Page 11 of 11 FirstFirst ... 9 10 11
Results 101 to 104 of 104
  1. #101
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,826
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    1. Armor textures (especially just those really terribly low-grade outliers, often right in the middle of a chestpiece or whatnot -- Crystal-patched Exarch, Hien, etc.)
    2. Hair textures
    3. The Luminous Engine issues with edge-drawing on shapes while drawing closer/further that cause said edges to look like they're flickering/sweeping/strobbing (my largest peeve)
    4. Grass perceived poly count / general appearance
    5. DX11 flickering issues from water transparencies/reflections
    6. Ground textures
    7. A subtler level of action VFX that still makes it obvious what's been cast/used without obscuring the target it's been cast/used upon...

    Those are the essentials, imo. Plenty more to cover thereafter, though, such as flora physics, better normal mapping over terrain of unique lighting effects from rain and snow (see Edge of Eternity for good, low-cost examples), better passing cloud shadows, and finer procedures for drawing in objects that don't make them seem to spawn in constantly at a set range regardless of their obviousness, etc.
    (3)

  2. #102
    Player
    TheVigilant's Avatar
    Join Date
    Jul 2015
    Posts
    172
    Character
    Seraphiel Warbreaker
    World
    Phoenix
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Shurrikhan View Post
    7. A subtler level of action VFX that still makes it obvious what's been cast/used without obscuring the target it's been cast/used upon...
    Great post!
    Can you explain what you meant by this point?
    (0)

  3. #103
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,689
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by TheVigilant View Post
    Great post!
    Can you explain what you meant by this point?
    It's been a complaint for a long time. A lot of the battle effects are very large and bright, and when enough of them overlap it's hard to see much of anything. But turning them off completely is too much and makes the game look boring, so it would be nice if there was a way to see effects but not have them be overwhelming to the point of not being able to see at all.
    (0)

  4. #104
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,826
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TheVigilant View Post
    Great post!
    Can you explain what you meant by this point?
    Mostly as Fawkes said.

    If I want to be able to see that my party's BLM has cast Blizzard III, I am damn near forced to have view of my enemy target blocked by a pillar of ice. There's very little middle ground between no party actions apparently happening and actions happening under such gaudy size, color, and frequency that enemy body language is impossible to read (despite certain mechanics specifically using such) or even their position/facing hard to know precisely.

    I want that middle ground, whereby the game can look interesting and iconic, but I can still see my target. Put another way, I want more emphasis on the animations themselves, and the patterns of the VFX, rather than on particle density and VFX size above all else.

    Were there actual affordances or interactions accordant to that, such as the enemy being frozen (stunned) but also armored by the ice, I wouldn't mind.
    (0)

Page 11 of 11 FirstFirst ... 9 10 11