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  1. #1
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    Rentahamster's Avatar
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    Poll: Seamless+CopyPaste VS. Zones+Variety

    UPDATE! (Original Post further below)


    Quote Originally Posted by Rentahamster View Post
    Judging by the roadmap to 2.0, the dev team is taking the direction that most of us apparently want.

    http://wdl.square-enix.com/ffxiv/dow...Outline_EN.pdf

    Good job folks, for voicing your opinions so clearly. The only thing I regret is doing the very first "poll" thread which undoubtedly spawned so many more of these annoying threads

    The current maps in FINAL FANTASY XIV
    are not only massive, but allow for seamless
    passage across wide expanses of the realm.
    In order to maintain this seamlessness,
    however, we were forced to heavily reuse
    assets, resulting in static, repetitive areas.

    To provide our users with areas that feel
    fresh and dynamic throughout the extended
    lifespan of the game, we are both revamping
    and redesigning area maps. We hope that
    this, in turn, will equate to increased
    opportunities for adventure.
    ・Abolishing seamless areas to allow for more dynamic map design

    ・Implementing at least three unique themes to each area

    ・Complete overhaul of enemy and object placement using revamped development tools

    We will continue to balance and improve existing maps to ensure an exciting,
    stress-free experience while playing during the months leading up to the unveiling
    of the new Eorzea.


    Original Post:


    Well, according to the developers, certain memory issues due to high resolution textures are the reason that they need to reuse a lot of assets in this game (found the quote)

    http://www.pcgamer.com/2010/11/15/in...happy-players/

    PC Gamer: Recently, players have been posting videos of terrain they think was copy and pasted (eg. 1, 2maps showing all the relevant areas). Is that the case, and if so why?
    Hiromichi Tanaka: Since FFI, we have always used the same design to show the scenery. We have one map divided into different parts, and then we use those parts. Otherwise, the data size is going to be terabytes. So, from the memory size point of view, it’s important to compile the data size. That being said, because we wanted the game to be seamless, we do understand there’s a lack of variation. So that’s why we do want to have more unique aspects in the area, depending on what area of the game it is. However, even for the 3D version for other MMOs, using the same data is quite common in designing the game.

    PC Gamer: I understand when it’s elements of a landscape, like a tree or rock. But these seem to be whole areas, to an extent that you don’t see in something like WoW.
    Hiromichi Tanaka: One of the explanations for that is the size of the parts of the data that we use. Back in the days of FFXI and even WoW, the memory of each part was much less than what we have to use now. These days, because of the graphics, the same size of the parts costs more memory size. If the PC itself has that same size of the- has got larger in the same manner, then we can increase the map in the same way. But the same size of the data is now like ten times more memory size, so that’s really costing the game data size.

    PC Gamer: If WoW could do it then, why isn’t it doable now?
    Hiromichi Tanaka: One of the reasons why is because of the quality of the graphics – it’s different from WoW. What we’re trying to do in each part is costing more memory. Basically that’s the difference. WoW was designed a few years ago, before FFXI. FFXIV is designed with the latest graphical technology; that’s why it costs that much of memory data.
    If we had to compromise, what would you take?

    The world that we have now, with massive seamless regions, but a lack of environmental variety.

    Or

    A world that has smaller zones, with loading time in between zones, that allows the game to load a greater variety of textures per zone and give the artists more leeway to make the environments more detailed and less monotonous.


    Personally, I'd be willing to give up the seamlessness if it means a greater variety in environments. How about the rest of you?
    (26)
    Last edited by Rentahamster; 10-15-2011 at 02:26 AM. Reason: Found the quote

  2. #2
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    Like this post if you want

    The world that we have now, with massive seamless regions, but a lack of environmental variety.
    (23)

  3. #3
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    Like this post if you want

    A world that has smaller zones, with loading time in between zones, that allows the game to load a greater variety of textures per zone and give the artists more leeway to make the environments more detailed and less monotonous.
    (216)

  4. #4
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    Quote Originally Posted by Rentahamster View Post
    Like this post if you want

    A world that has smaller zones, with loading time in between zones, that allows the game to load a greater variety of textures per zone and give the artists more leeway to make the environments more detailed and less monotonous.
    I had no problem "zoning" in XI or any other game especially when a more beautiful area is awaiting me on the other side. My only issue with XI's zoning was that chat that gets lost in "limbo" while zoning, not sure how the other games worked around this but XI is the only one that I recall that zoning loses all chat that was sent or recieved while zoning.
    (3)


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  5. #5
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    Preypacer's Avatar
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    Quote Originally Posted by Keith_Dragoon View Post
    I had no problem "zoning" in XI or any other game especially when a more beautiful area is awaiting me on the other side. My only issue with XI's zoning was that chat that gets lost in "limbo" while zoning, not sure how the other games worked around this but XI is the only one that I recall that zoning loses all chat that was sent or recieved while zoning.
    I think it's based on the chat server being separate from the zone servers, so while one is loading new data, the other is continuing to stream chat text to you. Or, perhaps, it queues any chat text and then updates it once the zone loading is complete.

    When I play Age of Conan, which also uses zones, I can zone into a new area and when I load into the new one, all the discussion that took place while I was zoning will be updated in the chat log. I won't have missed a thing.
    (0)

  6. #6
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    Zenaku's Avatar
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    Quote Originally Posted by Preypacer View Post
    I think it's based on the chat server being separate from the zone servers, so while one is loading new data, the other is continuing to stream chat text to you. Or, perhaps, it queues any chat text and then updates it once the zone loading is complete.

    When I play Age of Conan, which also uses zones, I can zone into a new area and when I load into the new one, all the discussion that took place while I was zoning will be updated in the chat log. I won't have missed a thing.
    no your right The chat system have it own server like FFXIV the chat is by itself so when you zone you still getting chat. The game server could be d/c and you still can talk to others without issue to the game fully D/c you.

    sadly ffxi did not have this tho ; ;
    (0)
    Last edited by Zenaku; 05-24-2011 at 08:49 PM.
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  7. #7
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    Quote Originally Posted by Rentahamster View Post
    Like this post if you want

    A world that has smaller zones, with loading time in between zones, that allows the game to load a greater variety of textures per zone and give the artists more leeway to make the environments more detailed and less monotonous.
    101 likes! SE are any of the devs seeing these results?! Only 17 likes for the other option.
    (0)

  8. #8
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    Quote Originally Posted by Seif View Post
    101 likes! SE are any of the devs seeing these results?! Only 17 likes for the other option.
    It's been hovering at around the same ratio of about 20% for seamless vs 80% for variety ever since the thread started. Seems about right compared to the general opinions of the people I talk to about this in-game.
    (0)

  9. #9
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    Quote Originally Posted by Rentahamster View Post
    Like this post if you want

    A world that has smaller zones, with loading time in between zones, that allows the game to load a greater variety of textures per zone and give the artists more leeway to make the environments more detailed and less monotonous.
    I want a bigger world, whit bigger maps and bigger variety without any loading at all.
    Tera successfully accomplished this task, and it's even less hardware demanding than this.
    (0)

  10. #10
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    Nuru's Avatar
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    Quote Originally Posted by Matty86 View Post
    I want a bigger world, whit bigger maps and bigger variety without any loading at all.
    Tera successfully accomplished this task, and it's even less hardware demanding than this.
    Lets not go through game engines again. Please read the entire topic. lol (joking, but we've discussed this plenty)
    (0)

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