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Monstrosity Page Unveiled! (07/25/2013)Follow

#1 Jul 25 2013 at 4:25 AM Rating: Excellent
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PlayOnline wrote:

Prepare to free your soul from its mortal trappings, as this new content will give Vana'dielian adventurers a perspective they've never before experienced...that of a fiend! Forge both a name and a new identity for yourself as you amass a bestiary full of secondary forms to inhabit.

The site itself ennumerates a plethora of information, including the latest tidbits to learn and future scheduled features.

Float on over now to possess all the monstrous details.

http://www.playonline.com/ff11us/index.shtml

Edited, Jul 25th 2013 6:25am by Szabo
#2 Jul 25 2013 at 12:32 PM Rating: Excellent
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This very much sounds like the PVP back in the day that people really wanted, without the griefing part. Also with rewards, this might actually have some staying power. ^^
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#3Almalieque, Posted: Jul 25 2013 at 4:02 PM, Rating: Sub-Default, (Expand Post) Soooooo.. I can transform myself into a monster, but I can't change my skin color.... Is it so much to ask? Talk about being slapped in the face..Smiley: rolleyes
#4 Jul 25 2013 at 10:45 PM Rating: Decent
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Sweet I have been waiting for FFXI pokemon. Looking forward to reading the PVP aspect. SE might drag my *** back for one more go.
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#5Almalieque, Posted: Jul 26 2013 at 3:26 PM, Rating: Sub-Default, (Expand Post) I'm surprised that people didn't like my comment. Not only did SE make a vague promise towards customization, I do remember a time when people complained about the lack there of.
#6 Jul 26 2013 at 5:08 PM Rating: Good
They did for XIV 2.0. I don't even recall them making such promises for XI.

In ARR you can be pretty much any shade of the rainbow, and they've included a much wider variety of hair textures, too. XIV 1.0 characters get a one time "re-do" of their customization to take advantage of the new genders and the updated character creation.
#7 Jul 26 2013 at 5:19 PM Rating: Excellent
The only official comments I can recall Square Enix ever making towards appearance customization for XI was that it was something they couldn't/wouldn't do (at least at the time that they addressed it).
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#8Almalieque, Posted: Jul 26 2013 at 10:35 PM, Rating: Sub-Default, (Expand Post) Maybe I misread it, but I'm sure that SE said something, because I remember quoting it and getting excited. Maybe that turned out to be the "no headgear" fix or something. In any case, I'm not buying "we can't do it" given the amount of change this game has gone through and monstrocity. I'm sure that they could have just easily created a new PvP with new "monsters" that had different versions of the existing races.
#9 Jul 26 2013 at 10:41 PM Rating: Excellent
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I wouldn't expect any kind of character customization options beyond new hairstyles and at best a barber. Tinkering with skin tone would require SE also going through every piece of gear that shows gear to adjust it to account for the new choice. It works for XIV since they pretty much did that from the start, but XI's textures are pretty archaic, if not marvels in their own right if you consider they manage to stretch 256 pixel images into what we get for gear.
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#10Almalieque, Posted: Jul 27 2013 at 1:10 AM, Rating: Sub-Default, (Expand Post) Two things.
#11 Jul 27 2013 at 12:06 PM Rating: Excellent
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Wanting to be a black dude is different than playing a costume a black dude. Visually, our characters our 6 different textures floating together in sync before you account for weapons. Monsters are 1. That fat dude standing by the Bastok Mins AH is 1. Your hypothetical costume would be one, too. Notice, though, that a lot of these costumes tend to be restricted to town zones where combat isn't possible? Some don't have combat animations associated with them. It isn't quite as simple as "Slap the hume moves on the fat guy, then!" because he do not share the same skeletal structure (6v1) and binding points for the commands.

Pragmatically, Monstrosity is basically SE just reusing active monster resources you see out in the wild, adding a blue magic-esque system to it, and giving players control beyond that of what BST already does. They've given no sign of actually creating new models outside of maybe some UI icons, but that's also a far simpler beast than calibrating animations.

Were more skin variations a request in the past? Probably. PS2 limitations? Tanaka being a racist ************? I dunno. They're not here, but you can't really stomp your foot and discount present complications to the notion because costuming is a way different situation.
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#12 Jul 27 2013 at 8:44 PM Rating: Excellent
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Oh crikes the game get something nice and it is a subject of complaint about something unrelated?
#13 Jul 28 2013 at 12:05 AM Rating: Default
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Olorinus the Ludicrous wrote:
Oh crikes the game get something nice and it is a subject of complaint about something unrelated?


Well it's SORTA....KINDA....IN A ROUND ABOUT WAY related, but it's usually the same damn people who continue to throw money at SE even though they have all these seemingly game breaking complaints about it.
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#14Almalieque, Posted: Jul 28 2013 at 1:29 AM, Rating: Sub-Default, (Expand Post) 1. I said nothing about being black, but customizing.
#15 Jul 28 2013 at 9:37 PM Rating: Excellent
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Monsters are made to do monster-y things. They get attack/casting animations, things to do when taking damage like flinch, block/parry if applicable, walking, running, and then some. Fundamentally, this is more useful to the game as a more robust monster variety leads to a broader playing experience. All this system does is put players in the monster's skin, which also requires all those animations that have been already created. There's no gear swapping to blink you out because mechanically our player model "doesn't exist" at that moment in time.

Now, some helmets did take hair style into consideration, but it was basically along the lines of "If ponytail is covered, don't render the ponytail" line of thinking. These conditions had to be applied to every piece of headgear with respect to that particular model. If not, you'd get clipping issues, or worse, invisible heads. Could some helmets have fluffy tails not unlike how some chest armor drapes over our legs? Sure. Might this be a polygon issue, though? I don't know. We've yet to really see capes, either.

Random combat-capable costumes just leads me to a simple question, though. Why? What does it accomplish that us in our gear doesn't? What would you actually create? Truth be told, a lot of XI NPCs just borrow our armor resources glued together into a single DAT with some common animation data. And this is something anyone who's played around with any kind of XI ModelViewer and paid attention would've learned. As is, playing as a monster offers a wide variety of skins to inhabit. In the future, if they decide, "Hey, you can play a Mithran Sin Hunter!" then they can add that to the system, too. It really is a simple matter of them recycling materials proven to work instead of spending all this time making new **** just to find out it might make the PS2 explode.
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#16Almalieque, Posted: Jul 29 2013 at 2:41 AM, Rating: Sub-Default, (Expand Post) As I said, cosmetic over utility. Not only are there already existing NPCs as there are monsters, the costumes do not have to be combat-capable. Just like other costumes. At this point, you're just making up excuses. If you're still buying the "PS2 limitations", 10 years later with 50 more levels of hundreds of gear and numerous of expansions, then you're just in denial.
#17 Jul 29 2013 at 3:04 AM Rating: Excellent
lol pvp {thanks for the offer but I'll have to pass} but I am sure there are plenty of people who will find this content their cup of tea!
#18 Jul 29 2013 at 3:35 AM Rating: Default
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Janeash wrote:
lol pvp {thanks for the offer but I'll have to pass} but I am sure there are plenty of people who will find this content their cup of tea!


As fun as this might be, if history will repeat itslef, I don't see people doing it for a long time unless there are good rewards involved. Another thing SE dropped the ball on. Instead of making older stuff more interesting/worthwhile, they want to make *new* stuff, which is very similar to the old. This actually seems fun though, I just hope SE doesn't use any ridiculous rules to take the fun away!
#19 Jul 29 2013 at 12:32 PM Rating: Decent
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Dear SE,

This would have been fun -BEFORE- you made all our friends quit in frustration from all the "updates" you brought out. Also we hate PVP.

Sincerely,

Probably most of Vana'diel with a few exceptions.
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#20 Jul 29 2013 at 4:53 PM Rating: Excellent
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The "no head" command and event gear has already demonstrated that SE has the capability to alter your character's appearance through gear. This allows the customization of a character WITHOUT having to do redo every piece of gear. See the BLM "tattoo" Genie Weskit as a great example.

This is where I'm just going to say you're grossly misinterpreting the command for display head. It's not directly modifying the head gear you're using. Rather, a binary toggle has been added to the rendering order of head data. If it's 0, show one thing. If it's 1, don't show. The naked head is a DAT just as wearing the Walahra Turban is its own.

This in mind, removing the tattoos from the weskit will not work as simply. It is literally a part of the squished up texture that gets stretched over the model skeleton. You will need either two weskit models or to literally layer a new naked torso DAT beneath "just in case" someone turned it off, and understandably that could get resource intensive. All these little conditional data packets would also add up in crowded areas and could very much be a PS2 RAM limitation in the end.
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#21 Jul 29 2013 at 5:11 PM Rating: Good
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janesh wrote:
lol pvp {thanks for the offer but I'll have to pass} but I am sure there are plenty of people who will find this content their cup of tea!


It seems to be the best kind of PVP (for me anyway). Simpler than ballista and bastion, and being done in a kind of alternate-reality to your own character. Although im not sure if id like to hop around and ruin peoples day that are just trying to get their mule from Sandy to Jeuno. It would be great if it was a mix between PVP & PVM/PVE.

alma wrote:
Instead of making older stuff more interesting/worthwhile, they want to make *new* stuff, which is very similar to the old.


I don't dislike Pankration, but this should have come out way back when instead of Pankration.

alma wrote:
skin tone stuff...


I would be great if we had more options for skin tone, hair color, body adjustment etc... They apparently have it in FFXIV and people love it. As for FFXI, sadly, it would take a LOT of work -as Seriha outlined- to add it into as FFXI as it stands now. If you want it to happen, rally people to your cause with a new thread and contact SE directly. Hijacking an update thread with unrelated upgrades you want has never gotten a good reception in the past, and I doubt it will get better reception in the future.
#22Almalieque, Posted: Jul 29 2013 at 9:42 PM, Rating: Sub-Default, (Expand Post) It actually wouldn't take a lot of work at all and even less work than Monstrosity. Maybe you didn't see my posts because they were sub-defaulted, but I outlined several ways to allow players to appear differently with little to no effort.
#23 Jul 29 2013 at 11:14 PM Rating: Excellent
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An "armor" that is solely a tattooed torso is different than wanting tattoos to show no matter what you're wearing. The former is obviously possible, as proven by the weskit, but the latter is something that would indeed be resource intensive if the desire for persistence. Because now all the pieces that show skin have to add an if-then check as well as SE adding the tattoo as a layer where appropriate. This is probably even more complex than just making skin tones a slider with all pieces with skin calling upon that variable.

I've already clarified the differences between monsters and NPCs from a combat/animation perspective. And while there are "unique" NPC models like the old men, the fat, kids, and chubby ladies of various races and flavors, a lot of other NPCs are what we, as players, can wear simplified into one DAT instead of multiple. Of that "inaccessible" list, my simple thought is why? Why do you want to look like them? What is gained by looking like them? If all this parading against SE is more you wanting to, say, look like you're wearing RDM AF while really wearing something else, then we're looking at a totally different issue, but ironically solvable by a means similar to head display. All SE needs to do there is establish a UI so we can set the toggles. Even so, that's a different beast than adding/taking from existing gear because our characters as unique models, even if naked, is a bit of a misnomer. "Naked" is also gear, as anyone who's perhaps tried to DAT mod Alky's has discovered since they use your race's naked hand model.

Edited, Jul 30th 2013 1:18am by Seriha
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#24Almalieque, Posted: Jul 30 2013 at 2:24 AM, Rating: Sub-Default, (Expand Post) I'm flabbergasted on how much you're over complicating everything. This isn't about "looking like I'm wearing AF gear when I'm not" and it's not about looking like random NPCs. The point is that given the already existing skins/costumes being used, the possibility of customization already exists.
#25 Jul 30 2013 at 4:46 AM Rating: Excellent
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New monsters don't get solely created to be costume pieces, however. The game is running on a skeleton crew and you want to slog down their art department with requests for sumo wrestler costumes when they could be spending time on making new gear, environments, and monsters for the field with the all associated calibrating of skeletal data on top.

The only thing truly "new thing" to come out of Monstrosity is the UI. Yes, some may consider it a waste of time rearranging existing (KEY WORD) assets into what basically boils down to "monster jobs" and pseudo-PvP, but it also serves as a significantly greater time sink to players and might even give those aching for PvP a better chance than the imbalanced *********** that was Ballista. Spell/Ability use is the same ol' plugging of numbers. You're trying to extract that something mechanically new and controversial has risen and a lie is being perpetrated by SE from this when it hasn't.

I get seeing what one game does and wanting it here, really. More robust character customization is unfortunately one of those "from the ground up" deals that SE chose not to follow for XI, potentially after experimenting with the PS2. If I can't make it any clearer, then let me try to put it this way. You have 10 hume females, each using the 2 head variations of 5 possible head types. Graphically, this demands the DATs for all 10 of those heads to be called into RAM and displayed. Now let's say we add a mole on the cheek as customization. For all ten of these heads, data now has to be sent confirming whether or not they have that mole. This further escalates into eye color, nose width, lip size, and so on that instead of 10 definite graphic options, RAM may now be needed to render hundreds of possibilities. This then leads into the RAM taking priority of rendering if it must be present. People farther away won't be displayed at all. Maybe far terrain takes a quality hit. Monsters might get ultimate priority because they can kill you. There is a mechanical aspect tied to the art that must be respected, and it's also why there's a difference between "chest armor with tattoos" and "tattoos that show up whenever that chunk of skin on the arms is visible".

Perhaps I could say that, despite its unique style, WoW looked like *** even with being released later than FFXI. These options come at a technological cost. Technology and methods of employing it improve, yes Could SE maybe, possibly rework things? I'd honestly expect FFXI:HD first. And I'd simply close this thread on there being bigger fish to fry within the game itself.
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#26Almalieque, Posted: Jul 30 2013 at 5:27 AM, Rating: Sub-Default, (Expand Post) At this point, it's obvious that you have no legitimate argument against the concept, just personal bias.
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