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  1. #1
    Player
    casker's Avatar
    Join Date
    Apr 2011
    Posts
    406
    Character
    Ast Rid
    World
    Diabolos
    Main Class
    Pugilist Lv 50
    The core issue is NOT map design, (strictly speaking in terms of how high walls etc. are not in terms of how repetitive and shitty they may be. then again, the black shroud is a crappy zone because it adheres toyour guys philosophy of making everything bigger)

    Map design IS a problem in areas, but there is nothing wrong with the geography and inclines found in, say, la noscea. The hills are perfectly fine in terms of size. The problem is that you can't get over them. The answer is not to just make everything bigger whenever you run into a bump. Or every time you run into a log just make the log gargantuan. Part of a natural world design is going to be those small hills. Part of a natural word design is going to be non-gargantuan logs. And you need to be able to naturally overcome those without having to run around them because you are anchored to the ground.

    Making EVERYTHING, ANY possible obstacle huge to keep you from wanting to jump over it is asinine. That is not good world design. That's how you get The Black Shroud, nothing to traverse, walls are all gigantic so you can't pass them. Some things can be huge if you want them to be un-passable, but not everything needs to be huge.

    Ultimately, what you need is a tool to traverse these retarded 1-foot walls and inclines, 1-foot walls which are only actually retarded NOT because they are small, but because you can't traverse them. JUMPING is the best and most cost effective tool to get rid of these stupid situations while salvaging a natural sense of geography.
    (2)
    Last edited by casker; 06-12-2012 at 05:12 PM.

  2. #2
    Player

    Join Date
    Mar 2012
    Posts
    408
    Quote Originally Posted by casker View Post
    Ultimately, what you need is a tool to traverse these retarded 1-foot walls and inclines, 1-foot walls which are only actually retarded NOT because they are small, but because you can't traverse them. JUMPING is the best and most cost effective tool to get rid of these stupid situations while salvaging a natural sense of geography.
    Alright. I can see where you are coming from. You don't want to be hindered by small obstacles yet at the same time don't want anything that is supposed to block your straight path to be obnoxiousness huge to get the point across that this is not to be walked through.

    That last sentence is wrong however. An auto-bramble is the most effective and easiest to implement traversal mechanic. Purely from a technical stand point on behalf of those coding this mess. Not to mention the work load on the other departments of the Dev team who would be constructing the other elements free range jumping would require. Reworking of how models and armor interact. The landing animation, sound effects, collision detection and height clearances of objects in game world.

    Having the animation and the act itself become automated preserves the (oh boy here we go) immersion of realism FFXIV has brought to the table with the down to Earth yet Fantastic world they've created. Has roots in nearly every Final Fantasy before it. On top of solving the problem of having small imperfections in the world exist and bring spirit to the surroundings without becoming a hassle for the movement of the players.

    Personally I would prefer everything to remain as it is now without the vertical axis being explored but if we must have something this would be the best working model to get behind.
    (3)
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