I keep playing. I just like to see some much needed improvements is all.That's easier said than done. They already took a big risk shutting down the first time around and it's only really paid off in more recent years. Another break is going to cost a lot more, so you'll have to bear with them as they work on different improvements. We have a graphical update coming in 7.0 next year. We've seen a number of different improvements and features added over the last year.
Try not to take it too personally, but maybe you're the one that needs to take a lengthy break if you're really not enjoying things as they are now. Change can only happen so quickly.
Woah now, improving older systems for newer Jobs? Nah, here's a useless Island that we spent way too much time on.Please understand, they are barely scrapping by with another FF on the way with their only CBUIII team(obv joke, since they don't have alot at hand, and don't mean no insult)
There is so much potential they could offer players.
Even making new Relics for old expansions would be nice too.[at this point I can hope that 7.0 opens the gates]
Even more reason to improve past content and offer more sinks.
But all in all, can only hope that the threads that cover every Lil topic eventually get implemented.
yeah but designing and coming up with a weapon the graphics team is happy with is different,They really should update any trial level 70+ (starting level of sage and reaper) with weapons for those jobs.
It would take a graphical artist a few hours at most to throw together a weapon and apply the glow.
One person, could within a week, throw together enough assets to give sage/reaper a craftable weapon from every trial in the game.
its also much easier to add a vfx to a weapon then to create a whole new weapon.
Something I posted in a different thread on this topic...SE just doesn't have the resources to spend on things like this unfortunately. Small indie company please understand.
Originally Posted by Packetdancer
Ironically, it's sometimes also actually more work at a big developer than an indie one. Indie developers tend to be light on process, which... there are benefits and downsides of that.
But sometimes it's a huge boon not having to have a whole process by which you design a thing, get the design approved, assign it to a modeler, approve the draft model, finalize and texture it, approve that, add the particle system, approve that -- potentially send to the publisher to approve as well -- and when everything's signed off on, you bundle it into the next scheduled content update. An indie developer can just have some artist go "I think this would be neat" and make a change, show it around the office, and check it into source control. Done, good, on to the next thing.
Working at a big game studio was sometimes an exercise in "yeah, we'd like to do this, but we'd need another week to do this and the publisher says 'nope' on slipping the milestone by a week" or getting otherwise mired in process. And while I no longer do game dev for my day job, I do lead a small spare-time indie game company, and when the company consists of like... a graphic designer/UX person, an artist/gameplay designer, and a systems designer/writer/programmer/musician (me), there's not a lot of process involved if I want to make a change. I have no publisher I'm beholden to, and no formal org chart that all need to sign off on something. (Also I am in charge so what I say goes. *pause for maniacal laughter*)
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
Seriously though. Anyone saying it should only take a couple hours to throw a model together from scratch and have it be 100% perfect and ready for publish is only showing how little they know about the topic.
The way this is described is so accurate lol.
I mean if SE was a small indie studio then we get it, but it's not and looking at their 2022 financial report they made more profit from the year beforeSpeaking as someone who is currently going to college for 3D design, has experience working in Blender, MD, 3ds Max and has created content for games such as Sansar (pre-rebrand to what it is now) and the Sims, it really depends on a few things:
- Who is working on the task in question (is it one person? multiple?)
- The skill level of whoever is working on the task + their ability to work efficiently/quickly. One having a high level of skill and artistic ability does not always equal having a high level of efficiency or speed. Some companies are willing to sacrifice speed for an amazing artist, it really just depends on the mentality.
- What needs to be created? (Is it something simple with not a lot of intricate detail or is it something that requires a lot of detail?)
- Does a texture need to be made from scratch or are they working with premades?
- Does the object in question need any animation work? (For example, the Byakko weapons have the black paint like strokes that constantly move around it.)
- Does the object need any cleaning up? (I.e. are there any holes or weird mesh issues occuring, weights issues, etc.)
There's also matters of perfection that some artists have and won't consider a piece completed until it meets their own standards. Once it's done, then it has to be fit to the character model and work properly with the existing animations in game (our skills or poses if we're talking about a weapon). If there are issues, then they have to go back in and fix those.
It's not as simple as a process as it might seem and could take more than a day to get one weapon working properly. When I was creating my content for the Sims (specifically relating to hair and clothing retextures) it could take half a day or more to get multiple swatches made with needing to make them, test in game and then make changes if it doesnt look right..and that's just texture work. Sansar is where I made actual clothing pieces would take even longer because I'd be creating the model from scratch and then have to rig it to the character model, texture it and then make fixes based on how it goes on import.
Ngl this is making me want to get back into making CC lol.
Also I can provide links to my content if anyone wants proof.
I'm confused what profit has to do with my post? I explained the process of making a model and why it's not just something simple. Having loads of cash doesn't make that process any shorter, especially in a large company where there are lengthy approval processes that slow up progress (on top of the efficiency of the designers/modelers).
This is how the forum chad brain works. Money solves everything. To talk sense around here is to make excuses and to white knight for SE. The safest bet is just to ignore anyone that throws out the term "small indie" like that. By their logic, if the modders can have something ready hours after a patch, then SE must be lazy.I'm confused what profit has to do with my post? I explained the process of making a model and why it's not just something simple. Having loads of cash doesn't make that process any shorter, especially in a large company where there are lengthy approval processes that slow up progress (on top of the efficiency of the designers/modelers).
Back to the real talk:
Another thing we touched on in a previous thread was the fact that a lot of graphical work gets outsourced, which means a lengthier process with contracts and deadlines.
Thing is, there's no time limit on the crafted primal weapons. We don't know when they're coming, we have no expectations, they just appear unannounced in random patches. Hell mid-SB to ShB we got nothing at all, over a year with no glowy weapons, so they can clearly redefine their priorities.
Which is why I don't buy this. They don't have a deadline, take the extra month or two and give them to us in the 6.35 patch instead.
"Maybe upper management gave them the deadline"? Then that is who I'm addressing this to, the decision makers, not the workers.
Last edited by Seraphor; 01-16-2023 at 12:04 AM.
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