Quote Originally Posted by Kosmos992k View Post
Physics won't help long hair that either lays over the flared neck, or pools inside it. In real life, you would fold the collar, or modify the armor to let hair hang properly - or as some already suggested, change to shorter hair. I don't prefer the shorter hair much, but until the game let's me remove the clippy collars, I am forced to use shorter styles or endure annoying clipping.
Physics engines are responsible for handling clipping issues. It might look wonky for other purposes, but a proper physics engine wouldn't allow the type of clipping we currently see, because the hair and armour would be considered two separate objects that collide rather than intersect. Your point is well-taken, though, in that SE also needs to take into account hairstyles and such when designing gear in the first place.

Quote Originally Posted by SendohJin View Post
because of this
http://www.siliconera.com/wordpress/...03/photo31.jpg

nobody wants that to come back so we're okay with some clipping here and there.
I think that's a bit of a false equivalence. I can't think of a mainstream title being released in the last 5-10 years with similarly bad clipping problems. If other companies can manage it, why can't we expect the same from SE? Just because XIV 1.0 had a terribly-optimized inefficient mess of an engine doesn't mean we should all just nod our heads and accept it when they half-ass parts of the "upgraded" version.

Also, 1.0 would be an utter breeze to run on modern hardware. Hell, I had a laptop that ran it in a playable state - seven years ago. It's time to bring back the fancy shaders, high polygon counts, improved physics systems, and higher texture resolutions. The hardware can handle it.