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  1. #1
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    TomsYoungerBro's Avatar
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    Tim Brady
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    Quote Originally Posted by Deveryn View Post
    And that translates to a better product overall. That kind of thing should be important to more people.
    And how many emergency maintenances have we had for this 6.3 patch? I think moreso the issue is the benefits aren't quite showing themselves xD.

    If the 3.5 month patch cycle was a similar issue to what I heard about Stormblood work load (and how that needed to be reduced), i'm all for it and understanding for sure. My point was that same amount of content stretched out for a longer amount of time will have its impact on the community. Increasing the length of each patch cycle is a change to their formula.
    (2)

  2. #2
    Player Deveryn's Avatar
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    Deveryn Ev'liarsh
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    Quote Originally Posted by TomsYoungerBro View Post
    And how many emergency maintenances have we had for this 6.3 patch? I think moreso the issue is the benefits aren't quite showing themselves xD.

    If the 3.5 month patch cycle was a similar issue to what I heard about Stormblood work load (and how that needed to be reduced), i'm all for it and understanding for sure. My point was that same amount of content stretched out for a longer amount of time will have its impact on the community. Increasing the length of each patch cycle is a change to their formula.
    I knew someone was bound to respond with some silliness.. not at all surprising to see your name again. Here we go...

    It's an MMO. This shit happens all the time, no matter what. We're actually blessed here because we have so little downtime compared to other games which have maintenance pretty much every week and it's not in the overnight hours. This only really affects people here in the NA region because of plugins and mods.
    (1)

  3. #3
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    TomsYoungerBro's Avatar
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    Quote Originally Posted by Deveryn View Post
    I knew someone was bound to respond with some silliness.. not at all surprising to see your name again. Here we go...

    It's an MMO. This shit happens all the time, no matter what. We're actually blessed here because we have so little downtime compared to other games which have maintenance pretty much every week and it's not in the overnight hours. This only really affects people here in the NA region because of plugins and mods.
    But you said longer time = a better product overall? How was it then that they had to nerf a savage boss for the first time since heavensward then? How was it for the first time EVER they had to fix a bug (in an ultimate) for The Omega Protocol with other potential bugs and oddities that have not been fixed (Was hitting the buffcap intentional? Was Omega-M and F switching up aggro in phase 2 intentional? Was the magic vuln snapshotting on the first P5 auto intentional?).

    The 6.3 patch screwed something up with the servers which is not "This shit happens all the time" kind of BS. The 6.3 patch broke a huge variety of things they've been trying to fix in emergency maintenances and there is still much more to go. The servers still aren't like what they were before 6.3. The cone tab targetting is still broken compared to what it was pre-6.3. They actually finally fixed the ninja bug after several weeks. There were several cutscenes that were broken from this patch. The most community-loved cutscene from heavensward? Yeah, it broke from the 6.3 patch XD. This isn't normal FF14 routine maintenance my dude.
    (5)

  4. #4
    Player
    Ath192's Avatar
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    Aries Helle
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    Quote Originally Posted by TomsYoungerBro View Post
    But you said longer time = a better product overall? How was it then that they had to nerf a savage boss for the first time since heavensward then? How was it for the first time EVER they had to fix a bug (in an ultimate) for The Omega Protocol with other potential bugs and oddities that have not been fixed (Was hitting the buffcap intentional? Was Omega-M and F switching up aggro in phase 2 intentional? Was the magic vuln snapshotting on the first P5 auto intentional?).

    The 6.3 patch screwed something up with the servers which is not "This shit happens all the time" kind of BS. The 6.3 patch broke a huge variety of things they've been trying to fix in emergency maintenances and there is still much more to go. The servers still aren't like what they were before 6.3. The cone tab targetting is still broken compared to what it was pre-6.3. They actually finally fixed the ninja bug after several weeks. There were several cutscenes that were broken from this patch. The most community-loved cutscene from heavensward? Yeah, it broke from the 6.3 patch XD. This isn't normal FF14 routine maintenance my dude.
    At the same time they are working on the netcode and revamping the graphics. Those are huge core items. The netcode did break a lot of things for sure, but if it leads to improvements down the line it will be a huge gain. Previously they wouldn't even touch those things. So I can see they are doing a bit more than usual and because they are doing so, issues are going to happen.

    Things don't break when people dont change them, but if anything thats an argument encouraging them to leave stuff as is instead of trying.

    All that being said the content droughts are hitting pretty hard imo.
    (2)

  5. #5
    Player
    Valkyrie_Lenneth's Avatar
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    Lynne Asteria
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    Quote Originally Posted by Ath192 View Post
    At the same time they are working on the netcode and revamping the graphics. Those are huge core items. The netcode did break a lot of things for sure, but if it leads to improvements down the line it will be a huge gain. Previously they wouldn't even touch those things. So I can see they are doing a bit more than usual and because they are doing so, issues are going to happen.

    Things don't break when people dont change them, but if anything thats an argument encouraging them to leave stuff as is instead of trying.

    All that being said the content droughts are hitting pretty hard imo.

    That's the thing with guaranteed drops. Content ends faster. That's one reason why stuff in older MMOs lasted so long. It took months/years to obtain gear. Not because the content was particularly difficult or long lived, but because you had fractions of a percent chance to get the item you wanted. Sure, not having increased ilvls every other patch helps make that a possibility, since no one in their right mind would spend months grinding an item that's obsolete the next day because a new patch just dropped, but I never enjoyed the old MMO rng style of things, and I played Lineage II over XI lol.
    (1)

  6. #6
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    Ath192's Avatar
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    Quote Originally Posted by Valkyrie_Lenneth View Post
    That's the thing with guaranteed drops. Content ends faster. That's one reason why stuff in older MMOs lasted so long. It took months/years to obtain gear. Not because the content was particularly difficult or long lived, but because you had fractions of a percent chance to get the item you wanted. Sure, not having increased ilvls every other patch helps make that a possibility, since no one in their right mind would spend months grinding an item that's obsolete the next day because a new patch just dropped, but I never enjoyed the old MMO rng style of things, and I played Lineage II over XI lol.
    Maybe but there's things that can be done to provide new experiences better. For example POTD and HOH were poorly executed. Even though its procedurally generated its just super samey and boring. Imagine procedurally generated areas that have diverse terrains and rooms.

    They could easily do entire forests, deserts, and oceans/archipelagos on a ship that always look vastly different for deep dungeon exploration style experiences. But instead they are just barely distinguishable rooms with random mobs.

    Like, replayability value doesn't always have to be tied down to a reward for doing the exact same thing over and over. Older MMO's didnt have access to this tech, so thats why they did it, but its 2023, and plenty of examples of this stuff exists.

    Edit: Bosses can stand to be a bit more random, with a pool of a lot of mechanics that may or may not be executed in that instance. It just doesn't always have to be the same thing.

    I would take extreme bosses with 25 mechanics, out of which only 12 are executed per instance, and reducing the totems to 50 from 100, that would be more fun, more replayable, than what exists right now for example. Same with Savage, with the cap being removed alltogether because obviously its going to be way harder. Instead of this running wheel we spin on to get our weeks worth.
    (1)
    Last edited by Ath192; 02-12-2023 at 04:18 AM.

  7. #7
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    Valkyrie_Lenneth's Avatar
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    Quote Originally Posted by Ath192 View Post
    Maybe but there's things that can be done to provide new experiences better. For example POTD and HOH were poorly executed. Even though its procedurally generated its just super samey and boring. Imagine procedurally generated areas that have diverse terrains and rooms.

    They could easily do entire forests, deserts, and oceans/archipelagos on a ship that always look vastly different for deep dungeon exploration style experiences. But instead they are just barely distinguishable rooms with random mobs.

    Like, replayability value doesn't always have to be tied down to a reward for doing the exact same thing over and over. Older MMO's didnt have access to this tech, so thats why they did it, but its 2023, and plenty of examples of this stuff exists.

    Edit: Bosses can stand to be a bit more random, with a pool of a lot of mechanics that may or may not be executed in that instance. It just doesn't always have to be the same thing.

    I would take extreme bosses with 25 mechanics, out of which only 12 are executed per instance, and reducing the totems to 50 from 100, that would be more fun, more replayable, than what exists right now for example. Same with Savage, with the cap being removed alltogether because obviously its going to be way harder. Instead of this running wheel we spin on to get our weeks worth.

    We already see with current content that people hate certain patterns of mechanics. P8s p1 people will wipe until they get snake first. This would just be a nightmare with random mechanics that can have bad orders. "wipe until we get the easiest set to deal with"



    Random mechanics and such are great.... Once.... After that it turns into "ugh, the shit set of mechanics, let's just try again"
    (2)

  8. #8
    Player
    TomsYoungerBro's Avatar
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    Quote Originally Posted by Ath192 View Post
    At the same time they are working on the netcode and revamping the graphics. Those are huge core items. The netcode did break a lot of things for sure, but if it leads to improvements down the line it will be a huge gain. Previously they wouldn't even touch those things. So I can see they are doing a bit more than usual and because they are doing so, issues are going to happen.

    Things don't break when people dont change them, but if anything thats an argument encouraging them to leave stuff as is instead of trying.

    All that being said the content droughts are hitting pretty hard imo.
    Isnt the graphic revamp for 7.0 though? Not 6.3 xD. Also the server change was not intended. Its a reason why they "reverted" it in the first emergency patch, but there are still problems
    (1)

  9. #9
    Player
    Jeeqbit's Avatar
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    Oscarlet Oirellain
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    Quote Originally Posted by TomsYoungerBro View Post
    How was it then that they had to nerf a savage boss for the first time since heavensward then?
    Because they have probably over-tuned a savage boss before, but top players were able to overcome it because they could align their buffs when they weren't designed to be aligned, and get more damage out of it. Now they design it with alignment in mind so if it's over-tuned it's more of a problem for the first week players.

    How was it for the first time EVER they had to fix a bug (in an ultimate)
    I doubted this, so I checked the maintenances after other ultimates and... one, two, three, four examples.
    The second one was a known issue "wherein the description of the status effect Viscous Aetheroplasm in the high-end duty The Weapon's Refrain (Ultimate) is inaccurate."
    The third one included fixes for "Titan would stop casting Granite Impact under certain conditions" and "Fetters status could not be removed under certain circumstances when battling Titan" in Weapon's Refrain (Ultimate).

    Was hitting the buffcap intentional?
    This has been reported as a bug and they put it in the "Working as Intended" category.

    The 6.3 patch screwed something up with the servers which is not "This shit happens all the time" kind of BS.
    This was part of their attempts to make players produce less of a burden on the servers, which could allow them to increase the amount of people who can play on servers and you know why they are doing that after the congestion around EW. They obviously didn't expect it to backfire, but they can't easily test how changes like this will perform with hundreds of thousands of real people so there are always risks with these sort of changes.

    "With the above two issues, there may be an issue with the measures introduced with Patch 6.3 that were supposed to reduce the burden on the servers"

    The 6.3 patch broke a huge variety of things they've been trying to fix in emergency maintenances and there is still much more to go.
    When I was going through all the maintenances after ultimates, I noticed there was weekly maintenance for a few months after them sometimes. It happens sometimes.

    Quote Originally Posted by TomsYoungerBro View Post
    Isnt the graphic revamp for 7.0 though?
    They told us they were going to make some graphics changes sooner, because it would be too much of a risk to test it all at once when releasing an expansion is a risk of its own that once brought the famous "Raubahn Savage". You can test one of these changes already called "dynamic resolution" but it warns you it is the beta version.
    (0)
    Last edited by Jeeqbit; 02-12-2023 at 05:59 AM.

  10. #10
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    TomsYoungerBro's Avatar
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    Quote Originally Posted by Jeeqbit View Post
    Because they have probably over-tuned a savage boss before, but top players were able to overcome it because they could align their buffs when they weren't designed to be aligned, and get more damage out of it. Now they design it with alignment in mind so if it's over-tuned it's more of a problem for the first week players.
    This is just mere assumptions? They probably overtuned a boss before, but they didn't? The fact is they did not, and in the 2min buff meta they did not overtune asphodelos.

    I doubted this, so I checked the maintenances after other ultimates and... one, two, three, four examples.
    Interesting. I did not know UWU had some problems in Titan. So fair that my statement was wrong. Still, this bug happens consistently in all conditions. Meaning that part straight up wasn't tested properly (all the others were under certain conditions).

    This has been reported as a bug and they put it in the "Working as Intended" category.
    Still no mention of the other potential issues of the fight

    This was part of their attempts to make players produce less of a burden on the servers, which could allow them to increase the amount of people who can play on servers and you know why they are doing that after the congestion around EW.

    They obviously didn't expect it to backfire, but they can't easily test how changes like this will perform with hundreds of thousands of real people so there are always risks with these sort of changes.

    "With the above two issues, there may be an issue with the measures introduced with Patch 6.3 that were supposed to reduce the burden on the servers"

    When I was going through all the maintenances after ultimates, I noticed there was weekly maintenance for a few months after them sometimes. It happens sometimes.
    -But again to the point: Longer delay of content = better product quality. This turned into a very buggy patch (even outside of just the server changes and any graphical adjustments).
    (4)