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  1. #1
    Player
    Klive's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    http://forum.square-enix.com/ffxiv/t...940#post589940

    From Yoshi

    ■Casting spells after moving ■

    This is in regards to the time it takes before being able to cast a spell after moving, which we have received a lot of feedback on. There are two reasons for this specification.

    ①The time it takes to communicate between the client and server

       ⇒This can take up to 0.3 seconds for transferring packets, plus the response time.
        As an online game, this is unavoidable. (In order to prevent cheating, we cannot use the client only)

    ②Inability to cast due to movement intertia after stopping

       ⇒We have reduced this spec as much as possible while maintaining the quality of our graphics.
        Similarly to when /facetarget is used, if we reduce the inertia period any more, we would have to remove it. Since inertia is mapped in the server, it is not possible to cast spells during this time.

        With that said, my decision is:
        “If /facetarget is not used, minimize the negative hit to graphics quality”
        “If /facetarget is used, prioritize performance over graphics quality”
       
    I believe that this is the limit to what we can accomplish before the 2.0 re-launch.

    Of course we have considered forcefully stopping the movement of the character’s feet as soon as a spell is cast, but this would be too substantial of a change. Also, we plan on implementing spells that can be cast while moving in version 2.0, so we would like to avoid this idea. (It would also be very difficult to separate spells between those that can/cannot be cast while moving, but we have more time to spend on this issue.)
    (3)
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  2. #2
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by yoshi-p
    (It would also be very difficult to separate spells between those that can/cannot be cast while moving, but we have more time to spend on this issue.)
    WHAT !! no its not, you just remove any movement check from the individual spell.
    (0)
    Last edited by Jinko; 03-15-2012 at 06:43 AM.

  3. #3
    Quote Originally Posted by Jinko View Post
    WHAT !! no its not, you just remove any movement check from the individual spell.
    You appear to be a programmer for Square Enix and working with the Crystal Tools, which is in-house to Square Enix only, can you tell me why the overseer and one who actually can work with the tools would be lying about the difficulty of something regarding an engine toolset that wasn't designed to run MMOs in the first place?

    I'd rather hear your explanation, as one of their programmers, than the reasoning from the director and producer of the game.
    (3)

  4. #4
    Player
    Reaujien's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    255
    Character
    Reaujien Reveille
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Elexia View Post
    You appear to be a programmer for Square Enix and working with the Crystal Tools, which is in-house to Square Enix only, can you tell me why the overseer and one who actually can work with the tools would be lying about the difficulty of something regarding an engine toolset that wasn't designed to run MMOs in the first place?

    I'd rather hear your explanation, as one of their programmers, than the reasoning from the director and producer of the game.
    You know, I was thinking the same thing! LOL I'd like him to tell us where in the millions of lines of code between the server and client programs this "simple" fix exists. As a software developer I've only had the privilege to build a couple small games with a very trivial 2D graphics "engine" (if you want to call it that), and even the seemingly simplest of changes/alterations can take days to program (and when you're the ONLY developer that pretty much halts the project) - multiple that by 10,000 (if not, more) for this game. Anyway, I had a laugh reading it too, heh!


    As for the casting changes it only took me 5 min to adapt by simply putting "/facetarget" on line1 of all my macros *shrugs*
    (0)