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  1. #171
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    Onidemon's Avatar
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    Quote Originally Posted by Elexia View Post
    Swimming content? No. Underwater content like Ruins (FFX/FFXI etc)? Sure.
    I stopped playing FFXI a while back... how did they manage underwater content without swimming?

    Also could you specify why you are against swimming being added?
    (0)

  2. #172
    Underwater content was just ruins that were visibly underwater, as in:
    http://wiki.ffxiclopedia.org/wiki/Al...Undersea_Ruins

    The engine for this game really wouldn't produce good swimming content since based on how XIII's physics were, while they're solid, with everything being placed serverside including needing actions confirmed before even being sent to the server for XIV it would just be..a mess lol.
    (0)

  3. #173
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    Quote Originally Posted by Bita View Post
    yes but swimming around with plate mail on is just wrong.
    Because standing still while tanking a giant dragon that breaths fire and his claws are 5 times the size of your character is a very realistic scenario .......
    (3)

  4. #174
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    Onidemon's Avatar
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    Quote Originally Posted by Elexia View Post
    Underwater content was just ruins that were visibly underwater, as in:
    http://wiki.ffxiclopedia.org/wiki/Al...Undersea_Ruins

    The engine for this game really wouldn't produce good swimming content since based on how XIII's physics were, while they're solid, with everything being placed serverside including needing actions confirmed before even being sent to the server for XIV it would just be..a mess lol.
    See i'm wondering where this info is coming from. You're not the first one to mention this but i wasn't able to find that info anywhere on the web. Where exactly did SE mention that Crystal tools had a limitation for rendering water? Plus i thought the game was rendered client side too.

    Swimming animation are not an issue... it can be done with any engine.. it is just character animations. Water physics is another thing but keep in mind that FFXIII was not designed for swimming so it is by no mean any indication of the capabilities of the engine. Even if water physics are not in Crystal tools by default, which i find hard to believe since it is a pretty recent engine and that is kind of a standard feature, it can be programmed into it..... If SE wanted to make another FF game like FFX i don't think they would make a brand new engine to support underwater content/mini games etc....
    (1)
    Last edited by Onidemon; 05-07-2011 at 04:41 AM.

  5. #175
    It's not the rendering, it's the mechanics behind that would be sluggish because all of XIV's interface issues are due to the fact everything has to go through the server rather than the typical Client > Server > Client. It's more like Client > Server > Server > Client, every action has to be registered with the server then you need to get a response from the server for that action then you get the desired outcome, which is why they've mentioned needing to optimize the servers still even though they're stable excluding market wards. It's not an issue in animation rendering as that's the whole purpose of CT lol, it's more on the mechanics side of thing.

    CT is more of a cinematic engine, they've admitted it was a mistake to go with this engine initially, (http://www.finalfantasyunion.com/new...take--855.html), since the engine was more designed as a supplement, cinematic and compatibility engine, it's not an adequate gaming engine. Even recently UE got seamless transitions going efficiently, whereas CT had it just prior that update. So CT does the job, but it's main focus was for cinematics.

    XIV is horribly optimized, a lot of it is due to the choice of making the interface serverside which iirc, was to be done as a "RMT countermeasure", every update the response time gets a bit better, but there's still a noticeable delay which isn't present in any game that uses client side interfaces. Another example is Active/Passive mode, ignoring the animation lock, you can get a noticeable delay in switching when the server is having issues, whereas in XI, even if you have animation delay/lock, your client sent the info and the server confirmed it and you're already attacking even without seeing the attacks, in XIV? You need server responses for everything, that's why swimming mechanics would just be..sloppy based on the current game architecture.
    (0)

  6. #176
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    Onidemon's Avatar
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    Quote Originally Posted by Elexia View Post
    It's not the rendering, it's the mechanics behind that would be sluggish because all of XIV's interface issues are due to the fact everything has to go through the server rather than the typical Client > Server > Client. It's more like Client > Server > Server > Client, every action has to be registered with the server then you need to get a response from the server for that action then you get the desired outcome, which is why they've mentioned needing to optimize the servers still even though they're stable excluding market wards. It's not an issue in animation rendering as that's the whole purpose of CT lol, it's more on the mechanics side of thing.

    CT is more of a cinematic engine, they've admitted it was a mistake to go with this engine initially, (http://www.finalfantasyunion.com/new...take--855.html), since the engine was more designed as a supplement, cinematic and compatibility engine, it's not an adequate gaming engine. Even recently UE got seamless transitions going efficiently, whereas CT had it just prior that update. So CT does the job, but it's main focus was for cinematics.

    XIV is horribly optimized, a lot of it is due to the choice of making the interface serverside which iirc, was to be done as a "RMT countermeasure", every update the response time gets a bit better, but there's still a noticeable delay which isn't present in any game that uses client side interfaces. Another example is Active/Passive mode, ignoring the animation lock, you can get a noticeable delay in switching when the server is having issues, whereas in XI, even if you have animation delay/lock, your client sent the info and the server confirmed it and you're already attacking even without seeing the attacks, in XIV? You need server responses for everything, that's why swimming mechanics would just be..sloppy based on the current game architecture.
    Couldn't they change this and have things happen more on the Client side? Maybe in a FFXIV 2.0 kind of thing. A big update that would update the game's engine. Other mmos like EVE and Aion did it.
    (0)

  7. #177
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    Swimming and jumping in MMo's leads to exploits. Eastern MMo's have the right idea keeping your feet nailed to the floor. I for one hope they don't add it, as I hate seeing people hop about like rabbits in WoW.
    (0)

  8. #178
    Hopefully they do, it's also very possible to shift things to rely on the client more, it just depends on how messy their code is and how heavily reliant everything is on it being serverside atm.
    (0)

  9. #179
    Player
    Onidemon's Avatar
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    Quote Originally Posted by Vahzl View Post
    Swimming and jumping in MMo's leads to exploits. Eastern MMo's have the right idea keeping your feet nailed to the floor. I for one hope they don't add it, as I hate seeing people hop about like rabbits in WoW.
    Exploits will always be there, Crippling the players and removing as many features as possible to avoid it is simply stupid. What eastern MMO has you nailed to the floor besides FFXI and XIV? i was under the impression that the majority of wester and easter mmos had jumping and some swimming.
    (0)

  10. #180
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    Tezz_Xivectro's Avatar
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    Exploits will always be there, Crippling the players and removing as many features as possible to avoid it is simply stupid. What eastern MMO has you nailed to the floor besides FFXI and XIV? i was under the impression that the majority of wester and easter mmos had jumping and some swimming.
    Pandora Saga is the only one off the top of my head.
    (0)

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