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  1. #1
    Player
    Nyalia's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,683
    Character
    Neri Feralheart
    World
    Faerie
    Main Class
    Paladin Lv 90
    Using XIVDB, I've counted 2,800 "development abilities" (monster skills). Subtracting the few that are untranslated from Japanese for some reason (maybe they're never displayed?) and the duplicates and the mount abilities and so on, it's more like ~2,600. That's a lot of new terms to add. I suspect that's what the dev team is hesitant to include.

    That said, only a small number actually matter. But, how do they determine what "matters?" I feel like there are at least a couple hundred that really matter for the fights they are a part of, and while you can argue that those fights aren't important, they likely are important to someone. For instance, the final boss of Toto-rak - do you include the move where she spawns an explosive pod on top of someone (I can't recall the name - silkscreen or sticky web)? What about the second bosses of Haukke Normal, who have two interruptable skills that are nice to be able to talk about if you're explaining them (Ice Spikes and ... soul drain, I think?), and the final boss has that dodgeable targeted attack Void Thunder III, and it's not obvious you can dodge it by running behind her. And what about non-bosses? "Self-Destruct" is important to know to avoid in early dungeons where it's an instakill. "Final Sting" is relevant to anyone explaining Qarn.

    So, in other words, it's really a value judgment regarding what to include or leave out, even if you're just putting in abilities that are useful to be able to mention. If you're only adding stuff from current content, that's one idea, but that's 1) still a lot of slots, and 2) another value judgment about how current is "current," and when to remove them. Also, when 3.0 comes out, there will be hundreds or more abilities from "current" content. Do all of those get added too?
    (2)
    (The links below are sadly outdated. I hope to get around to updating things at some point.)
    Desynthesis Guide: http://tinyurl.com/ffxivdesynth

    Airship Guide: http://tinyurl.com/ffxivairshipguide (\v/) Airship Quick Reference: http://tinyurl.com/ffxivairshipqr
    Airship Logsheet: http://tinyurl.com/ffxivairshiplog (/|\) Airship Builder Tool: http://tinyurl.com/ffxivairshipbuilder

  2. #2
    Player
    Sadana's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,533
    Character
    Valia Rosa
    World
    Balmung
    Main Class
    Thaumaturge Lv 71
    Quote Originally Posted by Nyalia View Post
    Also, when 3.0 comes out, there will be hundreds or more abilities from "current" content. Do all of those get added too?
    You bring up a good point... if they are out of space NOW, how on earth are they going to keep up with future expansions?
    (0)

  3. #3
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,621
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Sadana View Post
    You bring up a good point... if they are out of space NOW, how on earth are they going to keep up with future expansions?
    It's not being out of space now but this.

    Say you have:
    30GB of space
    Currently using 2GB of space
    Using it for everything would be 8GB of space

    Not you continue to follow using it for everything and 6 months down the road you end up with
    Efficiently using it=3.5GB
    For everything=14GB

    6 more months:
    4.5GB
    18GB

    6 more months:
    6GB
    25GB

    6 more months:
    7GB
    34GB(over limit)

    That's what they are trying to avoid, just because they have the space doesn't mean they should use it, if they pace it out, try to be as efficient as possible with it then they won't hit the limit fast and by taking their time they can work on finding means to store more or optimize the memory used to hold the data.
    (4)

  4. #4
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Nyalia View Post
    Using XIVDB, I've counted 2,800 "development abilities" (monster skills). Subtracting the few that are untranslated from Japanese for some reason (maybe they're never displayed?) and the duplicates and the mount abilities and so on, it's more like ~2,600. That's a lot of new terms to add. I suspect that's what the dev team is hesitant to include.
    Hi Nya,

    Actually I wrote about this in my post / request. I'm only asking for the highest level End Game Raid's attacks to be added. There's no value judgement with that.

    From measuring the Raid with the most amount of Coordination / Planning / Communication that's needed, is where the Attacks should be added from. In this case, the current highest level Raid is Final Coil.

    Of course, in an ideal world I'd love to see all Attacks added, but that's just not going to happen right now (sadly).

    And I also addressed the question about space in the future:

    * They can deprecate and REMOVE Attack Names after a certain amount of time / Item Level Increases (Patches), to make more space.

    Is it ideal? No. Is it slightly more work on the Localization Team to Delete Text Entries and then Add New Ones every few Patches? Yes.

    But I think the effort is worth it.

    And hopefully they consider revamping the Auto-Translator to be more robust and useful (and contain / bring up more Words) in the future. Thanks.
    (1)