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  1. #21
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Dirich View Post
    1. Why the need to keep the saddle-bag something separated from normal bags? How does it increase the playing experience? Restriction can enhance the playing experience, but these do not.
    It's not meant to increase the playing experience. The way the client/server interaction works is that there is frequent state syncs, where the server sends the full state to the client, including inventory. More inventory = more data to send. Multiply that by thousands of people logged in simultaneously and the server load becomes significant. YoshiP has said they can't easily increase inventory space due to this problem.

    Chocobo saddlebags are a seperate thing. The primary difference is that they aren't available while crafting and they aren't available in dungeons. For crafting, that lets them ignore that extra state while crafting is going on. In dungeons, it means they don't have to transfer the contents of them to the instance server, as you don't have it available there. It also means less state transfer, because as it's locked out, the client doesn't need to know about it.

    This stems from design decisions made in 1.0 that were frankly poor decisions but that everyone is stuck with now. Changing that stuff is hard in a game in production, would require significant resources, and would likely lead to instability once a new version was pushed out at scale. While it'd be a useful exercise, it's hard to get the time and budget to justify it when people want that budget going to new content.

    Saddlebags were added the way they were specifically because it allowed them to add more storage (something people wanted) in a way that doesn't overwhelm the existing infrastructure and netcode. They know it's suboptimal, but that's the price of technical debt. (A better optimized MP game would sync initially and then simply keep track of changes on both ends, doing fewer full syncs. That helps server load significantly, but opens up the risk of desyncs in the client state. Which is why changing it is so hard.)

    2. Why opening the MB must close my bags, even though I can actually have my bag open when I use it (if I re-open it later)? Why instead the saddlebag need to be restricted from opening when MB is open? (double confirmation is when you popup a "are you sure" dialog box as a consequence of my click to execute something)
    I don't know why inventory bags would close in that case. For saddlebags being closed and unavailable, see my previous answer.

    4. MB prices not visible from retainers means I need to go back and forth (or use paper to take notes) when I need to sell multiple things.
    If it's an item you or your retainer has, you can see prices at your retainer by using the option to list it for sale. You can see prices and historical sale prices without actually listing it for sale from that dialog.

    5. Why do you need to waste my time with useless pauses? When NPCs emote during a conversation (walking away at the end included), when I auto-skip an already seen cutscene etc. Granted they last 1-2 seconds or less, they still have no reason to be. It's not immersive, and it's not enriching gameplay.
    NPC emotes in a conversation are part of immersion. If you don't like it, that's cool, but that's a deliberate design decision. I like them, it feels like talking to someone instead of getting a glob of text like what WoW would give me.

    My understanding on cutscene skips is that the skip option is client side. So the way the code works is you trigger the cutscene by whatever condition activates that (getting to the end of the dungeon or whatever), and the start of the playing code is what checks if you should skip or not. If true, it bails out. Moving it to check before going into the cutscene viewing code (ie: at the trigger condition point), would make the code more complicated.

    Fundamentally, there's lots of non-optimal stuff in this game on the technical side, due to there being a lot of bad decisions made in 1.0 and 2.0 being built off that. It kinda sucks, but it's the way it is now, and it'd take considerable time and budget to fix it all.
    (9)
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642

  2. #22
    Player
    Squintina's Avatar
    Join Date
    Oct 2014
    Posts
    1,054
    Character
    Squintina Nightgard
    World
    Faerie
    Main Class
    Scholar Lv 100
    There are a lot of poor design choices in this game when it comes to items and menus.

    People have complained about these many times over the past years and nothing is done, so it seems we're stuck with them.

    On top of the ones you mentioned there's also:
    Can't accept party/linkshell invites while doing [enter just about anything that has a menu here]
    Can't use a variety of items while mounted or doing [enter just about anything that has a menu here]
    Can't start a leve while mounted
    Can't do fully bulk repairs
    Can't dye or unglamour while in inn
    Many bulk exchanges that don't exist (*cough* potd hoards*cough*), making people waste time just handing in items over and over and over. The only one that's tolerable is the Diadem one because at least that one has "next" button that's easy to spam click.

    Pretty much every day something makes me go "ah....SE...."

    I put up with it because I like the game as a whole, but I do wish sometimes that they'd do a whole patch just with QOL improvements and nothing else.

    People will white-knight individual things because individually they're not that bad. But as a whole, there's so many of them and it's just so frustrating, especially when other games don't have these obvious and basic QOL issues and it's like "how did they not notice how annoying this would be....".
    (4)
    Last edited by Squintina; 03-07-2018 at 02:00 AM.

  3. #23
    Player
    Ageofwar's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    1,096
    Character
    Age Ofwar
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Dirich View Post
    Everybody keeps blaming the legacy code. Not sure how you got that insider knowledge, but there's nothing I can reply to such points as I don't know their codebase.
    Well looking at your charicter card I'm guessing you have close to zeroknowledgeof the transition of FFXIV (1.0) to FFXIV:ARR (2.0) in which the game was taken offline for around 3 months while all FFXIV charciters were converted to FFXIV:ARR.

    it's due to this process I believe that there is still 1.0 code on the server side which made this pocess as easy as posible with minimal loss of user data
    (1)
    Age of War


  4. #24
    Player
    Neophyte's Avatar
    Join Date
    May 2015
    Posts
    940
    Character
    Mim Silmaril
    World
    Phoenix
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Dirich View Post
    That is not the design reason, it is the design choice.
    They chose to have it act like a retainer inventory. Why though? The answer to the question is what I call the design reason.
    Well, then you missed the few occassions where they explained the 'why'.

    Whenever you join a duty all items from inventory get 'transferred' to the duty server with your character.
    Saddlebag inventory doesn't, so in the end we have more inventory space without needing the game to transfer more data.
    (1)

  5. #25
    Player
    aesteval's Avatar
    Join Date
    Jun 2015
    Posts
    956
    Character
    Tae Sylphanas
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Dirich View Post
    That is not the design reason, it is the design choice.
    They chose to have it act like a retainer inventory. Why though? The answer to the question is what I call the design reason.
    It's increased storage space for the player without a persistent increase in network traffic that apparently comes from regular storage. Check live letter's / interviews from around Stormblood launch regarding increases in inventory space and the limitations that the dev team encountered.

    Granted this will likely lead to questions about why inventory and network traffic functions as it does in the first place. I'll let someone more familiar with the 1.x to 2.0 transition field that.
    (1)

  6. #26
    Player
    MaloraYuki's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    210
    Character
    Malora Lyra
    World
    Lamia
    Main Class
    Bard Lv 90
    Because that’s how they chose to design it, using their resources? I mean their game they make the decisions. Seems like a waste to complain about a design feature you dont have a say in. I’m just happy we got the extra space of the chocobo bag.
    (3)

  7. #27
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Dirich View Post
    That is not the design reason, it is the design choice.
    They chose to have it act like a retainer inventory. Why though? The answer to the question is what I call the design reason.
    Because chocobo saddlebags are not your inventory.
    (1)

  8. #28
    Player
    Dirich's Avatar
    Join Date
    Feb 2018
    Posts
    35
    Character
    Shard Baneshyr
    World
    Omega
    Main Class
    Thaumaturge Lv 64
    Quote Originally Posted by Tridus View Post
    your post
    Thanks for the very in depth reply.

    I don't see why the state of the inventory must be constantly synced with the server. If it's closed, no syncing is necessary, if it's open, you can sync on action (which is low rate due to being human interaction) or even batch the changes (at risk of losing the batch in case of crashes). Also, as you mention, this stuff is done by transmitting the changes and not a full snapshot of the state.
    Ok, it's from 1.0, but how on earth can a major software house that's been around since the 90s (at least and afaik) end up with issues of such a basic nature. It's literally programming 101. Then again, I've seen codebases where literally everything was handled via the equivalent of std::list, so maybe I should wonder why this kind of stuff still surprises me.

    5. I think there's been a small misunderstanding. I'm not against emotes in dialogues, those do add to the immersion. What I am arguing is that there is no reason to block character movements while a moogle is waving his hand, turning around and walking into the sunset.
    The example is one of many from the daily moogle tribe quest. After a month of doing them, I just skip the text, but I can't skip that 1-2 seconds pause of wait for the moogle emote script to end, even though my character is not doing any emote.

    3. I updated the second post with an example of excessive double checking: teleportation. Excessive to ask for confirmation since you can stop the teleport cast anyway.
    (0)

  9. #29
    Player
    Squintina's Avatar
    Join Date
    Oct 2014
    Posts
    1,054
    Character
    Squintina Nightgard
    World
    Faerie
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Dirich View Post
    Ok, it's from 1.0, but how on earth can a major software house that's been around since the 90s (at least and afaik) end up with issues of such a basic nature. It's literally programming 101. Then again, I've seen codebases where literally everything was handled via the equivalent of std::list, so maybe I should wonder why this kind of stuff still surprises me.
    Oh I can answer that one.

    Handling data for offline games is simply not the same as handling it for online games. With offline games it mostly comes down to console itself (ram, cpu). With online games you have to account for bandwidth and the amount of people pushing said bandwidth at the same time.

    With that same thinking there's also a difference in games that are online but with a smaller data scale (such as the Triad online game that existed) and an MMO with inventories.

    FFXI was their only other data-heavy online game before this and it was a completely different team working on it. Simply speaking, whoever worked on 1.0 didn't have the large-scale online experience for it. They then chose to reuse some of the assets of 1.0 for 2.0, not fully thinking out into the future (and honestly given what happened to 1.0, who'd have thought 2.0 would become so popular? They mostly just wanted to get it to be good enough to stop being a big stain on their brand)

    Of course they need to figure out how to get away from the 1.0 base code or else this game won't last many more expansions.
    (0)

  10. #30
    Player
    Dirich's Avatar
    Join Date
    Feb 2018
    Posts
    35
    Character
    Shard Baneshyr
    World
    Omega
    Main Class
    Thaumaturge Lv 64
    Quote Originally Posted by Penthea View Post
    Because chocobo saddlebags are not your inventory.
    If I had asked "why is this round" and you had answered "because it's not a square", you would have given me about the same insight as you gave me with this reply.
    Thanks for the try though.

    P.S.
    Just in case, I'm not mocking you.
    What I was "asking" is "why are they not the same", and your answer, interpreted literally, is "because they are not the same"...
    Now, giving you the benefit of the doubt, maybe you where implying all the technical details others, like Tridus, explained. But you didn't explain anything, and I clearly was not aware of them, so your answer is not providing any information, it just looks like a tauthology.
    Bottom line, it might lead to less misunderstanding if you were to articulate your point a bit.
    (0)

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