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Thread: Battle Command Design -PLEASE FIX IT

  1. #1
    Player
    Khal_Drogo's Avatar
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    Varro Saimouri
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    Battle Command Design -PLEASE FIX IT

    I'm having trouble understanding why no steps have been taken to adjust the UI (if that's what it would be considered) for Battle Commands, such as weapon skills, engaging in battle, initiating a ranged attack, choosing and casting spells, etc.

    From the day FFs were released, they've ALWAYS been "console-based" games (maybe a handheld here and there too). And as far as I know, they've ALL clung to the same basic layout of the "Attack; Magic; Ability; Item" categorial design. So, why would they embrace a design that makes it so difficult for controller-using players (future console players) to access and use their battle commands.

    I understand that developer's like "change," but this icon/slot crap is just awful. At the very least, I want to see the choice* to go back to the traditional "Attack; Magic; Ability; Item" design. I want a simple, categorized design of my battle commands, not some ridiculous, "oooo pretty," 40-mile-long bar of icons that rely, solely, on picture association to determine what command I would like to access or execute.

    Does anyone else feel this way? or even know what I'm talking about? lol
    (32)

  2. #2
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    MeowyWowie's Avatar
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    Meowy Wowie
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    I agree with you, I don't really favor the action bar UI over a menu based UI either. But this is the norm in MMOs today.

    I hate to say it, but getting them to revert back to a menu based system just won't happen. Sorry =/
    (8)

  3. #3
    Player
    Brigandier's Avatar
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    Quote Originally Posted by Khal_Drogo View Post
    I'm having trouble understanding why no steps have been taken to adjust the UI (if that's what it would be considered) for Battle Commands, such as weapon skills, engaging in battle, initiating a ranged attack, choosing and casting spells, etc.

    From the day FFs were released, they've ALWAYS been "console-based" games (maybe a handheld here and there too). And as far as I know, they've ALL clung to the same basic layout of the "Attack; Magic; Ability; Item" categorial design. So, why would they embrace a design that makes it so difficult for controller-using players (future console players) to access and use their battle commands.

    I understand that developer's like "change," but this icon/slot crap is just awful. At the very least, I want to see the choice* to go back to the traditional "Attack; Magic; Ability; Item" design. I want a simple, categorized design of my battle commands, not some ridiculous, "oooo pretty," 40-mile-long bar of icons that rely, solely, on picture association to determine what command I would like to access or execute.

    Does anyone else feel this way? or even know what I'm talking about? lol
    I know that feel bro.

    I would kill to have the XI interface on XIV. A lot of the controls are the same, but the action bar page flipping is clumsy, and the macros cover up your spells/abilities when open so you can't see your recast times. I would much rather see a menu operated system that depends on use of macros for fast/repetitive actions, with a good way of seeing what abilities are currently cooling down.

    EDIT: Or a "usual" mmo setup like WoW or Aion where you have 3ish bars towards the bottom, all visible at once with good keyboard operation.
    (10)
    Account deactivated. Holding out for Guild Wars 2.

  4. #4
    Player
    Rokien's Avatar
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    I get what you are talking about, but I play with controller, I do just fine.
    (13)

  5. #5
    Player
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    Quote Originally Posted by Rokien View Post
    I get what you are talking about, but I play with controller, I do just fine.
    Really, as a controller player, you have no suggestions whatsoever? Really?
    (3)
    Account deactivated. Holding out for Guild Wars 2.

  6. #6
    Player
    Khal_Drogo's Avatar
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    Quote Originally Posted by MeowyWowie View Post
    I agree with you, I don't really favor the action bar UI over a menu based UI either. But this is the norm in MMOs today.

    I hate to say it, but getting them to revert back to a menu based system just won't happen. Sorry =/

    Ya, I figured that's the reason they chose to go with it (to appeal to the MMO customer base). But, this isn't a "normal" MMO; it's FF!

    I don't know anything about programming, really, so I can't say for sure....but, do you think it would be that difficult to have an option that allows players to switch between either/or?

    Like, the action slots still work the same when you try to equip them, but you can choose "Design 2" for the action bar, and rather than see the action bar, you see a menu system like old FFs; and now all the actions you equipped in your slots from the action slot menu will simply appear in their respective categories:

    You're on MRD, for example, so all your WS are under "Ability; WS." Blood Bath (mrd)/Raging Strike (arc), for example, would be under "Ability; Job Abilities" and so on...Do you think that would be tough to implement?
    (2)

  7. #7
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    Because:

    World of Warcraft.

    /thread
    (6)


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  8. #8
    Player
    Chardrizard's Avatar
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    Signore Chard
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    I hated menu bar in FFXI, scrolling through so many spells. I prefer action bars as long as they are not as clunky as what we have currently.
    (17)

  9. #9
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    I've been playing since launch exclusively on gamepad and I've had no issues as of late with the changes they've made. I don't mind the current setup at all, I have no issues doing anything in combat.
    (6)

  10. #10
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    Andrien's Avatar
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    Quote Originally Posted by Khal_Drogo View Post
    I'm having trouble understanding why no steps have been taken to adjust the UI (if that's what it would be considered) for Battle Commands, such as weapon skills, engaging in battle, initiating a ranged attack, choosing and casting spells, etc.

    From the day FFs were released, they've ALWAYS been "console-based" games (maybe a handheld here and there too). And as far as I know, they've ALL clung to the same basic layout of the "Attack; Magic; Ability; Item" categorial design. So, why would they embrace a design that makes it so difficult for controller-using players (future console players) to access and use their battle commands.

    I understand that developer's like "change," but this icon/slot crap is just awful. At the very least, I want to see the choice* to go back to the traditional "Attack; Magic; Ability; Item" design. I want a simple, categorized design of my battle commands, not some ridiculous, "oooo pretty," 40-mile-long bar of icons that rely, solely, on picture association to determine what command I would like to access or execute.

    Does anyone else feel this way? or even know what I'm talking about? lol
    (13)

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