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  1. #1
    Player
    Enepttastic's Avatar
    Join Date
    Apr 2011
    Posts
    83
    Character
    Valaerin Mathens
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Themis View Post
    <snip>
    Note that I said it would be time-consuming to do it now, since there was a distinct lack of common sense when developing the companion system. Being able to queue while one's chocobo is out is something that should have come up during the design phase and either decided for/against. Two out of three possibilities(didn't come up, decided against) show poor usage of common sense during the design phase, similar to how chocobos weren't originally able to be ridden while summoned.

    As for it "evidently" not allowing for a fix, there's no proof of that. Merely proof that, as of the moment, it's considered enough of a non-issue to warrant spending the man-power to either figure out a solution or to code it in.

    Admittedly, I'd have to have a first-hand look at the logic behind the coding before I could say, for a fact, how time-consuming it would be to implement, but considering that in just a couple of minutes, I have several different ideas(many utilizing logic that's ALREADY EXISTING in the game) so no, I don't believe for a fact that it would be difficult at all, merely time consuming and the fault for that lays directly upon those involved in the design process.

    Quote Originally Posted by Hulan View Post
    To be clear, this does not make them bad programmers, it's something that happens all the time especially on evolving projects like MMOs. Imagine you are building a Car, and you build a Ferarri sports car, then someone comes in and says "Ok, now make it seat 5 people." It's impossible. Yes you can make a car seat 5 people, but you can't make that car seat 5 people.
    Except that programming does allow for going back and tweaking previous work to facilitate the new concepts. While not impossible, it's a little harder to do changes like that for physical items without making previous work wasted. That said, I'm going to repeat this: I doubt this is a problem the programmers caused, the issue was created during the design phase for chocobo companions and should have been considered/planned for then.

    Quote Originally Posted by melflomil View Post
    Yes let's do this and Game breaking bugs gets introduced me.
    So, updates as normal then eh?
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    Last edited by Enepttastic; 06-11-2014 at 07:42 AM. Reason: Idiotic 1k char limit...
    Until now there have been mainly two means of progression: the first being defeating powerful enemies in end-game content to obtain high-item-level equipment, and the second being collecting Allagan tomestones to purchase gear. The Zodiac Weapons do not have the restrictions of these two methods, but are designed to take a long time to complete.
    Current Tome Requirements for Zodiac Weapons:
    225+900+13500+1500= 16125
    Additionally: Post limits are, flat-out, completely idiotic. 1k char limit's stupid to begin with but 20 posts a day? Seriously? What the hell SE?

  2. #2
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Enepttastic View Post
    Except that programming does allow for going back and tweaking previous work to facilitate the new concepts. While not impossible, it's a little harder to do changes like that for physical items without making previous work wasted. That said, I'm going to repeat this: I doubt this is a problem the programmers caused, the issue was created during the design phase for chocobo companions and should have been considered/planned for then.
    It was a metaphor. One that I thought at the time was quite clever, but clearly not. I am - in fact - a professional developer (though I will grant those who claim as much are a dime a dozen around here); and while I do not claim to be perfect at my job, I am very good at it. You can, of course, go back and change old code, but doing so carries its fair share of risks. What you say has merit, but you cannot plan for everything, and what is done is done. Saying that they should have seen the need for companions to not conflict with the duty finder system is all well and good, but they did not, and I find it quite believable that it is now in a state where changing it would take fundamental reconstruction of at least one subsystem to accomplish.

    Making something "right" the first time requires a complete understanding of the final product. Unfortunately, MMOs do not have a final product; they continue to evolve and change. One lack of foresight early on can have rippling effects for years. I am not so quick to forgive people for slipshod code, but I also understand the magnitude of the undertaking an MMO represents. Getting everything right is nigh on impossible, and even a seemingly good design decision can have unexpected consequences. Does that exempt them from the culpability of not foreseeing this issue? Maybe, probably not. But that wasn't the question. The question was, "Is it really that hard?". And the answer to that is: almost certainly. This issue involves a lot more than just "Is the chocobo in the party?" It touches on fundamental server architecture questions that we don't even know the question to find the answer to.
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