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  1. #1
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    I love the new animations. The old ones were a lot harder to keep track of my Healer CDs, especially on controller.
    (10)

  2. #2
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    It just looks like an issue of focusing on one point while ignoring others. There was indeed an issue that it was (in the former version) hard to see when exactly some of the longer cooldowns completed. And this change does indeed make that more obvious, so it's a win on that specific point.

    Unfortunately, at the same time, it hides the icon itself which is supposed to tell us what skill is assigned to that button. If it comes down to a choice of not being certain when a button is available or not even being able to see what the button does, then I for one would like to know what the button does. Muscle memory can get a lot of it on familiar jobs, but if muscle memory was enough throughout, then we wouldn't even have icon hotbars display on the screen. It seems SE forgot what their primary purpose is.
    (10)

  3. #3
    Player
    sanosuke001's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    93
    Character
    Aiya Lorana
    World
    Balmung
    Main Class
    Thaumaturge Lv 60

    No memory? That's not true

    however, due to memory restrictions, we cannot hold data for two types of animation
    Really? Memory restrictions preclude you from having one OR another animation in use at any given time? If you change the setting and remove one from main memory you can then load the other. Only one needs to be in main memory at any point in time. I don't think people who don't like the new animation want to mix-and-match so a all or nothing swap would suffice.

    Now, if you meant "storage" then tell the PS3 kids to get bigger hard drives.
    (5)

  4. #4
    Player
    S-r-ex's Avatar
    Join Date
    Apr 2015
    Posts
    84
    Character
    Goodall Curie
    World
    Zodiark
    Main Class
    Bard Lv 90
    Quote Originally Posted by sanosuke001 View Post
    Now, if you meant "storage" then tell the PS3 kids to get bigger hard drives.
    By 3.2 the low capacity release PS3's are already screwed unless updated. Mind that the PS3 has a meager 256MB of both system and graphics memory. That wasn't much a decade ago, and still isn't much. This option might just be the drop that spills over.
    (0)

  5. #5
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by S-r-ex View Post
    Quote Originally Posted by sanosuke001 View Post
    Now, if you meant "storage" then tell the PS3 kids to get bigger hard drives.
    By 3.2 the low capacity release PS3's are already screwed unless updated. Mind that the PS3 has a meager 256MB of both system and graphics memory. That wasn't much a decade ago, and still isn't much. This option might just be the drop that spills over.
    Sanosuke's point was that this option can't be the drop that spills over because it doesn't add even a drop. There is no extra memory requirement by offering multiple options of how to display something, because regardless of how many other options a player could have chosen from, only the one they actually do choose will get loaded into memory. Hiroshi Minagawa's claim that "due to memory restrictions, we cannot hold data for two types of animation" is total baloney because the machine's memory wouldn't be holding data on both types of animation, it would only hold one or the other.

    Both types would be held within the application's data files, of course, so there could be a slight increase in hard drive storage space, but the storage of an extra cooldown animation would be pretty trivial compared to the amount of other new stuff that's continually added and loaded into everyone's system regardless of which pieces of it they're actively using. And in any case, hard drive space isn't a major limiting factor on any of the platforms the game runs on since they all allow for hard drive upgrades. (PS3, for instance, which is where the memory limitations are so stringent, can use a hard drive of over two terabytes, roughly a hundred times the size of FFXIV.)
    (6)

  6. #6
    Player
    Nutz's Avatar
    Join Date
    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Niwashi View Post
    Sanosuke's point was that this option can't be the drop that spills over because it doesn't add even a drop. There is no extra memory requirement by offering multiple options of how to display something, because regardless of how many other options a player could have chosen from, only the one they actually do choose will get loaded into memory. Hiroshi Minagawa's claim that "due to memory restrictions, we cannot hold data for two types of animation" is total baloney because the machine's memory wouldn't be holding data on both types of animation, it would only hold one or the other.
    I'd love to tell you that you're right about that because it seems so sensible, however, he explained exactly why that is not the case. It may seem to be poor implementation, and perhaps it is, but the implementation that they are using according to the dev post is an entire packet of hotbar images all loaded at once such that every conceivable icon that could be on a hotbar (and as such any recast animations) are all held in memory at once. He mentioned that there are some exceptions, presumably for icons that change (MNK's chakra perhaps) or for whatever reason don't need to be in memory and for which some display lag would be acceptable. Something that would be called every couple of seconds at least in battle doesn't qualify.

    I can't tell you why the recast animation can't stand alone outside of the packet of other hotbar icons or anything, just that the dev post specifically said that it can't and I have to believe he knows something that I don't.

    On another note, I do wish they had just put a 0% saturation filter over the icon while it was on cooldown. The circles do obscure the image enough that if you're at all confused about the icon or placement on your hotbar you'll have (more) problems. I experienced this yesterday coming back from a fairly long break from the game. I was wrestling with muscle memory telling me one thing but visually being unable to confirm what certain icons were (without hovering over them to read). A minor annoyance that will probably pass, but I think there would be better ways of indicating something is on cooldown (even to the last millisecond) than obscuring the image this much.

    I sympathize though. I'd like grayscale images for abilities that are on cooldown and other people may think that's a terrible idea.
    (0)

  7. #7
    Player
    GleepWurp's Avatar
    Join Date
    Jan 2016
    Posts
    27
    Character
    Mandos Meikle
    World
    Malboro
    Main Class
    Bard Lv 66
    I''m definitely having more trouble seeing the cooldowns with this new adjustment than I was before. Would love to disable it.
    (8)

  8. #8
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Need to remove the circles entirely. The greyed out boxes with the recast counter in the corner for me. would have been enough.

    the circles block out the entire icons even more so on smaller ui scales. i'ts not so bad if I put my hotbars upto 110% or more but that makes them massive.

    The numbers are great. It's just the circles that need to go. or be optional

    also wonder how 90% of the testers approved the design if they also bought up the same issues?
    (4)
    Last edited by Dzian; 02-25-2016 at 10:23 AM.

  9. #9
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    oh come on remove the circle and put the CD timer in the middle instead.... i beg u!



    just using "that" game because more players know about it....but the CD timer on the middle has been a thing for what? 12 years?

    some1 asked 2 years ago this on reddit..........the answer was : U CANT



    now we have numbers....and are so small that u can barely see ....plus a circle moving that distract u from this cooldown timers...

    im sad , the patch is awesome and im enjoying the game , but come on why everything needs to be so complicated or cumbersome in this game ?
    (21)
    Last edited by Warlyx; 02-25-2016 at 10:17 AM.

  10. #10
    Player
    dark494's Avatar
    Join Date
    Aug 2013
    Posts
    295
    Character
    D'momo Pascal
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    I quite like the circle and recast numbers where they are. It's a huge visual improvement for myself and many of my friends and FC members.
    (4)

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