|
[Dev] Character Collision Adjustments
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-06-28 18:15:52
06-28-2012 05:29 PM | Camate | Community Rep |  |
| Collision Course Detected!
Have you ever been running back to your mog house in Port Jeuno only to be greeted by a character wall that prevented you from getting home on time?
Well good news! During the upcoming test server update we will be making it so if a character remains motionless for more than 10 seconds, their collision detection will be removed, enabling you to run right by. This should hopefully make moving around crowded places where players are AFK much easier. | |
06-29-2012 05:11 PM | Okipuit | Community Rep |  |
| We do not be have plans to completely remove PC collision. The Development Team explained that this system was implemented from the beginning of FINAL FANTASY XI in order to amplify the existence of other users. Removing this function will make other characters feel like they're just another part of the background as you can run through them like air or brush. | |
07-03-2012 01:38 PM | Camate | Community Rep |  |
| Hey everyone!
I have just a couple follow-ups in regards to some of the feedback we have been receiving about the changes to collision detection.
Some players have been asking for a setting in the configuration that would allow you to turn collision detection on/off. Unfortunately we do not have plans of making this a feature that you can configure individually as it is something we would like to keep uniform amongst all players.
Also, as we have been receiving a lot of feedback about the clumping of characters in Nyzul after warping, we are planning on implementing a system that will disperse players better. While there may be a slight random chance that players are warped to the same exact spot, this should significantly relieve the frequency of players getting stacked on one another. | |
07-10-2012 12:26 PM | Camate | Community Rep |  |
| Just in case you hop on the test server to try out the player collision adjustments and find there is no one idle that you can run through, fear not! Mocchi from the Community Team in Japan has been kind enough to place a character near Joachim in Port Jeuno so that players can run through him all day long 
| |
07-218-2012 02:04 PM | Okipuit | Community Rep |  |
| Greetings!
As you all have most likely seen already, we just announced the next version update today. Since the collision adjustments will largely affect how game play feels, we would like to gather more feedback and perform more testing on the test server. As a result, we have decided not to implement the new collision feature during the upcoming version update. (However, the countermeasures so that players are not stacked on top of each other when teleporting to a floor in Nyzul Isle assault will be implemented.)
We would like to get a wide range of feedback and viewpoints on the matter of collision since there is no right or wrong answer. The way people feel about this are quite different. Some players feel that collision should remain, while others feel it should be removed. As such, we would like to see how players feel about this by modifying certain aspects of it during the next test server update. Please stay tuned! | |
08-17-2012 02:45 PM | Okipuit | Community Rep |  |
| | Hello!
We decided to give the collision adjustments a bit more time to brew, but since we are getting closer to the version update, we are at a point where it is time to decide how to address this new system.
On the test server, if a character does not move for 30 seconds, their collision will be removed. This served as the base of our idea, but we realized there was some feedback that was against this. With that said, we would like to hear you feedback so we can make a decision on how to address this new system.
Please choose from the following options:
Implement the collision settings that are currently on the Test Server and continue to make adjustments as necessary based on feedback post-implementation.
Keep it as is and do not implement it in the next version update.
If everyone feels there is no need to rush, option 2 would make it possible to make careful adjustments, including different plans. However, this would ultimately make the players who wanted these adjustments to wait for a while since the priority would drop a bit due to the backlog of other requested client adjustments.
Please let us know which you prefer! | |
08-21-2012 12:18 PM | Camate | Community Rep |  |
| | Greetings!
After looking over everyone’s feedback on which option is preferred, we have decided to go with option 1. With that said, we will be implementing the collision settings that are currently on the Test Server and will continue to make adjustments as necessary post-implementation based on feedback.
Once the specific schedule for implementation has been decided we will be sure to announce it! | |
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4945
By Cerberus.Tikal 2012-06-28 18:19:16
[+]
Cerberus.Taint
Server: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2012-06-28 18:19:59
Thats a nice update.
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-06-28 18:20:11
Ragnarok.Sekundes
Server: Ragnarok
Game: FFXI
Posts: 4210
By Ragnarok.Sekundes 2012-06-28 18:20:22
Holy ***! Do want!
Shiva.Dourid
Server: Shiva
Game: FFXI
Posts: 114
By Shiva.Dourid 2012-06-28 18:26:19
This would be indescribably appreciated.
[+]
Bismarck.Rinomaru
Server: Bismarck
Game: FFXI
Posts: 2056
By Bismarck.Rinomaru 2012-06-28 18:28:48
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2012-06-28 18:28:48
This is bad news for my cerberus galka wall at the top of the stairs in Port Jeuno.
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-06-28 18:31:24
This is bad news for my cerberus galka wall at the top of the stairs in Port Jeuno. first person mode, hold turn right/left then alt tab so they keep going :o
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-06-28 18:32:28
This is bad news for my cerberus galka wall at the top of the stairs in Port Jeuno. first person mode, hold turn right/left then alt tab so they keep going :o
Server: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2012-06-28 18:33:50
Awesome, can run through mobs for SA now :D
[+]
Cerberus.Tidis
Server: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2012-06-28 18:36:40
Awesome, can run through mobs for SA now :D I suspect it won't apply to mobs and generally, mobs don't stay motionless for 10 seconds.
Sylph.Jkun
Server: Sylph
Game: FFXI
Posts: 175
By Sylph.Jkun 2012-06-28 18:49:41
Will this also work with NPCs?
I bet people will still /follow that Galka in Port Jeuno, haha.
[+]
Bismarck.Evilbob
Server: Bismarck
Game: FFXI
Posts: 161
By Bismarck.Evilbob 2012-06-28 19:00:10
Its the small things in life...
[+]
Server: Leviathan
Game: FFXI
Posts: 185
By Leviathan.Korialstrasz 2012-06-28 19:01:39
You'd think it would be easier for them to remove it completely, rather than code something to activate after a set period of time.
Welcome change for console players in any case.
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-06-28 19:02:53
Leviathan.Korialstrasz said: »You'd think it would be easier for them to remove it completely, rather than code something to activate after a set period of time.
Welcome change for console players in any case. I don't think they wish to remove it completely, they put it in for a reason.
I really never quite understood what that reason was exactly.
Server: Shiva
Game: FFXI
Posts: 8022
By Shiva.Viciousss 2012-06-28 19:06:00
This was pretty annoying if I was in a hurry, but most of the time I turned on auto-run and walked away.
Quetzalcoatl.Kyrial
Server: Quetzalcoatl
Game: FFXI
Posts: 332
By Quetzalcoatl.Kyrial 2012-06-28 19:29:28
That's nice, but what annoys me more than stationary people getting in my way is when I'm running somewhere and someone decides to run directly in front or to the side of me and slow me down. >_>
Ragnarok.Sekundes
Server: Ragnarok
Game: FFXI
Posts: 4210
By Ragnarok.Sekundes 2012-06-28 19:30:55
Leviathan.Korialstrasz said: »You'd think it would be easier for them to remove it completely, rather than code something to activate after a set period of time.
Welcome change for console players in any case. I don't think they wish to remove it completely, they put it in for a reason.
I really never quite understood what that reason was exactly. Realism? I'm just glad I won't have to push past the walls of people in front of zones or bazaar areas in port jeuno.
Sylph.Jkun
Server: Sylph
Game: FFXI
Posts: 175
By Sylph.Jkun 2012-06-28 19:34:57
Probably a global feature, applying to all living things, if you could easily walk through enemies that would cause a ton of problems I guess?
Phoenix.Baelorn
Server: Phoenix
Game: FFXI
Posts: 857
By Phoenix.Baelorn 2012-06-28 19:52:50
Quetzalcoatl.Kyrial said: »That's nice, but what annoys me more than stationary people getting in my way is when I'm running somewhere and someone decides to run directly in front or to the side of me and slow me down. >_>
Right after you use Flee.
Server: Fenrir
Game: FFXI
Posts: 3351
By Fenrir.Terminus 2012-06-28 20:13:50
Leviathan.Korialstrasz said: »You'd think it would be easier for them to remove it completely, rather than code something to activate after a set period of time.
Welcome change for console players in any case. I don't think they wish to remove it completely, they put it in for a reason.
I really never quite understood what that reason was exactly.
Cause other people are other people! As much as I'd love to ignore them completely, and breeze right by, I'm secretly deep down glad they are there. Sometimes, if I'm approaching another character who is headed in the opposite direction, I make i'm not, like, walking down the exact center of the hallway or whatever.
Bahamut.Aios
Server: Bahamut
Game: FFXI
Posts: 17
By Bahamut.Aios 2012-06-28 20:33:55
This is great! Could we also bring tax back to Jeuno pls?
By those powers combined, Jeuno wouldn't be an unpleasent disaster anymore.
Batalia Bazaar! Huzzzah!
Fenrir.Schutz
Server: Fenrir
Game: FFXI
Posts: 3122
By Fenrir.Schutz 2012-06-28 20:39:58
I remember the collision detection used to be much more severe...when I first started playing, I remembered people would purposefully create afk-chara "walls" in front of the MH entrance to impede entrance (this was back in 2003.) It got to the point where there was a system message warning players not to do that, and it became a non-issue shortly after--so I figured the current collision detection was a relaxed version of the original.
As for why it still exists at all (in any form) the only reason I could possibly think of would be for things like Ballista. However, FFXI PVP never seemed to feature the same sort of "block-the-choke-point-with-bodies" strategies that were typical in other mass-PVP MMO's, so I suppose it was just included as a point of semi-realism.
Bahamut.Bekisa
Server: Bahamut
Game: FFXI
Posts: 596
By Bahamut.Bekisa 2012-06-28 20:57:19
only 10 years too late but glad to have it none the less!! I'm tired of my taru getting stuck between galkas!
Ramuh used to have a couple Galka's that would block the entrance from Qufim to Port to prevent people getting to town safely when running from the Weapon's there at like level 20. This was way back in 2004 or 2005. It wouldn't stop you like the wall in Port today but it was just enough to let the weapon get the "last hit" it needed to KO you lol
[+]
Phoenix.Kluaf
Server: Phoenix
Game: FFXI
Posts: 86
By Phoenix.Kluaf 2012-06-28 20:59:08
wait will this be PS2 NA/EU supported as well??? lol
Quetzalcoatl.Kyrial
Server: Quetzalcoatl
Game: FFXI
Posts: 332
By Quetzalcoatl.Kyrial 2012-06-28 21:09:57
Quetzalcoatl.Kyrial said: »That's nice, but what annoys me more than stationary people getting in my way is when I'm running somewhere and someone decides to run directly in front or to the side of me and slow me down. >_>
Right after you use Flee. Exactly! ><
06-28-2012 05:29 PM | Camate | Community Rep |  |
| Collision Course Detected!
Have you ever been running back to your mog house in Port Jeuno only to be greeted by a character wall that prevented you from getting home on time?
Well good news! During the upcoming test server update we will be making it so if a character remains motionless for more than 10 seconds, their collision detection will be removed, enabling you to run right by. This should hopefully make moving around crowded places where players are AFK much easier. | |
06-29-2012 05:11 PM | Okipuit | Community Rep |  |
| We do not be have plans to completely remove PC collision. The Development Team explained that this system was implemented from the beginning of FINAL FANTASY XI in order to amplify the existence of other users. Removing this function will make other characters feel like they're just another part of the background as you can run through them like air or brush. | |
07-03-2012 01:38 PM | Camate | Community Rep |  |
| Hey everyone!
I have just a couple follow-ups in regards to some of the feedback we have been receiving about the changes to collision detection.
Some players have been asking for a setting in the configuration that would allow you to turn collision detection on/off. Unfortunately we do not have plans of making this a feature that you can configure individually as it is something we would like to keep uniform amongst all players.
Also, as we have been receiving a lot of feedback about the clumping of characters in Nyzul after warping, we are planning on implementing a system that will disperse players better. While there may be a slight random chance that players are warped to the same exact spot, this should significantly relieve the frequency of players getting stacked on one another. | |
07-10-2012 12:26 PM | Camate | Community Rep |  |
| Just in case you hop on the test server to try out the player collision adjustments and find there is no one idle that you can run through, fear not! Mocchi from the Community Team in Japan has been kind enough to place a character near Joachim in Port Jeuno so that players can run through him all day long 
| |
07-218-2012 02:04 PM | Okipuit | Community Rep |  |
| Greetings!
As you all have most likely seen already, we just announced the next version update today. Since the collision adjustments will largely affect how game play feels, we would like to gather more feedback and perform more testing on the test server. As a result, we have decided not to implement the new collision feature during the upcoming version update. (However, the countermeasures so that players are not stacked on top of each other when teleporting to a floor in Nyzul Isle assault will be implemented.)
We would like to get a wide range of feedback and viewpoints on the matter of collision since there is no right or wrong answer. The way people feel about this are quite different. Some players feel that collision should remain, while others feel it should be removed. As such, we would like to see how players feel about this by modifying certain aspects of it during the next test server update. Please stay tuned! | |
08-17-2012 02:45 PM | Okipuit | Community Rep |  |
| | Hello!
We decided to give the collision adjustments a bit more time to brew, but since we are getting closer to the version update, we are at a point where it is time to decide how to address this new system.
On the test server, if a character does not move for 30 seconds, their collision will be removed. This served as the base of our idea, but we realized there was some feedback that was against this. With that said, we would like to hear you feedback so we can make a decision on how to address this new system.
Please choose from the following options:
Implement the collision settings that are currently on the Test Server and continue to make adjustments as necessary based on feedback post-implementation.
Keep it as is and do not implement it in the next version update.
If everyone feels there is no need to rush, option 2 would make it possible to make careful adjustments, including different plans. However, this would ultimately make the players who wanted these adjustments to wait for a while since the priority would drop a bit due to the backlog of other requested client adjustments.
Please let us know which you prefer! | |
08-21-2012 12:18 PM | Camate | Community Rep |  |
| | Greetings!
After looking over everyone’s feedback on which option is preferred, we have decided to go with option 1. With that said, we will be implementing the collision settings that are currently on the Test Server and will continue to make adjustments as necessary post-implementation based on feedback.
Once the specific schedule for implementation has been decided we will be sure to announce it! | |
|
|