BLU power!
BLU power!
Thank you google image to remind me there is a pr0n movie about everything :
Spoiler: show
Looks like yells will be expanded to: "Street area" in Adoulin, Whitegate and Chocobo Circuit from JP post today via google translate.
You have a solution you dumb fucks, I gave it to you at the very end of that gigantic thread where everyone posted what they wanted Matsui to read. Client side caching of the data that doesn't change. There is absolutely no need to re-download all my spells and inventory and magical maps (you ever get that spurious message about not having a map of this area when trying to view a map shortly after zoning?) just because I changed zones. The client should remember all that shit. And being able to save the location of the doors and NPCs that don't move would be fucking golden too.Your Idea is very good. Unfortunatly we cant implement any more satchels/sacks at this time. The reason behind this is, that every Character has only a limited amount of Datacapacity. For example there is Data about Items or Currency, which a Character posseses, which events a Character can access, how far he has proceeded in the game etc.
Those Informations have an Impact on different game-aspects. For example the Load time between changing Zones would go up if we would connect more Information/Data with the Character. The more Character-Data there is, the longer it is needed to change a Zone (Loading time). This is only one example what kind of impact another satchel/sack would have. Before we can put in any additional mogsatchels/sack, we need to find a Solution for theese problems.
They still need to load it at some point, and I doubt they're eager to save anything client-side, where it's even easier to manipulate.
Edit: Didn't occur to me that the Double EXP thing would extend into Dynamis. I ought to get one of my EXP trials done while it's happening.
inb4 the 12 swords in the flag of Adoulin represent more than just the metaphorical symbols of the 11 knights and King August. In the main story of TOAU, the player/the citizens of Aht Urghan were 'the treasures of aht urghan' but then after the missions you find out the TRUE treasures of aht urghan weren't some bullshit metaphor for its people but actually the mythics. In SoA I wouldn't be surprised if the 12 swords on the flag actually represent the new 'legendary weapons' wielded by those 12 knights.
1.Sword
2.Dagger
3.Great Sword
4.H2H
5.Polearm
6.Katana
7.Great Katana
8.Staff
9.Club
10.Great Axe
11.Gun
12.Axe
BAM!
No bow, RNG can share gun with COR.
Is there a way to code a file that's kept on the players PC, so that logging in sent a key to SE's servers that allowed them to play without having to load everything each zone? Like a token code sort of thing. If the data on the players side was out of sync (due to manipulation, for instance) it would send a message that would then institute a server update with the last known good check?
But what would be the advantage of being able to client-side fake having things in your inventory if almost everything is sent server-side to generate a response? I mean, the fishing minigame is client-side, but the fish is determined server-side (now) and by what bait/rod you have equipped. You can't even fake having bait to fish, or if you could then it would be immediately detectable by comparing the item you're claiming to be using to the server's records of your inventory.
Plus, it's dumb to claim that you have to force a re-load every time you zone. Think about it. Your inventory never changes when you zone. Why do they need to re-send the lists? He's totally right that they could just cache it and get rid of their retarded reason for that response.
Maybe they keep loading spells cause of lvl cap/sync? And maybe invent for warp synthing? Wasn't there a way to dupe items awhile back?
I dunno. The explanation implies to me that they have no way to verify what's in your inventory. Caching anything on the client machine means that information is no longer trustworthy and therefore defeats the purpose of caching it, because you're going to have to communicate with the server to confirm that you actually have the key item you say you have. There would need to be client-server communication for every action the player takes, such as equipping gear or casting spells.
Maybe I'm just misunderstanding what exactly the server is used for in FFXI, but just caching things on the client seems like a bad idea.
Edit: And there may not be enough space on the 360/PS2 FFXI partitions to create a cache anyway.
Between logins, sure maybe. Re-loading it when zoning? Why bother?
Like:
* You have an inventory list before you zone.
* You have the same inventory list after you zone.
How could simply not deleting it while zoning lead to any exploits?
i think what the problem is, is that character data isnt split up, its all one big compiled data, because it loads everything agian when you zone. Like for example when you zone all spells become available to you for an instant until every Character-Data is downloaded. This is just an assumption from myside, I dont know how FFXI is coded or how it works, but it might be well teh case that character data is one big compiled file (inventory, KIs, available spells, zone accesses etc etc etc). Remember when you could change jobs/sj everywhere in the middle of the field? This might have something to do with that.
So... we're just giving up on Cait Sith huh.
This is actually what I had in mind. There are plenty of legendary final fantasy weapons yet to be used in FFXI.
Polearm- Longinus
Sword- Lionheart
GS- Tournesol, Estreledge
H2H-Ehrgeiz, Godhand
Bow-Perseus Bow
GK- Muramasa, Yoshiyuki otherwise known as Mutsunokami
Dagger - Zwill Crossblade
Katana- Muramasa or maybe Oborozuki
Club- Zeus Mace, Scorpion's Tail, Guriguribanban
Staff- Whale Whisker, Stardust Rod,
Greataxe-Earthbreaker
Axe-Swanchika/Gigant Axe
Scythe- Tezcatlipoca