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  1. #1
    Player
    Fyrebrand's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,188
    Character
    Friel Wyndor
    World
    Siren
    Main Class
    White Mage Lv 100
    Quote Originally Posted by WingsofWar View Post
    Companion system object has many complex and memory intensive infrastructure seeing as how its an instance of a party member that gains exp and has its own stats and skill sets. Its also likely a local object running on the client. Once summoned it acts as a special party member flag.
    Tons of MMORPGs have so-called "complex and memory intensive" AI pets -- for example, Ranger/Hunter type classes who perpetually have animal companions with them, even after they enter a dungeon. Heck, even in FFXIV, we have summoners who have AI pets that can enter the dungeon with them. The game demonstrates that it can even check to see if the pet is appropriate for the dungeon's level, and auto-dismiss before you come in, as required. There is no reason a chocobo can't also be auto-dismissed in this fashion, especially when there is no additional level check required before doing so.

    Honestly, what is the worst thing that could happen, if DF didn't flag chocobo companions as fake "party members," and just disregarded them while in a queue? Then, when the DF window pops and tells you the instance is ready, there is an extra line of text in the window that says "Chocobo companions will be dismissed before entering." So, you click OK, and before anything else happens your chocobo is dismissed. Fade to black, allow time to do a chocobo "memory dump" or whatever you call it, then enter the dungeon. Nobody has chocobos in the instance, nobody's game is trying to render a party full of people with chocobos.

    If you've played a Tank or Healer, obviously you know it is possible to have essentially an "instant" queue in DF. You could have had a chocobo companion out literally a second ago, and the game did not need to get away for a spa weekend after stressing over the "complex and memory intensive" chocobo.

    Regardless of whether it is easy or hard to fix, the fact that it was ever made this way from the start is bad enough. They invented chocobo companions. They invented Duty Finder. They decided it would be okay to implement features that clashed with each other, and couldn't/wouldn't find a way to make them work harmoniously together.

    While in a DF queue, I can be running around in the open world and fighting a hunt mark with 20+ other players and their chocobos running around me. I can be doing a leve. I can be another job entirely, with different skills, exp bar, and gear, then switch back when the queue pops. I can even go to the FC house and feed/train my chocobo at the stable, while the game keeps track of its stats and abilities.

    Square Enix is perfectly capable of programming a system that can tell the difference between a real player and an AI-controlled NPC. The only mystery, at this point, is if they put all this together completely unaware of the inconvenience it would cause players, or if it was done intentionally as a time sink.
    (0)

  2. #2
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 100
    void callCompanion(){
    if (player.status == inQueue){
    //TODO
    //Please look forward to it
    }
    summonCompanion();
    }
    (5)

  3. #3
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    You know, if it was that easy, it'd be done already. Considering it was already asked before..

    I figured this was common sense.
    (2)

  4. #4
    Player
    TessaJalloh's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    644
    Character
    Tessa Jalloh
    World
    Balmung
    Main Class
    Ninja Lv 60
    Quote Originally Posted by Exstal View Post
    You know, if it was that easy, it'd be done already. Considering it was already asked before..

    I figured this was common sense.
    programmers on the internet all know what SE's code looks like through their use of the clairvoyance function call. didn't you know?
    (4)

  5. #5
    Player
    Wishangel's Avatar
    Join Date
    Oct 2013
    Posts
    19
    Character
    S'ynclair Nunh
    World
    Balmung
    Main Class
    Archer Lv 50
    You must realize my solution involves creating an independent function whose only purpose is to merely prompt the user if they would like to continue with the action of summoning a companion before completing said action, so it shouldn't interfere with other processes, though it is still possible that it could if the player is in queue.
    (2)

  6. #6
    Player
    WingsofWar's Avatar
    Join Date
    Aug 2013
    Location
    Ul dah
    Posts
    129
    Character
    Aria Jade
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Wishangel View Post
    You must realize my solution involves creating an independent function whose only purpose is to merely prompt the user if they would like to continue with the action of summoning a companion before completing said action, so it shouldn't interfere with other processes, though it is still possible that it could if the player is in queue.
    Yeah sure i get your original post. A prompt would clearly solve the issue of removing us automatically from a DF que once we summon a companion and save us headaches by missing our que windows for a later one, and would be easy to implement IMO. However in the case of having a companion out while in que for an instance is a separate entity as i mentioned which i believe what Mugiawara was eluding to.
    (1)

  7. #7
    Player
    DefendPopPunk's Avatar
    Join Date
    Aug 2013
    Posts
    768
    Character
    Carson Warson
    World
    Siren
    Main Class
    Carpenter Lv 68
    Quote Originally Posted by Wishangel View Post
    You must realize my solution involves creating an independent function whose only purpose is to merely prompt the user if they would like to continue with the action of summoning a companion before completing said action, so it shouldn't interfere with other processes, though it is still possible that it could if the player is in queue.
    Yeah I think a lot of people missed this. lol.
    (1)

  8. #8
    Player
    Mardel's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    761
    Character
    Eru Meru
    World
    Gilgamesh
    Main Class
    Pugilist Lv 55
    Quote Originally Posted by DefendPopPunk View Post
    Yeah I think a lot of people missed this. lol.
    Yeah, I was looking at the function he posted and was wondering why he got bashed for saying it's not an easy fix when his fix is a completely different fix than what they were thinking of lol.

    That moment when you summon your chocobo and lose your 30minute wait lol. D:
    (3)
    If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.

  9. #9
    Player
    TomTom1968's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    1,348
    Character
    Tomba Labomba
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Not being able to queue for dungeons while I have my Choccobo out and leaving a queue as soon as I mount my Choccobo is something I never understood why they designed it this way initially. And I understand even less why, after one Year of FF14, this problem of inconvenience still exists. Same goes for switching character while being registered with a specific role to a Dungeon. Why on Earth can’t we have Freedom while we wait?

    Let us use our Choccobos and just disband them when the group is ready. Let us call our Choccobos while we wait for a dungeon and disband them when the dungeon is about to start. Let us change to whatever job we want and when the dungeon starts, auto-force us into the job we registered with and get rid of the cooldowns as well when a dungeon starts so we can start directly using all skills at our disposal.

    The waiting times could be eased up a lot by allowing us to do more things while we wait. Heck, I would even start some leves here and there while waiting and lose one of them if the dungeon starts in the middle of doing it. Let it be our choice and not the mandatory settings of your program code.

    We hear quite often about engine limitations and PS3 roadblocks but this is something I do not quite understand why they can’t change it in one of the minor QoL patches.
    (2)

  10. #10
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Wishangel View Post
    void callCompanion(){
    if (player.status == inQueue)
    displayWarning();
    else {
    summonCompanion();
    }
    }

    void displayWarning(){
    cout << "Are you sure you want to mount up and LEAVE the QUEUE you've been waiting "<< timeInQueue << " hours for?" << endl;
    etc etc.
    }

    seriously fix this lol! I'm tired of accidentally leaving queue after waiting for half an hour.
    Seeing as the game most likely uses lua for it's game scripts it's probably

    Code:
    --Do the good thing
    function callChampion()
        if (player.status == inQueue) then
            displayWarning();
        else
            summonChampion();
        end
    end
    (0)
    Last edited by Magis; 10-06-2014 at 10:50 PM.

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