Page 2 of 4 FirstFirst 1 2 3 4 LastLast
Results 11 to 20 of 42

Hybrid View

  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,344
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sjol View Post
    Honestly, I think a lot of it is limitations of their engine, which I feel is really bad.
    It's philosophical because look at what they did with FF16 and look at what they did in the FF16 event and look at what they did with the Nier raids.

    That's a really short list and some of those were the only new kind of activity in an entire expansion.
    They said they've slowly increased what cutscenes can do and we did get the NPCs follow you around thing in Endwalker, as well as riding mounts with them.

    I don't think it's that the engine isn't capable of stuff, they just didn't code it in the gameplay code. I think that's because they designed it as a "traditional MMO" where you click things always, unlike recent ones where chopping trees is more realistic than "target and click and wave your hand around while a bar loads".

    I think to change it they would have to look at games like New World and really aim to change the whole way that you do things in the game, so that for example you press Overpower and it collides with nearby objects and pushes them away or chops them into pieces.
    (4)

  2. #2
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    Quote Originally Posted by Jeeqbit View Post
    I don't think it's that the engine isn't capable of stuff, they just didn't code it in the gameplay code. I think that's because they designed it as a "traditional MMO" where you click things always, unlike recent ones where chopping trees is more realistic than "target and click and wave your hand around while a bar loads".
    The thing is, a traditional MMO typically weaves more open world combat into it's quests. So you might have to fight your way to an objective in the open world to proceed, giving the player something to do. Whereas FFXIV tends to have a sparse world and prefers to instance combat or spawn a token mob during quests. Some of the fun of other MMOs is fighting your way into a temple to grab the object or scouting a jungle and beating back beasts to find the lost princess or whatever.

    Whereas FFXIV loves its "standing around and endlessly talking" cutscenes.
    (6)

  3. #3
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,195
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by HappyHubris View Post
    The thing is, a traditional MMO typically weaves more open world combat into it's quests.
    Even the single-player Final Fantasy games that I'm familiar with feature unavoidable, random encounters when you're walking about the over world. So, FFXIV seems somewhat odd in that regard.
    (4)

  4. #4
    Player
    Arkdra's Avatar
    Join Date
    May 2017
    Posts
    634
    Character
    Arkadya Dravena
    World
    Excalibur
    Main Class
    Samurai Lv 100
    Quote Originally Posted by HappyHubris View Post
    The thing is, a traditional MMO typically weaves more open world combat into it's quests. So you might have to fight your way to an objective in the open world to proceed, giving the player something to do. Whereas FFXIV tends to have a sparse world and prefers to instance combat or spawn a token mob during quests. Some of the fun of other MMOs is fighting your way into a temple to grab the object or scouting a jungle and beating back beasts to find the lost princess or whatever.

    Whereas FFXIV loves its "standing around and endlessly talking" cutscenes.
    Be the change you want to see in the world and just do some random fates while progressing the patch msq. Like, I am broadly with you in the sense that I think if you just burn MSQ, the game's pacing flies out the window and it sucks. But much to my chagrin, the majority of players treat this game like a visual novel and want to engage with the systems to the absolute minimum they possibly can.
    (0)

  5. #5
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    Quote Originally Posted by Arkdra View Post
    Be the change you want to see in the world and just do some random fates while progressing the patch msq. Like, I am broadly with you in the sense that I think if you just burn MSQ, the game's pacing flies out the window and it sucks. But much to my chagrin, the majority of players treat this game like a visual novel and want to engage with the systems to the absolute minimum they possibly can.
    FFXIV doesn't give us an engaging world compared to something like GW2 or Classic WoW. No meaningful secrets to find; no challenging world mobs; low mob density; very straightjacketed FATEs. I do play FATEs during the MSQ just to add combat between endless cutscenes, but that doesn't give us an interactive experience.
    (2)

  6. #6
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    It's philosophical because look at what they did with FF16 and look at what they did in the FF16 event and look at what they did with the Nier raids.
    What are you referring to in those?

    Quote Originally Posted by Jeeqbit View Post
    They said they've slowly increased what cutscenes can do and we did get the NPCs follow you around thing in Endwalker, as well as riding mounts with them.

    I don't think it's that the engine isn't capable of stuff, they just didn't code it in the gameplay code. I think that's because they designed it as a "traditional MMO" where you click things always, unlike recent ones where chopping trees is more realistic than "target and click and wave your hand around while a bar loads".

    I think to change it they would have to look at games like New World and really aim to change the whole way that you do things in the game, so that for example you press Overpower and it collides with nearby objects and pushes them away or chops them into pieces.
    I'm not sure what distinction you're making between engine and gameplay code here.
    (0)

  7. #7
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,344
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sjol View Post
    What are you referring to in those?
    Better animations instead of just clicking and getting a loading bar, such as pulling down a lever to make a lift work, climbing a ladder properly, pushing a door open with your hands. Characters talking with you while you fight and walk. In the FF16 event, they made use of the dodging system from FF16. In the nier raids, we hang onto something and slide down. Even in the FF15 event, we used the thing that pulls you to different objects.

    I'm not sure what distinction you're making between engine and gameplay code here.
    Engine being what it is capable of. Gameplay being what they decided to do with the engine.

    FF16, as far as we know is based on the FF14 engine. So what does that tell you? They could be doing anything you see in FF16, in the FF14 engine, but they decide not to.

    They have also shown, in unique fights and crossovers, that they can do all sorts of things, and have really cool animations like E4S giant titan, different styles of fight like Rathalos, yet continually revert back to the old style of game after it which involves clicking and loading.

    So the point is that if they wanted to make this better, they absolutely could go to FF16 and copy and paste some things. And maybe even to a degree, they might do so with the graphics update. But it's all self-imposed limitations, where they worry about how people's PCs will handle it due to other players, rather than engine limitations, otherwise we wouldn't have FF16.
    (3)

  8. #8
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Better animations instead of just clicking and getting a loading bar, such as pulling down a lever to make a lift work, climbing a ladder properly, pushing a door open with your hands. Characters talking with you while you fight and walk. In the FF16 event, they made use of the dodging system from FF16. In the nier raids, we hang onto something and slide down. Even in the FF15 event, we used the thing that pulls you to different objects.
    Those all seemed to be variations on things we can already do. We already have jumps and hidden buffs (dodge = teleport move + hidden invuln buff on a short timer)

    Quote Originally Posted by Jeeqbit View Post
    Engine being what it is capable of. Gameplay being what they decided to do with the engine.

    FF16, as far as we know is based on the FF14 engine. So what does that tell you? They could be doing anything you see in FF16, in the FF14 engine, but they decide not to.

    They have also shown, in unique fights and crossovers, that they can do all sorts of things, and have really cool animations like E4S giant titan, different styles of fight like Rathalos, yet continually revert back to the old style of game after it which involves clicking and loading.
    Based on and forked years ago doesn't mean that it's the same. Also, could be doing anything that they were doing in FFXVI ignores a lot of differences between how FFXIV and FFXVI work. Certainly, they don't need to load 50 customizable outfits dynamically based on anything. And with respect to the engine, we're probably also only talking about pieces of it -- certainly not inventory management or any of the networking stuff. Rathalos was interesting, and he did introduce a couple of new ideas, but ones that don't seem too outside what is already possible in their combat system -- ignoring enmity and blocking healing.
    m
    Quote Originally Posted by Jeeqbit View Post
    So the point is that if they wanted to make this better, they absolutely could go to FF16 and copy and paste some things. And maybe even to a degree, they might do so with the graphics update. But it's all self-imposed limitations, where they worry about how people's PCs will handle it due to other players, rather than engine limitations, otherwise we wouldn't have FF16.
    Visual fidelity requires GPU, but I've seen some neat ideas on older games with much lower processing requirements. I'm not looking for amazing graphics. Graphics aren't gameplay. Mostly, I think the problem is they have is around AI, including pathing (where are my wandering monsters), and secondary systems like inventory management and asset management.
    (0)

  9. #9
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,344
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sjol View Post
    Those all seemed to be variations on things we can already do. We already have jumps and hidden buffs (dodge = teleport move + hidden invuln buff on a short timer)
    You could even break down FF16 to be using a lot of things that FF14 can do. The FF16 event even shows the contrast well. They just overtelegraph everything in FF14 and give you a lot of time to react compared to a single player game. It's clearly a deliberate decision, rather than an engine thing.
    Quote Originally Posted by Sjol View Post
    Based on and forked years ago doesn't mean that it's the same.
    Similar enough that if they did make changes, they could go to their team members in the FF16 office next door and ask to copy some of their code over or make a work based upon it... it also feels like they did do this for the burger eating stuff.
    Also, could be doing anything that they were doing in FFXVI ignores a lot of differences between how FFXIV and FFXVI work. Certainly, they don't need to load 50 customizable outfits dynamically based on anything.
    That's their reasoning for a lot of the reduced quality.

    But I think some of it is just that they were trying to copy the "target, click, loading bar" concept MMORPGs at the time had, and now find themselves with competition that is far more realistic than that.
    And with respect to the engine, we're probably also only talking about pieces of it -- certainly not inventory management or any of the networking stuff.
    Well networking isn't relevant and the inventory in FF14 involves networking as a core part of it, so they would have to be different.
    Rathalos was interesting, and he did introduce a couple of new ideas, but ones that don't seem too outside what is already possible in their combat system -- ignoring enmity and blocking healing.
    That's sort of my point. A fight like Rathalos has always been possible in the current engine (and even gets done in Stone Vigil HM), they just decide to do it differently most of the time. These are decisions, rather than engine limitations tbh.
    Mostly, I think the problem is they have is around AI, including pathing (where are my wandering monsters)
    They actually use the standard "walk in a random direction every few seconds" system that many games have used. I always hated it and felt, as someone who can code this sort of stuff, that it could be done in a more ambitious and realistic way. And even if automating it runs into issues there can be pre-determined pathing like there is for NPCs in the city states.
    (2)

  10. #10
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    You could even break down FF16 to be using a lot of things that FF14 can do.
    I guess I'm wondering why they would want the two systems to be the same. MMO engine design and Action-oriented RPG design are very different. I can understand that they share a lot of commonalities, and it seems that based on interviews they started with XIV for at least the preproduction stuff.

    I certainly wouldn't want to use the gameplay processing from my MMO for my action RPG or vice versa. Rendering pipeline, sure. Asset sharing, sure -- your comment about the eat animation. But there are so many things where those systems wouldn't well align as I alluded to. How you would implement glam systems in XIV and XVI would vary greatly. In XVI you could cache the specific choices the character had made and load them quickly. In XIV you can cache your own, but you can't cache everyone else's. You don't know who's going to pop onto your screen until they do. And when they do, they can also quick change. Which means you need to have all the assets for all their potential equipment swaps as well. It's just a different set of needs. FFXIV assets are probably a lot more memory intensive than a lot of MMOs, especially for when it came out. XVI doesn't need to be able to randomly fetch assets because another networked player popped into view.

    Responsiveness is another big change. The gameplay loop in XIV has to account for a lot of network latency and has netcode. XVI doesn't. XVI processes locally on a fast CPU and GPU meaning you can tune the engine for low-latency responses. Why would they do that for XIV? Why tune it for low latency when the floor for XIV in terms of latency is orders of magnitude higher than for a locally processed PS4?

    I'm not saying XIV is bad, though it is older and still needs to support bad hardware. But the devs have repeated said that they can't do certain things because of technical debt / spaghetti code from 1.0. I choose to believe them, and I do not judge them for it. I just have an understanding that there are likely some things that are difficult to pull off with their current codebase and execution engine -- half which lives on our machine and half on their servers.

    They've likely done their best trying to build on top of sometimes shaky foundations all the while living under extremely tight deadlines. I do not envy them.
    (0)

Page 2 of 4 FirstFirst 1 2 3 4 LastLast