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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Everything in this game is completely scripted, to the point where you can write out a spreadsheet with the exact timestamps at which every boss ability occurs and plan out all your cooldown uses in advance. Just get the playerbase to submit a list of boss abilities, their timestamps, and their respective damage types, and tell the dev team to get out their crayons and colour them in.

    It's not that they can't do it. It's because they either don't want to or can't be bothered to.
    (5)

  2. #2
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Lyth View Post
    Everything in this game is completely scripted, to the point where you can write out a spreadsheet with the exact timestamps at which every boss ability occurs and plan out all your cooldown uses in advance. Just get the playerbase to submit a list of boss abilities, their timestamps, and their respective damage types, and tell the dev team to get out their crayons and colour them in.

    It's not that they can't do it. It's because they either don't want to or can't be bothered to.
    I totally agree with you but i definitely feel like the translation of the question submitted may have been off. I remember one suggestion like "i just want to know what is magic damage and what isnt". I dont remember anyone asking for a pop-up window lol. The question seemed bizarre to me to be totally honest. We have green damage numbers for health regeneration, they could do something like yellow or purple for magic damage recieved.
    (2)

  3. #3
    Player
    Stepjam's Avatar
    Join Date
    Jul 2019
    Posts
    1,203
    Character
    Gabriel Morgan
    World
    Adamantoise
    Main Class
    Dark Knight Lv 100
    I still do think for abilities with cast bars, they could change the color depending on whether it's phys or magic. Presumably can't be that hard to implement. Of course abilities without cast bars you still gotta figure out the old fashioned way, but it would be a big step forward.
    (2)

  4. #4
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    The amount of technical debt they managed to get themselves into with this game is pretty amazing. I mean, I sort of get it, 2.0 was a rush job and no way they expected the level of success they are seeing nearly 10 years later.

    Well, hopefully 6.0 is the last expansion for this game because it's becoming painfully obvious how long in the tooth this game is getting to be. I am sure YoshiP is feeling the same way and would love to be able to start again fresh and be able to design a game that isn't so bound by technical limitations and memory constrains that apparently can't be worked around without reworking everything.
    (3)

  5. #5
    Player
    Videra's Avatar
    Join Date
    Nov 2018
    Posts
    738
    Character
    Videra Svenay
    World
    Balmung
    Main Class
    Warrior Lv 83
    Small indie company, please understand.
    (4)

  6. #6
    Player

    Join Date
    Jul 2020
    Posts
    1,759
    Not sure if it's any clearer, but from the digest:

    Q: I think it’d be convenient if the flying text for damage dealt by enemy attacks could indicate whether the damage is physical or magical, are there any plans for something like that in the future? It’d affect content difficulty, so I understand that it may be difficult to do so...
    A: If we’re strictly speaking about whether it’d be possible or not, it’s possible. However, the data relayed to the damage displaying UI doesn’t contain an indication of whether the damage is physical or magical. Implementing this feature would likely make the packets of data larger, so it’s hard for the UI team to determine whether it’d be possible or not.

    Yoshida: Even if the packet sizes were increased, it would still be considered possible from a technical standpoint. However, there are other reasons why this sort of feature hasn’t been implemented. For high difficulty content, we’re constantly making balance adjustments up till patch release, and one aspect of that is determining whether each enemy attack will deal physical or magical damage. From time to time, we’ve had cases where a method that allowed you to ignore mechanics was discovered right before the deadline for patch release.

    This is sometimes resolved by changing physical damage to magical and vice-versa, and reflecting this sort of change in the flying text would require another several days of QA testing. This would in turn affect the patch schedule, so we’ve intentionally refrained from implementing such a feature in favor of securing a more stable schedule for patch releases.
    (3)

  7. #7
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by linayar View Post
    Not sure if it's any clearer, but from the digest:
    In other words: We think we could, but we haven't tried and don't have any intention at this time despite players asking for years

    I really don't see what's hard about "If X is 1- output text as blue ELSE- output text as red" on the client side settings where X being 1 is magical and 0 (the value returned by ELSE) is physical and the option to disable the setting with it disabled being default if they are worried about server strain.

    Ok, so maybe there's non magical, non physical damage which would explain why certain programs are thrown for a loop, but you get the idea.

    yoshi-p's statement there really isn't a justifiable reason, the display of attack types would make it easier on the QA team to find these fixes, it would still output the same amount of data in practice (either a 1 or a 0)
    (2)
    Last edited by Recon1o6; 10-20-2020 at 06:58 PM.

  8. #8
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Recon1o6 View Post
    I really don't see what's hard about "If X is 1- output text as blue ELSE- output text as red" on the client side settings where X being 1 is magical and 0 (the value returned by ELSE) is physical and the option to disable the setting with it disabled being default if they are worried about server strain.

    Ok, so maybe there's non magical, non physical damage which would explain why certain programs are thrown for a loop, but you get the idea.
    There's the issue. The client doesn't get X. The damage calculation is done server side. The client gets a ton of information: whether the hit was a heal or a damage amount, what combination of a critical, direct, neither, or both it was, who used it, whether relevant positionals were hit, etc. But not what the type of damage was. We can make educated guesses; the combat log says "readies" vs "begins casting" in nearly all cases, but the gotcha there is "nearly".

    Also there is a third type of damage enemies can use, called Darkness. I don't believe there's a specific indicator that an upcoming hit will be Darkness. You just have to figure it out as they come. Darkness is different in that it's totally unaffected by the target's defense stats or debuffs like Feint or Addle. Only shields and percent reductions like Sacred Soil work.
    (0)

  9. #9
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Recon1o6 View Post
    In other words: We think we could, but we haven't tried and don't have any intention at this time despite players asking for years

    I really don't see what's hard about "If X is 1- output text as blue ELSE- output text as red" on the client side settings where X being 1 is magical and 0 (the value returned by ELSE) is physical and the option to disable the setting with it disabled being default if they are worried about server strain.

    Ok, so maybe there's non magical, non physical damage which would explain why certain programs are thrown for a loop, but you get the idea.

    yoshi-p's statement there really isn't a justifiable reason, the display of attack types would make it easier on the QA team to find these fixes, it would still output the same amount of data in practice (either a 1 or a 0)
    I think there are 3 types of damage(please correct if I'm wrong) , physical, magical, and dark(true), so a 0/1 system cannot work, honestly I think they don't want to do it because they would feel obligated to get colorblind mode to work for it which would increase QA time as you would need to check everything is coming out the same colour as colorblind mode has configured on top of the base colours so 2x current amount of running stuff to make sure all systems are good.

    Also would there be 4 or 5 colours going around?(physical damage, magical damage, magical heal, physical heal-honestly unsure if this is a thing but potions don't seem magical so unsure, dark) that may start to get a bit of a cluster with player damage numbers/colours on top at least during 1st time and prog much less so on farm.
    (0)

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