I've had some success dealing with this by pressing right stick for first person, then again to zoom it back out. Seems to make it rotate off the obstruction.
I've had some success dealing with this by pressing right stick for first person, then again to zoom it back out. Seems to make it rotate off the obstruction.
Yes, I agree!
Everyone thought paid retainers and fantasia would be the end of it.
You were warned.
Cash shop in, TrystWildkey out.
I have this problem: If the camera has a total zoom distance of 100 and I zoom to 70, I expect that dn camera to stay at 70. As I stated previously, if an object or terrain exists at 70, then the camera should and does move to the next available distance, say 65... This is normal and expected. The bug is that the camera never reverts to 70 once the object is no longer impeding my desired location of 70.
If I set it to 70, I want it at 70 unless there is an object in the way. To make matters worse, in order for me to get the camera back to 70, I have to move the character 70 from the camera itself since the camera thinks it's at 70.
Now of course I have no idea what 70 is, maybe it would be good to say 70% of the total zoom distance.
Is that the same issue?
I also had this a setting issue... this really helped with the camera. Did not fix the above, but now I can tank!
Now the camera setting that was giving me trouble is this:
In character configuration, there is a target tab. On that tab, there is target settings.
There are three available choice: make sure "ruin my day" is not checked!
It's obvious in hindsight. Smile
No, three check boxes. I had "auto lock on target when initiating auto-attack" checked. This was the source of my pain.
Greetings,
There have been a lot of requests and feedback related to the Legacy camera/control settings, especially regarding the way the camera functions, and User Interface lead Hiroshi Minagawa has an update to share.
■Regarding automatically returning the camera to a fixed distance
We've finished implementing the feature where the camera will automatically return to a fixed distance point for the legacy control camera setting on the development version of the game. Currently, the QA team has started the debugging process, and though I am sure I will get some flack for releasing this so late, it will be in patch 2.1.
As there are major differences in programming between the live/official version of the game and the development version, implementing this before patch 2.1 would be difficult due to the time required to perform the various checks and debugging to ensure stability on both versions. We really hate not being able to release things that are working right away, but we appreciate your understanding.
That's correct. The current legacy camera was transplanted from the FFXI camera program and it functions the same. * We transplanted this feature because of tester feedback from Beta Test phase 3.I feel like we had this in FFXI as I don't remember struggling with returning the camera. Am I remembering this correctly?
The setting that will automatically return the camera, which will be implemented in patch 2.1, will be added as an option for the original camera feature. We'll be providing this in a way that will meet the requests of all of the testers who were asking for the same camera settings as FFXI.
The reason why this was not a concern for XI is due to the fact that from a battle design perspective, there wasn't as much of a necessity to zoom out with the camera, the areas where characters could move were wider on average, and characters did not move as fast as they do in XIV.
As the battle pace and game design for both XI and XIV are different, we adjusted the camera rotation controls to be fast for XIV, but we are reflecting back on the fact that the adjustments we made were a bit lacking.
■Transparency masking process
If we implemented a system to mask objects that are obstructing the view, all of these problems would be solved, however, this would require processes to determine what is obstructing and also increase the groups of transparent data models as well.
To avoid burdens from numerous processes and in order to prevent quickly consuming memory with large amounts of data from the field it would be difficult to increase applying transparent masking on specific individual objects. Due to this reason, we don't have a practical solution that we could currently propose as a candidate, so we don't have any plans to implement that change.
Devin "Camate" Casadey - Community Team
So it isn't even possible to add that transparency mask for higher-end computers?
Seeing DirectX 11 version will be designed for a newer generation of hardware than the game currently targets, is it possible to add this together with the DX11 version of the client?
Could you please clarify Square Enix's policy regarding this: should all hardware, regardless of its power, be capable of only exactly the same material functions, with only differences in graphics rendering quality allowed? Or will higher end computers be able to run more and also more computation-intensive functions in future?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
Yes this is the main issue I have with this game. The targeting is also horrible.
OMG PLEASE SE! PLEASE FIX THIS IMMEDIATELY! DO IT! DO IT RIGHT NOW!
I hate how this happens and it happens all the time on Garuda.
The option to zoom out further would be nice. I tried the 3rd person slider to give me more view, but it's still not what I was hoping for.
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