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  1. #1
    Player
    KamikazeMan's Avatar
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    Lodovico Rivers
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    Question regarding the new graphics engine

    I'm in the dark regarding the technical aspect of what incorporating a brand new graphics engine into a game entails. However, I have a simple question that I would like somebody to answer.

    There is a lack of enemy diversity in XIV as you all know. Is SE holding back on adding new enemy models because they would have to re-create them for the current engine on top of creating them for the new one? Or would the new engine just apply changes to the rendering of the current assets on top of adding new possibilities? 2.0 is quite a long way off so it would be nice to see a decent diversity of enemies roaming the fields of Eorzea. If we can't get brand new models, perhaps tweaks to current enemies would be nice: color swap, height change, etc. I know we have a few alternatives to current models, but more would be nice
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  2. #2
    Player
    buritoslicer's Avatar
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    Mar 2011
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    Limsa Lomnisa
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    Buritoslicer Buritosandwich
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    Sargatanas
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    Gladiator Lv 50
    http://lodestone.finalfantasyxiv.com/pl/teaser/ <-- visit this and scroll down to the roadmap. There should be a bunch of drawings and concepts from 2.0. Enjoy!
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    (*) Buritoslicer Buritosandwich - CounterPost XIV of Sargatanas
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    Quote Originally Posted by Rentahamster View Post
    "Buritoslicer Buritosandwich" is one of the best names on Lindblum.

  3. #3
    Player
    KiriA500's Avatar
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    Doctor Beatbox
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    Enemies would work regardless of which engine is being used, as they're just polygonal models. The engine just tells your computer how to render the information (world/models/lighting/effects/etc).

    They haven't been making new models because I'm sure they've been busy rebuilding the world. Or they're lazy. One of those.
    (1)

  4. #4
    Player
    KamikazeMan's Avatar
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    Quote Originally Posted by buritoslicer View Post
    http://lodestone.finalfantasyxiv.com/pl/teaser/ <-- visit this and scroll down to the roadmap. There should be a bunch of drawings and concepts from 2.0. Enjoy!
    That doesn't answer my question at all.
    (0)

  5. #5
    Player
    KamikazeMan's Avatar
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    Quote Originally Posted by KiriA500 View Post
    Enemies would work regardless of which engine is being used, as they're just polygonal models. The engine just tells your computer how to render the information (world/models/lighting/effects/etc).

    They haven't been making new models because I'm sure they've been busy rebuilding the world.
    Ah alright thanks for clearing that up.
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  6. #6
    Player
    buritoslicer's Avatar
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    Buritoslicer Buritosandwich
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    Quote Originally Posted by KamikazeMan View Post
    That doesn't answer my question at all.
    Those were just concepts of what we know to come in 2.0. Also sift through the live producer videos for more stuff. Not sure what you want from us? Something SE hasn't given out yet? Were still quite a ways away from 2.0, give it a bit and more stuff will pop up.
    (1)
    (*) Buritoslicer Buritosandwich - CounterPost XIV of Sargatanas
    http://www.counterpostfc.com
    Quote Originally Posted by Rentahamster View Post
    "Buritoslicer Buritosandwich" is one of the best names on Lindblum.

  7. #7
    Player
    KamikazeMan's Avatar
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    Lodovico Rivers
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    Quote Originally Posted by buritoslicer View Post
    Those were just concepts of what we know to come in 2.0. Also sift through the live producer videos for more stuff. Not sure what you want from us? Something SE hasn't given out yet? Were still quite a ways away from 2.0, give it a bit and more stuff will pop up.
    Try to read my entire post. I know new models are coming with and after 2.0. I was clearly asking if it was possible to add more before that due to the new graphics engine they're adding. While SE hasn't given info on the new engine, anybody with knowledge on how it works could answer my question.....like KiriA500 has.
    (0)

  8. #8
    Player
    ninesunz's Avatar
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    Nine Sunz
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    From my understanding due to the persistent world (no loading zones) the server and client has to preload the models, the more models the more memory and then you get issues when you hit the memory wall.

    But i'm sure they can fit new stuff until 2.0 rolls around
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  9. #9
    Player
    KamikazeMan's Avatar
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    Quote Originally Posted by ninesunz View Post
    From my understanding due to the persistent world (no loading zones) the server and client has to preload the models, the more models the more memory and then you get issues when you hit the memory wall.

    But i'm sure they can fit new stuff until 2.0 rolls around
    So do you think it has to do with the same reason we see a lot of copy and paste terrain? Because maybe the current set up couldn't handle too many enemy types since it's trying to make the game as seamless as possible? Which would explain why various enemies just get changes and no color alterations or height changes (some do, but most don't).
    (0)

  10. #10
    Player
    ninesunz's Avatar
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    Nine Sunz
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    I believe in one of the live letters or producer letters Yoshi P. stated that because of the persistent type world the terrain is copy and paste and makes for a very boring looking world. The are reverting to loading zones in 2.0 to make the world look more lively and less copy and paste.
    (0)

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