I know several people who enjoy the accessories as visible entities in the game. While I agree that it probably does place some unneeded stress on the graphics card for the user, I doubt that it costs too many resources to actually create them. Unlike most gear, there isn't really much you have to do different for each race/gender combo in order to have the proper 3d model.
As it's been said, accessories are barely visible as it is (rings and bracelets are usually under gloves/armor, earrings can be under headgear) but if people want a little less stress on their PC an option that doesn't load or display accessories across the board doesn't seem like it would be that difficult to implement.
Unlike the head/weapon display options we have it wouldn't need to be toggle-able or effect how other players see your character (assuming the intended purpose is for the sake of conserving the user's resources).
But anyway, the point I was trying to make was it's silly to tell us it's too complicated to do, it doesn't seem that difficult to implement a check box in the external graphics config to enable or disable accessory display universally. Just tell the game to not load those .dats and display the same default ring-less fingers/ears/etc. in all cases rather than checking for equipped items.
edit:
I don't see why a delivery feature couldn't be MacGyver'd using the model of the retainer system. Click on retainer bell and add a new option -> delivery box -> send items/receive items; that functions like an invisible retainer/bazaar. You essentially "bazaar" items in the recipients delivery box until they "buy" (retrieve) them.
While that's a bit of a hypothetical tangent, it's not a matter of the engine not being able to handle it, it's a matter of them not feeling like figuring it out and doing it.
We're well past the point where anything should be MacGyver'd into the code. I don't find it particularly surprising that given how restrictive the current engine is that some things just aren't possible -- or more importantly -- are not worth the potentially sizable time and effort to shoestring them in. They should be hunkering down for 2.0.
Anything that isn't content or systems usable in 2.0, major bug fixes, or relatively easy to implement... I don't want them wasting their time. We've seen many quality patches under Yoshida, an MMO gamer himself, I highly doubt they've taken to lying to their customers because they are lazy.
I refuse to believe they spend years designing an MMO with no foresight whatsoever on how a delivery system might be implemented, something so basic to an MMO that it's ridiculous it wasn't there at launch.
Idontwanttobelieve.jpg
I definitely wouldn't say that I "love the system," but it's not entirely bad (compared to, say, XI). There are two things I like about the current system:
1) As has already been mentioned, it's nice to have more controlled input on HQ attempts (as opposed to simple random chance).
2) It's quite useful to be able to eliminate blowups for synths where you only care about pass/fail and not quality; the failure rate for a properly leveled synth at R50 (when paying attention) is effectively 0%. Something like this would have been extremely handy for stuff like Hakutaku Eye Clusters.
Official translation of Yoshi-Ps statements regarding synthesis (rough translation was posted on the previous page):
Originally Posted by Naoki_Yoshida
There is two reasons why it's not a good idea
1) 1.0 is going to get scrapped very soon. Implementing something like this take a huge effort and the benefit would be relatively small...not to mention that they could probably use McGuyver on the 2.0 team.
2) This kind of feature can be incredibly risky since they open up many possibilities of duping, item loss glitches and the like. It's one thing to have something that work 99% of the times, it's another to have one that works 100% of the time. While you could McGuyver the first one just fine, the 2nd one requires a lot more planning and testing.
That's not true. It's entirely up to them to decide the rate at which your craft explode. If they wanted to give "standard" spam (with occasional wait on unstable) a 95% rates, they could. They could also make hakutaku eye clusters lv 55 if they wanted people to fail on it.Originally Posted by Spider-dan
Level for level, FFXIV rates are higher, but it has nothing to do with the minigame.
I'm not sure how you can say that, you're going to need a wide set of rules and exceptions to handles every possible abuse or bugs.
What if the retainers is being moved when something is mailed? What if the retainers is deleted or created? What if one side lag out, or fill its inventory when the item is transfered? The list of "things that can go wrong" is incredibly long, and it would need to be tested thoroughly. They would probably need to create an inventory buffer to handle item overflows, and it's something that doesnt seem to exist right now and could potentially come with a ton of issue.
If you look at the history of duping glitches in mmo, you would realize that they come in every form and shape. Adding something to an existing system doesnt automatically make it glitch free. Just takes Salvage dupe for example. Drop systems were working fine for years, but in a different environment (instanced area), it fell apart.
In my original suggestion I said the delivery box would be it's own "invisible" retainer, meaning it doesn't have an NPC attached to it nor can it move, be deleted, etc, it's just accessed similar to retainers at the bells and the interface functions similarly to a retainer's bazaar.
Also everything you just described that could go wrong applies to current retainers and bazaars and we don't have issues with duping.
I'm not saying it's not doable, I'm not saying that reusing some of the existing infrastructure is impossible, I'm simply saying that it's a lot more works than "ctrl+c, ctrl+v".
As retarded as the concept of "physical presense" is, have you ever traded items with someone in another zone (even something like a city zoneline)? Have you ever traded something to a retainers that isnt summoned right next to you?Also everything you just described that could go wrong applies to current retainers and bazaars and we don't have issues with duping.
I can't speak with certitude, but this game seem to handle communication in a very stupid and inneficient way. You have to be right next to your target to interact with it. The only notable exception would be the search/buy command, but it's probably the reason why it took so long to implement, and I wouldn't be surprised if the actual code for this is incredibly messy.
You say these issue exists already, but from a programming standpoint, they aren't identical.
They could barely add instant purchase to the wards without breaking the entire game. I do think 'unable to do this with this engine' is a gigantic cop out. My stance remains on why they have no idea to work with the current client, and that stems from the fact that it was developed by a 3rd party. Obviously on the hush, but it wreaks of proprietary coding with someone who went out of business or someone who they no longer hold a contract with. I face a lot of the same problems with our software at work when our geniuses at the helm refuse to put a major project through our inhouse engineers, and instead opt for hiring a 3rd party.
I thought mailbox and AH systems were intentially left out of the designs of the engine ON PURPOSE by Tanaka as part of his grand plan? It's no surprise then why Yoshida is having such a hard time with 1.0 and decided to scrap the entire engine for a new one that can what he wants to do with it.
So even with all those crafting changes its still going to be a turd, just with less peanuts in it.
Nothing wrong with either of those, SD. I just feel that a little more foresight would have served SE well in this situation.
@Vutton: SE can spin it as "grand plan" all they want, but they are simply words. I'm more inclined to believe things through sheer evidence - what they've done in the past and what they've done in the present - and evidence dictates that they have no idea how to incorporate features that are standard in other MMOs.
Tanaka was clearly incompetent, but the real culprit are most likely the shareholders who wanted a quick release. There was about a year between the announcement at E3 and the actual release of the game, and for a mmo, that's incredibly short. It's probably why the game felt so...incomplete. I hope.
It would probably have been a train wreck regardless with Tanaka leading the project, but the game could have been more tolerable than it was.
Really? I feel sorry for them if he still have his word to say...