Wasn't this because of enmity calculations on server side?From what I understood, the stats squish was mainly done because 32 bit systems started struggling with the high numbers. That being Microsoft already dropped support for 32 bit systems for a bit, Creative Studio 3 also announced that FFXIV will no longer support 32 bit systems a while back. There may still be some changes in the code required but to me it looks like we can keep bringing stats further up.
So I don't know. We may get another stat squish going into 8.0 in 2 - 3 years but we may just be fine without it.
That said, I don't mind stat squish, lower numbers are easier to read and their value is always relative to the target's HP.
don't stop until we're hitting 9999999
To be honest I dont know why they bother going past 50. Theres enough available skills/spells that it still wouldnt fill 50 levels, any new spells/abilities they could unlock through a merit point system. I dunno maybe they could even lock them behind ilevel
If they ever squish levels down, it'll probably be to lower ARR from 50 to maybe like 30 at most.
That is true, they are easier to read. Even tho I personally like big numbers.
A few things I have noticed thus far:
First: According to a friend, instant kill mechanics added a 7th 9. I haven't verified this, however! (There are jokes to be made about S9 here)
Second: A tank with good gear, can get over a million hp in unsynced content. I'm not sure which duty my co tank from my static used, but my bets on Sastasha or maybe the lvl 11 levequest, you may need food.
During EW they improved the servers in some data centers to increase login capacity during expansion launches, but I suspect that it also helped with emnity numbers in the background.
I just see a weird issue, they can't just squish stats over and over again as, at some point, the stats are so squished that you barely feel a difference on lower levels. Meanwhile, the UI is not exactly adjusted to properly display numbers above a million. The 7th digit slightly glitches into the P of HP.
In short, in 8.0 or at the very least in 9.0 they either need an other stat squish or have to change the way those number work from the ground up. A stat squish seems like a lot of work as so many hp values needs to be adjusted throughout the game.
One last thing: The stat squish may have squished the numbers as they where, but they barely touched the math behind how those number scale up. A tank with job specific gear in EW was around 65k hp, at the end of endwalker, a tank with savage gear was about 126k hp. NEARLY double as much. This too may get out of hand if they don't adjust this should they do another stat squish.
Another issue that a bit of horizontal progression would alleviate. Although the way they calculate enmity (if it's still the way it was during HW/SB) exacerbates the problem (and is kinda insane to begin with).
Yay more big numbers...
I wonder if we'll keep leveling up in increments of 10...or will they introduce another system? I can't think of something really...
32 bit system wasn't ever a real limitation - numbers higher than 32bit can be parsed by 32bit systems, although there is a very tiny performance hit. Games like Disgaea have been on systems as old as the PS2 and those games hit into hundreds of billions/trillions for stats as a feature. A PC in 2013 would have zero issues processing >32bit values.From what I understood, the stats squish was mainly done because 32 bit systems started struggling with the high numbers. That being Microsoft already dropped support for 32 bit systems for a bit, Creative Studio 3 also announced that FFXIV will no longer support 32 bit systems a while back. There may still be some changes in the code required but to me it looks like we can keep bringing stats further up.
So I don't know. We may get another stat squish going into 8.0 in 2 - 3 years but we may just be fine without it.
The issue is that when the game was coded, Yoshi-P has mentioned way back then they realistically didn't expect the game to last this long, they expected ARR to realistically cover the pitfall of 1.0, then close up shop as he mentioned in some 'retrospective' events at Fanfests, the game just exploded in popularity so they kept trucking ahead. As a result, many systems weren't built for long-term scalability, including the data types of several battle related variables. Hitting the int32 cap of the variables they coded was irrelevant when they'd be lucky to hit event 1/100th of that with HP values back in Heavensward when the game was 'expected' to shutdown.
As a result, these data variables were given much lower capacity variable types than they should have. Now, they've had tons of systems and other functions/variables that are built on top of them, so changing them into a larger data point would cause huge issues since they'd effectively have to go top to bottom in the entire codebase and re-work everything related to them, which could be a monstrous task. That's also putting aside that a larger data type can also affect the packet size/structure, which would also need potential edits/changes with the netcode to accommodate. Hence, "just squish the numbers" is an easier solution than a code re-write which would 100% delay content development for months to complete.
TLDR: Much like many other systems (Housing, inventory, etc) the game wasn't designed with 10 years in mind originally, thus technical issues are rearing their head nowadays that are extremely complex to solve.
Last edited by Daeriion_Aeradiir; 07-23-2024 at 11:14 PM.
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