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  1. #11
    Player
    Laraul's Avatar
    登録日
    2011/11/15
    投稿
    902
    Character
    Laraul Lunacy
    World
    Hyperion
    Main Class
    剣術士 Lv 70
    Quote 引用元:Zyph 投稿を閲覧
    Sounds like a server-client thing. I think we all experience it. FFXIV 1.0's architecture is famously poor:

    http://www.youtube.com/watch?v=hIJCQs-R7X4
    What's wrong with that? Everyone knows the shortest distance between two points is a straight line.

    Quote 引用元:Zyph 投稿を閲覧
    Since they've got a completely new and improved architecture for 2.0, I'd immagine that the issues will be fixed, at the very least improved upon.
    We have no idea what they have. I highly doubt it's a "completely new" architecture. I think "2.0" is still going to perform much like it does now when first released. If they had a new and better server architecture why not just update now?
    (0)
    2012/08/11 01:35; Laraul が最後に編集

  2. #12
    Player
    Mishakai's Avatar
    登録日
    2011/03/09
    投稿
    459
    Character
    Mishakai Katyn
    World
    Balmung
    Main Class
    剣術士 Lv 50
    Quote 引用元:Laraul 投稿を閲覧
    What's wrong with that? Everyone knows the shortest distance between two points is a straight line.



    We have no idea what they have. I highly doubt it's a "completely new" architecture. I think "2.0" is still going to perform much like it does now when first released. If they had a new and better server architecture why not just update now?
    The reason is because the new architecture is different enough that is simply can't be dropped into 1.X, which is why we even have 2.0 in the first place. Trust me, if SE could have revamped everything w/o a complete rewrite, that would have been the route they took to fix the game from it's release state. Unfortunately, they bumped into so many issues with the gfx engine and it's extremely tight integration to the UI and other things that they were unable to do that with a live game.
    (4)
    Proud owner of a Goobbue Mount

  3. #13
    Player
    登録日
    2011/03/09
    投稿
    4,948
    Quote 引用元:Jocko 投稿を閲覧
    Why so? Combat would flow the same as it does now, you'd just have to make decisions at a different speed because you wouldn't know the outcome until the event transpired
    Because it would suck having to anticipate the end of the animations, especially when we're used to the current setup.
    (0)

  4. #14
    Player
    Laraul's Avatar
    登録日
    2011/11/15
    投稿
    902
    Character
    Laraul Lunacy
    World
    Hyperion
    Main Class
    剣術士 Lv 70
    Quote 引用元:Mishakai 投稿を閲覧
    The reason is because the new architecture is different enough that is simply can't be dropped into 1.X, which is why we even have 2.0 in the first place. Trust me, if SE could have revamped everything w/o a complete rewrite, that would have been the route they took to fix the game from it's release state. Unfortunately, they bumped into so many issues with the gfx engine and it's extremely tight integration to the UI and other things that they were unable to do that with a live game.
    They aren't revamping everything either. And after spending seven years working on the current game engine, they are not going to abandon it. It's a huge investment to create a new game engine from scratch. And what issues with the GFX engine are you referring to? Sounds like you are saying they hard coded the UI or something. The game passes all user interaction thru a lua interpreter. The UI is polled and updated 30 times a second. It's not part of the 3D rendered image.

    You've been playing since Mar 2011. You tell me, have they made many substantial improvements to the game? Of course they have. They proven the existing game can be improved. So there is no reason for a rebuilt client/server engine.
    (0)

  5. #15
    Player
    Gokulo's Avatar
    登録日
    2011/03/08
    Location
    Limsa-Lominsa
    投稿
    462
    Character
    Teisha Linne
    World
    Moogle
    Main Class
    巴術士 Lv 80
    Not true, they have siad numerous times that with the way current game has been written it's almost impossible to improve on some stuff without serious reworkings which would take more work than just doing 2.0.

    Also, they did not really do many improvements of the type you are talking about here. Optimization has not been improved, (what issues with gfx engine? really? XIV is one of the worst optimized MMOs ever) UI lag has been only slightly relieved, they can't do anything about retainer lag, problem with objects loading and so on and so on. All improvements are basically contents-side, with changes to battle and classes (yes, still nothing engine wise).
    (0)

  6. #16
    Player
    Soukyuu's Avatar
    登録日
    2011/03/08
    投稿
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    格闘士 Lv 50
    Quote 引用元:Estellios 投稿を閲覧
    I believe they said that there is actually a "switch" they can flip to make it so hp bars and such move at the end of animations, when the numbers pop up, but apparently a lot of the dev team felt that it felt really laggy or something and they were still testing it to see how viable it would be. There was talk about showing a video with the two options so people could see which was better.
    This. Though actually the talk was about letting us test the other version, but it never happened.

    Also, the damage should be displayed and dealt not at the end of the animation, but at the moment it is visually dealt.
    (0)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  7. #17
    Player
    Mirage's Avatar
    登録日
    2011/03/09
    投稿
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    槍術士 Lv 50
    Quote 引用元:Estellios 投稿を閲覧
    They mean it's the same thing as 11 in that the HP gets reduced from the target's HP bar once the action is initiated, regardless of the animation.
    Yes, that's what I meant. Damage dealt is shown in the log after the animation, but the monster's hp bar is reduced right as you initiate the command.

    The clients not showing the monsters as dead before the animation is over would also lead to other players continuing to deal damage to a mob with 0 hp. Unless you would show the mobs with remaining HP but disallow other players to keep attacking it, which would give away the "secret" about it already being dead the second they tried to attack it and got a message such as "invalid target" or something like that.
    (0)

  8. #18
    Player
    Felis's Avatar
    登録日
    2011/03/08
    Location
    Gridania
    投稿
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    格闘士 Lv 70
    What we have currently:
    You attack an enemy with a WS -> client get dmg calculation from the server -> Enemy hp bar get smaller -> WS animation start

    This was the first I noticed during the beta and thought that should be a bug.

    What I want:
    You attack an enemy with a WS -> client get dmg calculation from the server -> WS animation start -> Enemy hp bar get smaller (during or after the animation)

    The showed dmg should not be before the showed attack

    Quote 引用元:Mirage 投稿を閲覧
    The clients not showing the monsters as dead before the animation is over would also lead to other players continuing to deal damage to a mob with 0 hp. Unless you would show the mobs with remaining HP but disallow other players to keep attacking it, which would give away the "secret" about it already being dead the second they tried to attack it and got a message such as "invalid target" or something like that.
    The enemy can die during the animation.
    (0)
    2012/08/11 23:18; Felis が最後に編集

  9. #19
    Player
    Mirage's Avatar
    登録日
    2011/03/09
    投稿
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    槍術士 Lv 50
    Yeah, and that would require more server-client communication than we currently have. Which is probably why stuff dies instantly as we use a high damage attack now. It's convenient and more efficient, programming/network wise.
    (0)

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