influenced the devs. So all we can blame is ourselves.
    (0)

  8. #8
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    Quote Originally Posted by viion View Post
    Considering they've got 10 years of experience, tweaking and fixing this kind of issue in their previous mmo only to have to redo it all again because its completely messed up, im not impressed, they're just basically going back to where they were before, which is what they should of done in the first place. its the classic "Aint broke dont fix it" and this clearly wasnt broke (in XI) and some reason they wanted to fix it. And now they're going back.

    But i 100% agree on the test server. it did TERA wonders and they managed to fix a lot and tweak the new instances
    I love FF XI combat and i agree that they should have just implemented the same battle system from the beginning. However i also understand that we can not just keep reproducing things and new ideas need to be formed. The original FF XIV battle system was an attempt to create something new, a fail, but definitely a attempt at "revolutionizing" MMO battle systems.

    FF XIV tried something new and failed miserably, i don't blame the developers for trying they just didn't listen to anything we said in beta... I feel that there is a lot more shady dealings going on in SE corporate structure rather than the developers.

    This game was way to hushed at release and way to rushed for any developer to be proud. FF XIV is a victim of what many games are suffering from these days, greedy corporate pressure on the developers to meet unrealistic deadlines to fatten the share holders pockets.
    (1)
    Last edited by Bled; 06-16-2011 at 01:29 PM.

  9. #9
    Player
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    Quote Originally Posted by Bled View Post
    I love FF XI combat and i agree that they should have just implemented the same battle system from the beginning. However i also understand that we can not just keep reproducing things and new ideas need to be formed. The original FF XIV battle system was an attempt to create something new, a fail, but definitely a attempt at "revolutionizing" MMO battle systems.

    FF XIV tried something new and failed miserably, i don't knock them for trying they just didn't listen to anything we said in beta...
    See that is how i think about it. But now they need to find a way to revolutionize AA. lol That would be hard to do but there are ways to do it. Skillchains - Combos - Etc. can be utilized differently to add to this system, they don't have to be like FFXI.
    (2)

  10. #10
    Player
    viion's Avatar
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    Quote Originally Posted by Bled View Post
    I love FF XI combat and i agree that they should have just implemented the same battle system from the beginning. However i also understand that we can not just keep reproducing things and new ideas need to be formed. The original FF XIV battle system was an attempt to create something new, a fail, but definitely a attempt at "revolutionizing" MMO battle systems.

    FF XIV tried something new and failed miserably, i don't blame the developers for trying they just didn't listen to anything we said in beta... I feel that there is a lot more shady dealings going on in SE corporate structure rather than the developers.

    This game was way to hushed at release and way to rushed for any developer to be proud. FF XIV is a victim of what many games are suffering from these days, greedy corporate pressure on the developers to meet unrealistic deadlines to fatten the share holders pockets.
    I guess it can hurt to try?

    Oh wait... over half a million lost members and $148million loss XD (though not all related to XIV).

    I guess it does hurt to try.

    Its not even about being rushed too, they started back in 05, and must of worked on it for at least 3 years and even had the full support of most of SE's employees due to the Crystal Tools engine.
    (0)

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