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[Dev] Character Collision Adjustments
Bismarck.Tragedie
Server: Bismarck
Game: FFXI
Posts: 322
By Bismarck.Tragedie 2012-06-29 13:19:14
Another issue that has bugged me ever since I started playing this game is spells/weapon skills/and skillchains disappearing when the initiator changes gear, and it saddens me to know this will most likely never be fixed since those actions are practically connected to the character models.. Weapon skills I can see, but magic and skill chains seem completely separate..
This soo much. I'm not a fan of blinkmenot on my THF (probably out of years of blinking to avoid - once again, the animation lock - of fleeing and some other JA's). I keep it running on my 2nd char though, and always have to check that log to see skillchain damage (or to make sure I actually skillchained, etc). I should probably increase the /wait time after I ws a few seconds to at least have it register in the log (even if the full animation doesn't show).
I wish you could have an 'appearance' set, in which you choose which gear gets displayed and gear changes do not blink you out. I'm hoping they (devs) are getting on that path, as they added the new /displayhead option.
I guess I'm getting a bit off-topic though... I don't want to turn this thread into a list of 'crap I wish they had done years ago' (for example, confirmation for being tele'd/d2'd, etc. Eliminate the paranoia or griefing potential after BCNM runs with strangers. You should choose when you zone, not someone else, damnit. I digress.)
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2012-06-29 17:17:17
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. | |
Siren.Mosin
By Siren.Mosin 2012-06-29 17:19:56
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. | |
but never a slight change in elevation, lol
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9,720
By Cerberus.Pleebo 2012-06-29 17:24:26
or the brush that you actually can't run through
Server: Valefor
Game: FFXI
Posts: 19,647
By Valefor.Prothescar 2012-06-29 17:31:38
Run through this using no hands or equipment
Phoenix.Fredjan
Server: Phoenix
Game: FFXI
Posts: 2,326
By Phoenix.Fredjan 2012-06-29 18:00:17
Valefor.Prothescar said: »Run through this using no atma of the blue crab ftfy
Titan.Elevan
Server: Titan
Game: FFXI
Posts: 104
By Titan.Elevan 2012-06-30 03:43:51
lol Responces on here r hilarious.
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2012-07-03 17:53:45
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. | |
[+]
Server: Phoenix
Game: FFXI
Posts: 1,245
By Phoenix.Gaiarorshack 2012-07-06 15:55:06
remove collision detection entirely but in city zones only
easier to program. less cpu intensive for server
fits the purpose entirely
does not "reduce" the gameplay when you are out adventuring
Bismarck.Rinomaru
Server: Bismarck
Game: FFXI
Posts: 2,056
By Bismarck.Rinomaru 2012-07-06 16:04:13
I wish to turn on collision so i can bump into other players and say excuse me.
[+]
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2012-07-10 13:18:24
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 
| |
Cerberus.Kvazz
Server: Cerberus
Game: FFXI
Posts: 5,345
By Cerberus.Kvazz 2012-07-10 13:37:10
Ok that's kinda funny :p
PJ SIMULATION GO!
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2012-07-10 13:49:39
Server: Fenrir
Game: FFXI
Posts: 3,012
By Fenrir.Leoheart 2012-07-10 14:06:01
hehe Kali bumped the collision thread :3
I thought it was funny! :<
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2012-07-18 14:17:00
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! | |
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13,352
By Phoenix.Sehachan 2012-07-18 14:21:10
It should remain? Why? They don't like entering mog house or talk to Horst?
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Server: Odin
Game: FFXI
Posts: 10
By Odin.Celestria 2012-07-18 14:37:34
I find these "updates" ridiculous. This is a very small code change, deserving a footnote in the list of alterations a patch just made. It's not worthy of a three-month publicity blitz. It doesn't need a cycle of feedback and viewpoints. Just make it happen, and if the owner of the subligar galka wall blocking our way into the mog house cries, give him a pickaxe.
Seriously though, if somebody desperately wants the realism of having to shove their way through a crowd, they can have a command like /blockme, and let me make my own choice in the matter.
[+]
Necro Bump Detected!
[30 days between previous and next post]
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2012-08-17 15:09:46
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! | |
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2012-08-17 15:10:20
Stop wasting time and just do it already...
It is important to listen to players I guess, so I vote #1
Cerberus.Taint
Server: Cerberus
Game: FFXI
Posts: 1,514
By Cerberus.Taint 2012-08-17 15:12:20
Tax Jeuno and most of the collision problem goes away. (or atleast moves the mules back to rolomart)
Bismarck.Hsieh
Server: Bismarck
Game: FFXI
Posts: 709
By Bismarck.Hsieh 2012-08-17 15:18:35
1: Move Synergy Furances into Lower Jeuno or out of Port Jeuno
2: Charge Tax in Port Jeuno
I prefer going to Lower Jeuno for my auction house needs.
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2012-08-17 15:20:01
Put furnaces back into upper jeuno... why did they remove them -.-
Also There are deactivated furnaces in Whitegate, they should be activated as well.
[+]
By Artemicion 2012-08-17 15:31:16
My question is, who would protest to this adjustment that they would have to make an announcement over their indecisiveness?
Ragnarok.Ravant
Server: Ragnarok
Game: FFXI
Posts: 1,441
By Ragnarok.Ravant 2012-08-17 15:36:08
This is stupid. Why anyone would be against this I dont even know. I hate having my mule alt get caught up in the 5000 people bazaaring on Ragnarok. They just need to implement this already.
[+]
By Artemicion 2012-08-17 15:40:06
Would be nice if there was a designated zone for bazaaring goods. Or have something similar to FF14 where you hire a merchant to bazaar off your goods. At least that way there'd be no need to have secondary mules for selling junk and keeping the game on just to sell your goods.
Server: Cerberus
Game: FFXI
Posts: 42
By Cerberus.Cloudkiller 2012-08-17 15:43:44
They need to implement this already....
And why the F are people against it?...
Server: Odin
Game: FFXI
Posts: 211
By Odin.Almont 2012-08-17 15:50:45
Why on Earth SE still feels the need to keep everything so close to the vest I will never understand. If they're concerned the change may adversely affect something they should just effing come out & say what it is so the playerbase could actually consider it. This "should we implement the changes, or wait and 'make careful adjustments'" BS isn't helpful to anyone.
Anyway, I vote for #1: Change it already.
Server: Lakshmi
Game: FFXI
Posts: 10,394
By Lakshmi.Sparthosx 2012-08-17 15:52:48
Would be nice if there was a designated zone for bazaaring goods. Or have something similar to FF14 where you hire a merchant to bazaar off your goods. At least that way there'd be no need to have secondary mules for selling junk and keeping the game on just to sell your goods.
Chocobo-freakin-Circuit.
Bismarck.Hsieh
Server: Bismarck
Game: FFXI
Posts: 709
By Bismarck.Hsieh 2012-08-17 15:55:17
Put furnaces back into upper jeuno... why did they remove them -.-
Also There are deactivated furnaces in Whitegate, they should be activated as well. They took the upper jeuno ones out? I remember they first took Lower Jeuno ones out because that's where all the traffic was at first before the Aby hype.
Either way they should just implement it. They can always make adjustments later. I think the general consensus is positive. Sorry not everything in the game is going to please each individual.
If it really matters, have the feature turned on or off for Port Jeuno under settings. If SE can't do that, tough luck.
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! | |
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