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Hiromichi_Tanaka
04-25-2012, 09:26 PM
Greetings, adventurers.

As announced in the FFXI 2012 Roadmap, an extensive user interface overhaul is currently in development for the Windows version of FINAL FANTASY XI. Today, I would like to take this time to outline some of changes we have in the works for the UI of the Windows version of FFXI.


Multi-window Mode
Users will be able to open and manipulate multiple windows.



Layout Customization
Users will be able to drag UI elements with the mouse to new locations, which will be saved for future gaming sessions.



Multiple Log Windows
Users will be able to open multiple log windows and apply different filters for each one.



Font Vectorization
TrueType fonts will replace the current bitmap fonts.



Continual Display of Macro Palette
In addition to the existing Crtl/Alt macro palette, there will be an option to use a three-rowed palette that is constantly displayed and utilizes the 1 – 0 keys as well as mouse clicks to activate macros.



Macro Recast Time Display
The macro palette will display the time remaining until each macro may be used again.



Individual Magic/Ability Icons and High-Resolution Status Effect Icons
A new set of detailed high-resolution icons will be introduced, with new icons added for specific magic, abilities, and status effects.



Macro Palette Icon Display
Users will have the option to display icons for magic and abilities contained in macros.



User Customization Features
The window scheme and GUI scripts for FFXI will be released so users can design their own interface features.


Drag-and-drop Equipment Interface


Other, more technical modifications are also under development that will eventually culminate in an overhaul of the entire user interface.

As previously announced, we are planning to make it possible for area maps to be brought up at all times, which would be implemented in advance of the more comprehensive UI overhaul described above. More information on this will be forthcoming, so please check the forums periodically.

Dragoy
04-25-2012, 10:22 PM
Greetings, adventurers.

よろしくー
Hail, and well met!


As announced in the FFXI 2012 Roadmap, an extensive user interface overhaul is currently in development for the Windows version of FINAL FANTASY XI. Today, I would like to take this time to outline some of changes we have in the works for the UI of the Windows version of FFXI.


Multi-window Mode
Users will be able to open and manipulate multiple windows.



Layout Customization
Users will be able to drag UI elements with the mouse to new locations, which will be saved for future gaming sessions.



Multiple Log Windows
Users will be able to open multiple log windows and apply different filters for each one.



Font Vectorization
TrueType fonts will replace the current bitmap fonts.


Very nice adjustments indeed! Not sure if anything more can be really said about those.
They simply seem great.



Continual Display of Macro Palette
In addition to the existing Crtl/Alt macro palette, there will be an option to use a three-rowed palette that is constantly displayed and utilizes the 1 – 0 keys as well as mouse clicks to activate macros.


I am certain that I am not the only one thinking that, is it simply not possible to have more lines for a single macro?



Macro Recast Time Display
The macro palette will display the time remaining until each macro may be used again.



Individual Magic/Ability Icons and High-Resolution Status Effect Icons
A new set of detailed high-resolution icons will be introduced, with new icons added for specific magic, abilities, and status effects.



Macro Palette Icon Display
Users will have the option to display icons for magic and abilities contained in macros.


Again, don't think I have anything specific to say about these.
Simply awesome, one might say.



User Customization Features
The window scheme and GUI scripts for FFXI will be released so users can design their own interface features.


This is most definitely something no one expected to happen, and will be one of the things mostly anticipated from now on!

Very interesting indeed.



Drag-and-drop Equipment Interface


I'm quite OK with the current equipment interface but this does not seem like a bad idea either.
Now if there only were more space for all that equipment...


Other, more technical modifications are also under development that will eventually culminate in an overhaul of the entire user interface.

As previously announced, we are planning to make it possible for area maps to be brought up at all times, which would be implemented in advance of the more comprehensive UI overhaul described above. More information on this will be forthcoming, so please check the forums periodically.

While many users will be disgruntled for no “major” content releases (and which many were not even expecting any longer), I personally am very interested to see through these changes alone, not to mention the other announced adjustments.

Keep up the good work!

さらばだ!

Ziyyigo-Tipyigo
04-25-2012, 10:33 PM
I am certain that I am not the only one thinking that, is it simply not possible to have more lines for a single macro?

What they mean is "We're re-creating XIV's Action Bar within XI." It's the macro buttons themselves organized in three rows, not that the macros have three lines of commands each.

In fact, in general, most of what was listed can be summed as "Aspects of the XIV interface are being implemented in XI."

Arcon
04-25-2012, 10:41 PM
In fact, in general, most of what was listed can be summed as "Aspects of the XIV interface are being implemented in XI."

Which is an incredibly good thing. Just yesterday I would have bet good money that SE would never, not in a million years, do anything remotely like this. I am very glad that I was so very wrong. This is possibly the greatest update I've heard of since I started playing. The UI has always been my worst enemy in FFXI.

JiltedValkyrie
04-25-2012, 10:50 PM
I am stunned and excited!

Godofgods
04-25-2012, 11:03 PM
This is awesome. For quite a while iv had to listen to ppl complaining that Dev workers weren't actually doing anything. This should help shut them up. :D

I'm definitely interested to see how this is going to work out.

(now if only they'd give the taru npcs some stools to stand on...)

Kaisha
04-26-2012, 12:12 AM
So how much longer before you allow multiple instances of XI open natively, and the XI client itself not hogging the keyboard regardless of its window state?

CrystalWeapon
04-26-2012, 12:33 AM
Just wanted to log on to say thank you for this. This will be a very very very welcome update.

Alhanelem
04-26-2012, 12:35 AM
XI players all over the world just crapped their pants.

Daniel_Hatcher
04-26-2012, 12:40 AM
I'll be honest, you've surprised me.

Cornet
04-26-2012, 12:42 AM
This sounds awesome, but uh... I play with my PS2 controller hooked up to my computer with a USB converter, and I love it. I really suck at using the keyboard to play and I don't touch the mouse. SO uh, I really hope that functionality won't be lost... ^.^;

Awateru
04-26-2012, 01:00 AM
I am so happy.. I love the idea of designing interface features.

Alhanelem
04-26-2012, 01:42 AM
This sounds awesome, but uh... I play with my PS2 controller hooked up to my computer with a USB converter, and I love it. I really suck at using the keyboard to play and I don't touch the mouse. SO uh, I really hope that functionality won't be lost... ^.^;

Where does it say "PC users will no longer be allowed to use controllers?"

Besides, releasing the script means that whatever they don't do, players will likely be able to do legitimately without hacks/hooks. So those who know how to do this sort of thing will be able to be modify the UI to be more friendly to everyone's input device of choice.

However, if these changes make the mouse actually useable (right now it's so useless it's not even funny) I'd use it in a heartbeat.

scaevola
04-26-2012, 02:10 AM
So, we'll have the option to turn FFXI into a hotkey MMO? Neat!

koanyan
04-26-2012, 03:23 AM
Time u are at it can u make the FPS rate be more than 30 for windows and/or add a Vsync option in configuration.
Like that ppl will not have to rely on 3rd party tool like ATI tray tool or D3Doverdrive to enable vsync as when u use Nvidia or ATI control software that doesn't work

Lastranger
04-26-2012, 03:25 AM
Other, more technical modifications are also under development that will eventually culminate in an overhaul of the entire user interface.

As previously announced, we are planning to make it possible for area maps to be brought up at all times, which would be implemented in advance of the more comprehensive UI overhaul described above. More information on this will be forthcoming, so please check the forums periodically.

Does this mean we will soon be moving towards Direct X 11 in order to meet modern pc demands and get a graphic Characther/lanscape update later ?

I was postivly surprised by roadmap today ^^

Just like to say that despite our bickering over our favorit job/event/storline we do apricate the hard work the dev team is doing as we have been told they do so with less resources then before, our biggest gripe these days is probably more with Ffxi having less resources thus leading to no new expansion ( as in new area's that are not made from old content map's ), though i guess we all are hoping u might be working on something like this in secret.
i still remember Toau coming out and how exciting it was as well as the first times i gained access to Cop related area's through Cop mission for the first time.

Keep up the good work, and check out the many sugestions made on Job secions ^^

Btw Congratulations on 10 years of ffxi in advance,

RAIST
04-26-2012, 03:33 AM
What they mean is "We're re-creating XIV's Action Bar within XI." It's the macro buttons themselves organized in three rows, not that the macros have three lines of commands each.

Yeah, I'm a bit curious over the implementation of this because of how it's laid out in the post:

•Continual Display of Macro Palette
In addition to the existing Crtl/Alt macro palette, there will be an option to use a three-rowed palette that is constantly displayed and utilizes the 1 – 0 keys as well as mouse clicks to activate macros.
•Macro Recast Time Display
The macro palette will display the time remaining until each macro may be used again.

Got the impression the new pallette macros will be the ones showing the cool down timers. With SE's way of programming, these may wind up being single line only so they can track the timers. Otherwise, there would be some mish-mash in the logic for tracking the timer to display if you call multiple abilites in succession and they have different cool-down timers.

Maybe I'm overthinking it...but I'm thinking it would be more for simple, repetitive actions. Will be a nice addition even if they are limited to just one line though. Would give us a place to stick the simple macros instead of taking a button in the longer macros pallete array and give us more flexibility. Simple things like attack/retreat/release macros for pet jobs, item use macros, etc.

RAIST
04-26-2012, 03:41 AM
Does this mean we will soon be moving towards Direct X 11 in order to meet modern pc demands and get a graphic Characther/lanscape update later ?


Hopefully not DX11, but more DX compliant should be the goal. That has always been the problem with FFXI--it is a half-baked DX implementation in the first place.

Sending it to DX11 level would mean upgrading to a new OS for a lot of users--many may not be inclined to plunk down the $$ to upgrade to newer Windows if XP is still working for them. Even FFXIV is DX9c compliant, and still runs on XP.

Ziyyigo-Tipyigo
04-26-2012, 03:45 AM
Does this mean we will soon be moving towards Direct X 11 in order to meet modern pc demands and get a graphic Characther/lanscape update later ?

UI overhaul =/= engine overhaul. They may take this in a direction of allowing legitimate third-party add-ons (and/or making them redundant), but nothing so far suggests "shiny new renderings."

Lastranger
04-26-2012, 03:53 AM
UI overhaul =/= engine overhaul. They may take this in a direction of allowing legitimate third-party add-ons (and/or making them redundant), but nothing so far suggests "shiny new renderings."

Yeah , but i think the game indeed deserves a overhaul in code, isnt the graphics still on dx8 wrapped over to 9 making it a bit of monkey coding.

As for full graphics revamp, i dont expect that but some new shades and effects if updated over time as long as it is posible within windows client code.

The game has held up good for 10 years but it's starting to show some age and definetivly deserves the coming ui updates, and i definetivly like that they no longer hold back windows side on client because of Ps2/3 & xbox360.

Ziyyigo-Tipyigo
04-26-2012, 04:04 AM
Official info says the game is still DirectX 8.1:

http://www.playonline.com/ff11us/envi/win/win01.html?pageID=win

Siviard
04-26-2012, 04:33 AM
The quote below is the one I am most intrigued with.





Multiple Log Windows
Users will be able to open multiple log windows and apply different filters for each one.



But I am wondering, will this give us the option to play multiple characters from the same account? Or will I still need to have a 2nd account in order to use the multiple windows?

Or am I mis-interpreting the "multiple windows" thing totally and it's in reference to the chat logs?

Arcon
04-26-2012, 04:59 AM
Or am I mis-interpreting the "multiple windows" thing totally and it's in reference to the chat logs?

It says "log windows" so I assume chat log.

Daniel_Hatcher
04-26-2012, 04:59 AM
The quote below is the one I am most intrigued with.




But I am wondering, will this give us the option to play multiple characters from the same account? Or will I still need to have a 2nd account in order to use the multiple windows?

Or am I mis-interpreting the "multiple windows" thing totally and it's in reference to the chat logs?

They mean the chat windows so you can do

one For Tells/Parties etcetera and another for the battle etcetera, I believe.

Ziyyigo-Tipyigo
04-26-2012, 05:11 AM
Or am I mis-interpreting the "multiple windows" thing totally and it's in reference to the chat logs?

This.

Basically, think of two separate log windows, each with their own independent set of chat filters. Say, one log for battle info, one for everything else (a/k/a the current default XIV setup).

Seriously, someone with PhotoShop skillz just needs to make a mock-up of the XIV interface on XI, to hold people over until Vana'fest.

Xilk
04-26-2012, 05:12 AM
I can't wait to see the UI changes.
This is exciting!

Camiie
04-26-2012, 05:58 AM
I like the idea of updating the UI and making things customizable. It doesn't sound like we're going to lose the "feel"
of the current UI, and that means a lot to me. I would like adjustments, but not a wholesale change. The support of mods and add-ons is very welcome. That's a very refreshing change in attitude.

One question I have is about the 3rd macro line. I wonder how that's going to be accessed using a controller. CTRL and ALT macros have their own shoulder buttons, but unless SE adds shoulder trigger functionality I'm not sure where I'll be able to map the 3rd line. I know it's an optional addition to the UI, but I wonder if they've thought about this.

Dragoy
04-26-2012, 06:04 AM
What they mean is "We're re-creating XIV's Action Bar within XI." It's the macro buttons themselves organized in three rows, not that the macros have three lines of commands each.

In fact, in general, most of what was listed can be summed as "Aspects of the XIV interface are being implemented in XI."
Yeah, I didn't imagine them that way, but since they are fondling about with the macro-feature that much, I was thinking if they could do even more with it.

As for the XIV-esque thing, yeah, ever since they first mentioned little tid-bits about the UI-tweaks, and even more so after the new movement schemes, I have been thinking of XIV, so in that regard I am not surprised about these changes. Really the only thing I did not expect is this part: “The window scheme and GUI scripts for FFXI will be released so users can design their own interface features.”

I had a feeling they could, but not that they ever would. :S


It says "log windows" so I assume chat log.

Nay, it refers to wooden logs, of course! >:Ð

Ziyyigo-Tipyigo
04-26-2012, 06:10 AM
Nay, it refers to wooden logs, of course! >:Ð

So S-E will finally give us stackable logs!?

Siviard
04-26-2012, 06:14 AM
They mean the chat windows so you can do

one For Tells/Parties etcetera and another for the battle etcetera, I believe.

That's lame. I would have loved to have had the option to open up another FFXI window and log on another character from my 1 account so that I can PL myself, etc. etc., as I do not have the luxury of having a 2nd account.

RAIST
04-26-2012, 06:24 AM
One question I have is about the 3rd macro line. I wonder how that's going to be accessed using a controller. CTRL and ALT macros have their own shoulder buttons, but unless SE adds shoulder trigger functionality I'm not sure where I'll be able to map the 3rd line. I know it's an optional addition to the UI, but I wonder if they've thought about this.

Hmm... good question. XP picks up every one of my PS2 buttons just fine via the USB adaptor....the question is which to map it too. I've had ALT/CTRL mapped to two shoulders and autorun/heal mapped to the others. If they bind it to another key combination, guess I'll have to give up one of those mappings I guess...maybe put Autorun on L3 or something...only ever used that for PTT on Vent when I used to use it.

They said they are going to be mapped to 1-0, guess it will be like in the Diablo interface where your belt shows up along the bottom and you just hit 1-0 to use the item in that slot on your belt. If that's the case, guess there won't be a key you could bind to the controller to arrow through them. Guess we'll just have to reach up and hit the numbers. Maybe they could bind it to Shift when not in chat line. Looks like it may require some retooling of chat somehow so it doesn't automatically put the commands in chat (otherwise you'd be getting "11111 " or "!!!!!" in a chatline while you're cursing that your meds aren't firing off).

Merton9999
04-26-2012, 06:55 AM
User Customization Features
The window scheme and GUI scripts for FFXI will be released so users can design their own interface features.


This is worth the whole post here. Very exciting. I hope I don't later read "The key item necessary to allow users to design their own interface features is intended to be very difficult to obtain, so not many players will be able to do this."

Yugl
04-26-2012, 07:25 AM
Has SE fixed its sight on this project or are they open to suggestions for what to include?

Eric
04-26-2012, 07:54 AM
Oh my god I woke up and checked the forums, and I am dying now. This is amazing news.

Bulrogg
04-26-2012, 08:29 AM
That's lame. I would have loved to have had the option to open up another FFXI window and log on another character from my 1 account so that I can PL myself, etc. etc., as I do not have the luxury of having a 2nd account.

That would be quite interesting <.< One could almost have a full alliance by themselves that way.

Yinnyth
04-26-2012, 09:30 AM
If I had a finite number of "Like!"s I could give, I'd cram them all onto this announcement's OP, take out a "Like!" mortgage on my house, and spend half of those on this post too.

The other half, I'm saving incase they announce a full graphics overhaul.

Arcon
04-26-2012, 09:45 AM
User Customization Features
The window scheme and GUI scripts for FFXI will be released so users can design their own interface features.


I would love to hear more about this particular part. I know you probably can't divulge all the technical details yet, but if you just gave us a hint of the extent of these GUI scripts and what data we could (possibly) display and work with, it would definitely help us judge the usefulness of this particular update. I just don't wanna get my hopes up only to have them destroyed again.

Rohelius
04-26-2012, 10:12 AM
In fact, in general, most of what was listed can be summed as "Aspects of the XIV interface are being implemented in XI."

In fact ALL of these features are in Guild Wars 1 since 2005.

Having enjoyed them since then in GW i gotta say its good to see FFXI catching up more.
More then anything the user scripts release interface customization and separate chat logs display is the most cool thing to come to FF.

Good job!

Vazerus
04-26-2012, 10:13 AM
Dear Tanaka,

Please include, in the UI/macro adjustments, something similar to Spellcast to make things easier.

Sincerely,
Half of the people who pay for this game monthly

Llana_Virren
04-26-2012, 10:41 AM
Spellcast makes things easier for players by allowing infinite macros when you chose a spell from a menu, or by scripting your console to do things under specific conditions without you needing to take an action. This is the twin brother of the AFK Summoner.

What's funny, is that 4 years ago, players were much more careful about admitting to using Windower, because they got banned for using it even though half of Windower users just wanted to be able to Alt-Tab out of the game.

Midorikaze
04-26-2012, 02:14 PM
The last paragraph of the OP sounds like the maps may actually be able to display in realtime, perhaps your location and party/alliance members' locations will also display in realtime and I won't have to keep exiting and reloading the map anymore? If true, this would be awesome. :)

Jile
04-26-2012, 04:21 PM
I am certain that I am not the only one thinking that, is it simply not possible to have more lines for a single macro?

Since we're doing a Windows-only group of updates, Please for the love of Altana, please, freaking please give me either native script support for macro utilization or 40+ lines in each macro.

At the bottom of a macro, give us a little *add line* button, so we can keep adding lines appropriate to the macro in question.

I'm a long time BST and I still, to this day, press three macros to swap out my CHR+ set before a charm, with a further three to swap my gear back. (Yes, people still use charm >.>)

I want to be able to swap out literally every single piece of gear, use a job ability, swap all the gear back with a single macro press.

Daniel_Hatcher
04-26-2012, 05:32 PM
If they were going to do something like the third-party tool they'd just make it legal.

Sorry, but we're not going to see improved macro's in this games lifetime.

wildsprite
04-26-2012, 06:47 PM
Multi-window Mode
Users will be able to open and manipulate multiple windows.





what do they mean by this part I wonder?

Daniel_Hatcher
04-26-2012, 07:34 PM
what do they mean by this part I wonder?

Dual Box without Windower, Multiple PC's or Multiple Consoles.

Dragoy
04-26-2012, 11:10 PM
Dual Box without Windower, Multiple PC's or Multiple Consoles.
I don't think that is what it means, or it would be more... clearly... stated.
It is more likely referring to the windows of the User Interface.

Well, that's my thoughts, it could be anything at this point, heh!


Something I forgot to mention in my first post.


Multiple Log Windows
Users will be able to open multiple log windows and apply different filters for each one.


Rather than multiple windows, I would like to see a chat-system which I actually proposed some 5 years ago.


Channels within 'tabs' of a log-window.
One channel for server, and all the other messages (as it is now), for which filters can be applied.
Separate Party/Linkshell channels/tabs.
Ability to write into an active channel without the use of /tell, /party, /etc. commands.
Ability to open private channels for single characters (when no discrete channel is open, the messages would show up in the default channel as they now do, and when a tab is opened for a certain character, they would be displayed there instead.

All this would of course be optional, and the old behaviour could be retained.


I doubt it will be like this, but I thought I'd throw it in.
What's the worst--thing--that can happen!

Blubb.

Arcon
04-26-2012, 11:18 PM
If they were going to do something like the third-party tool they'd just make it legal.

Sorry, but we're not going to see improved macro's in this games lifetime.

They did the same when they released their Windower version. And what makes you think we aren't? Did you think any of what was suggested in the OP was gonna happen, ever?


what do they mean by this part I wonder?

Chat windows.

Midorikaze
04-27-2012, 12:18 AM
Multiple Window Mode and Multiple chat log windows were mentioned separately, not assuming anything but I just go "hmmmm" at that :p

Daniel_Hatcher
04-27-2012, 01:23 AM
They did the same when they released their Windower version. And what makes you think we aren't? Did you think any of what was suggested in the OP was gonna happen, ever?



Chat windows.

They never denied UI changes time and time again, they did Macro changes.

Arcon
04-27-2012, 01:42 AM
They never denied UI changes time and time again, they did Macro changes.

Where ?

Daniel_Hatcher
04-27-2012, 02:33 AM
I'll be honest, I'm not going through all the older posts just to validate my point.

RAIST
04-27-2012, 02:41 AM
They actually have denied a LOT of UI changes, using limitations on the console platforms as the main concern. Even things that techically weren't a limitation of the console itself, but more the size of the screen on the consoles (what was it, 800 X 600 or soemthing on PS2) preventing them from doing some changes because of the lack of real estate on screen.

Such things are not an issue on systems that can go to full-blown HD resolution, and on PC's that have a VAST amount of resident memory to work with (one of the larger issues with consoles, if I remember right, PS2 doesn't even use it but streams data constantly). So, it's good to see that they are giving in and tweaking things more and more for the platforms that have the capability. Maybe they finally caught on to what all of us have been saying for a long time now....tweak the PC version to make it more attractive and people will be more inclined to move off the more restricitve platforms to the point they can just stop worrying about that legacy platform and everybody wins in the end.

Arcon
04-27-2012, 02:41 AM
I'll be honest, I'm not going through all the older posts just to validate my point.

I just meant to say that I've never heard them say that. They replied to lots of issues, but this one I don't recall ever getting addressed, apart from mentioning they were afraid of abusing looping functionality, which no one is asking for here.

wildsprite
04-27-2012, 07:30 AM
They did the same when they released their Windower version. And what makes you think we aren't? Did you think any of what was suggested in the OP was gonna happen, ever?



Chat windows.

there is nothing to confirm or deny if its multi chats or multi windows for logging in more than once, it is unclear, and it is mentioned separately from the multiple log windows, so those of you who are saying chat windows are assuming, perhaps a community rep can clear it up a bit for us

Ziyyigo-Tipyigo
04-27-2012, 07:39 AM
Beyond the fact that I don't see S-E allowing multiple simultaneous log-ins with a single account (see: no discount), the question of being allowed to run multiple simultaneous instances of FFXI on a PC is a red herring. Virtualizing a system capable of playing FFXI is trivial on a modern computer.

It doesn't matter if you have multiple FFXI windows open or multiple VirtualBox/Virtual PC windows open, the result is the same.

wildsprite
04-27-2012, 09:00 AM
Beyond the fact that I don't see S-E allowing multiple simultaneous log-ins with a single account (see: no discount), the question of being allowed to run multiple simultaneous instances of FFXI on a PC is a red herring. Virtualizing a system capable of playing FFXI is trivial on a modern computer.

It doesn't matter if you have multiple FFXI windows open or multiple VirtualBox/Virtual PC windows open, the result is the same.

you are probably right about not being allowed to log in twice on the same account(this would be really nice), but the plan might still be to let us log in more than once on the same computer, possibly under the same process?

Llana_Virren
04-27-2012, 09:21 AM
My interpretation remains that it will allow us to access inventory/chat logs/macro palettes/maps through separate windows, versus all in the main UI screen.

emnuella
04-27-2012, 10:57 AM
the adjustments sound great now if only the DEV would make it so that ppl can change jobs without having to run to a moghouse or nomad moogle this game would be more fun like FFXIV

emnuella
04-27-2012, 11:04 AM
Beyond the fact that I don't see S-E allowing multiple simultaneous log-ins with a single account (see: no discount), the question of being allowed to run multiple simultaneous instances of FFXI on a PC is a red herring. Virtualizing a system capable of playing FFXI is trivial on a modern computer.

It doesn't matter if you have multiple FFXI windows open or multiple VirtualBox/Virtual PC windows open, the result is the same.

the point is to allow multple log-ins without having to use a program like windower or some other type of virtualbox/virtual pc program which S-E doesnt want happening

wildsprite
04-28-2012, 08:18 AM
My interpretation remains that it will allow us to access inventory/chat logs/macro palettes/maps through separate windows, versus all in the main UI screen.

actually, I like the idea of that, it would be welcomed

Alhanelem
04-30-2012, 12:55 PM
what do they mean by this part I wonder?
It means more than one ui (probably includes chat) window can be open at the same time. e.g. you could have your inventory and gear screen up at the same time as an example.

though i really hope they show us soon what the improvements will look like all together.

Ziyyigo-Tipyigo
04-30-2012, 01:02 PM
You know what I would kill for?

If "multiple windows" meant "can change the !@#$ing graphics settings in Config without having to log out and in again."

Alhanelem
04-30-2012, 01:18 PM
That sounds like

"If 'cotton candy' meant 'smashing windows with bricks'."

Or any other random thing being given a meaning that makes no sense.

Raksha
04-30-2012, 03:34 PM
While you're at it, how about making it so the game doesn't crash if you change your monitor's resolution.

Eric
05-02-2012, 12:41 AM
IDK FFXI isn't the only game I know that has that problem.

Arcon
05-02-2012, 12:54 AM
While you're at it, how about making it so the game doesn't crash if you change your monitor's resolution.


IDK FFXI isn't the only game I know that has that problem.

Every game, to my knowledge. And I don't see it being that relevant either. How often do you change your screen's resolution? Unless you mean the window's resolution, that would be a different issue.

wildsprite
05-05-2012, 01:38 AM
While you're at it, how about making it so the game doesn't crash if you change your monitor's resolution.
that is a DirectX issue, both DX8 and 9 have that issue, I think they fixed it in DX10 and 11 but I'm not sure

Raksha
05-05-2012, 05:53 AM
IDK FFXI isn't the only game I know that has that problem.

I dont remember it happening on any other game, but i will test it when i get home.


Every game, to my knowledge. And I don't see it being that relevant either. How often do you change your screen's resolution? Unless you mean the window's resolution, that would be a different issue.

Screen resolution. Like if i'm playing another game while FFXI is open (camping NMs or waiting for ppl to log on etc).


that is a DirectX issue, both DX8 and 9 have that issue, I think they fixed it in DX10 and 11 but I'm not sure

This could be why i've never noticed it before.

Camate
05-09-2012, 06:14 AM
Hello everyone!

I have some comments from Producer Hiromichi Tanaka to share in regards to some questions raised about the new UI.





As a PS2/XBOX360 controller user on the PC, I would like for it to continue to be possible to perform everything possible except for text entering.

If the new UI is targeted toward players who use a mouse and keyboard, please also allow the option to use the old UI.


Oh, I forgot to mention this. For those who are very comfortable with the old UI, it will be possible to choose between the new and old UIs.
※This is an either-or selection, so it would not be possible to use parts of the new UI.





• Continual Display of Macro Palette
In addition to the existing Crtl/Alt macro palette, there will be an option to use a three-rowed palette that is constantly displayed and utilizes the 1 – 0 keys as well as mouse clicks to activate macros.
I am interested in how controllers will work. In addition to R2 and L2, maybe you can press R2 and L2 together, or implement 2 rows of pallets for each of R2 and L2 (Alt pallet + New pallet, Ctrl pallet + New pallet)?


The new UI is geared for keyboard and mouse users, so these new pallets will only be implemented for keyboard and mouse use.





• Macro Recast Time Display
The macro palette will display the time remaining until each macro may be used again.
I do not understand this well. Is this a response to player requests to have recast timers displayed in the palette? How would this work with macros that contain multiple abilities/commands?


We have not finalized these details yet, but we plan on displaying recast timers for each macro palette. Also, if several commands with recast timers are registered on the same button, the longest remaining timer will be displayed.



This is good news! Maybe we can check this out around VanaFest? I’m excited. I know that it is right after a vacation, but we are here supporting you!

Also, I would like a frame to separate HP gauges for pets from the background. In areas with lots of sand, such as Abyssea, the color for the HP gauge must be very dark for it to be visible. It would be great if this can be fixed.


We are looking into a frame layout for HP gauge displays. We are also looking into customization for the size and graphics of the bar graph.



Please increase the number of lines for macros. There are 16 locations that gear can be equipped, so more lines are necessary. I would be happy with about 20 lines.


We have received this request many times before, but there are many issues with this, so we cannot look into this at this time. Similarly, we have no plans to transmit additional data besides what is currently being transmitted between the server and client. Our goal is to improve the operability of what is currently displayed in the current UI. We appreciate your understanding.



The chat filter will also be revamped, right? I hope the devs understand that when you try to display your party members’ status in the logs, songs, rolls, and double-up really clutter up the logs.


2 chat windows can be displayed, so it would be possible to filter logs by displaying only important information on one window.

Regarding chat filter categorization, we will look into categories that are universal across all platforms, so we would like to discuss this separately from the Windows only UI.

We will have to take the memory capacities for each platform into account, but please submit any feedback or suggestions.



I wish it would become possible to copy and paste!!!!!


This would be very difficult to implement, so we would like to prioritize implementing the UI first. Based on our workload after that, we may look into this.

wildsprite
05-09-2012, 06:40 AM
As a PS2/XBOX360 controller user on the PC, I would like for it to continue to be possible to perform everything possible except for text entering.

If the new UI is targeted toward players who use a mouse and keyboard, please also allow the option to use the old UI. Oh, I forgot to mention this. For those who are very comfortable with the old UI, it will be possible to choose between the new and old UIs.
※This is an either-or selection, so it would not be possible to use parts of the new UI.





Continual Display of Macro Palette
In addition to the existing Crtl/Alt macro palette, there will be an option to use a three-rowed palette that is constantly displayed and utilizes the 1 – 0 keys as well as mouse clicks to activate macros.

I am interested in how controllers will work. In addition to R2 and L2, maybe you can press R2 and L2 together, or implement 2 rows of pallets for each of R2 and L2 (Alt pallet + New pallet, Ctrl pallet + New pallet)? The new UI is geared for keyboard and mouse users, so these new pallets will only be implemented for keyboard and mouse use.


I find this most disturbing, I play with a game controller/keyboard combo because that is what this game was originally designed for, making it so your new UI is keyboard mouse only will disappoint quite a lot of players that were excited by the UI changes, I was looking forward to the UI changes, now I'm disturbed

Daniel_Hatcher
05-09-2012, 06:56 AM
I find this most disturbing, I play with a game controller/keyboard combo because that is what this game was originally designed for, making it so your new UI is keyboard mouse only will disappoint quite a lot of players that were excited by the UI changes, I was looking forward to the UI changes, now I'm disturbed

An onscreen macro palette that never goes wouldn't work with a controller, not unless they removed the traditional macro system.

Then it's kind of pointless.

Ziyyigo-Tipyigo
05-09-2012, 07:11 AM
I can has mock-up?

Finuve
05-09-2012, 07:25 AM
An onscreen macro palette that never goes wouldn't work with a controller, not unless they removed the traditional macro system.

Then it's kind of pointless.I agree with wildsprite, last thing I want to do with FFXI is add mouse control, however I do want a UI revamp

just because 3 rows of macros isnt feasible, doesnt mean they couldnt build a 2 macro stack for keyboard/controller and still have the rest of the UI work with keyboard/controller

especially considering if the UI is set to hide the macro palette they already said it will be two rows like it is now

wildsprite
05-09-2012, 07:27 AM
An onscreen macro palette that never goes wouldn't work with a controller, not unless they removed the traditional macro system.

Then it's kind of pointless.

I don't see how it wouldn't work with the new system if they wanted it to, if I press my left trigger it brings up 1 palette and I select what I want from it with the arrows,same with the right trigger, I really don't see why they can't make the new system work similar

Finuve
05-09-2012, 07:29 AM
so an adendum to my point, with UI scripting available, will I have enough power that I can make the UI work with controller only, or keyboard only?

saevel
05-09-2012, 07:31 AM
We have received this request many times before, but there are many issues with this, so we cannot look into this at this time. Similarly, we have no plans to transmit additional data besides what is currently being transmitted between the server and client. Our goal is to improve the operability of what is currently displayed in the current UI. We appreciate your understanding.


And their just shot themselves in the foot.

Puck
05-09-2012, 08:00 AM
I wish it would become possible to copy and paste!!!!!
This would be very difficult to implement, so we would like to prioritize implementing the UI first. Based on our workload after that, we may look into this.
But uh... it's already possible through other methods, and not that difficult to do. I don't get why it would be "very difficult."

Zirael
05-09-2012, 08:14 AM
I wish it would become possible to copy and paste!!!!!
This would be very difficult to implement, so we would like to prioritize implementing the UI first. Based on our workload after that, we may look into this.
I'm intrigued, does producer Tanaka still use DOS? Copy/Paste is one of the staple PC functions since 1995 (that's almost 20 years ago...), if not earlier. And since we're discussing Windows GUI, this should be here long time ago. Oh, and please don't forget IME for non-JP people!
Also, I recall seeing some funny word-art from /shouts in the past with an obviously copy/pasted text, so it must be possible somehow.
Is it really very difficult to implement copy/paste? Sorry for asking this again, but I'm baffled...

Muras
05-09-2012, 08:17 AM
Please increase the number of lines for macros. There are 16 locations that gear can be equipped, so more lines are necessary. I would be happy with about 20 lines.
We have received this request many times before, but there are many issues with this, so we cannot look into this at this time. Similarly, we have no plans to transmit additional data besides what is currently being transmitted between the server and client. Our goal is to improve the operability of what is currently displayed in the current UI. We appreciate your understanding.

If I may make a small suggestion... Wouldn't it be feasible to make individual commands for equipment swaps rather than using a single command that takes up an entire line? For example, if we had these commands:

<main " ">
<sub " ">
<ranged " ">
<ammo " ">
<head " ">
<neck " ">
<L.ear " ">
<R.ear " ">
<body " ">
<hands " ">
<L.ring " ">
<R.ring " ">
<back " ">
<waist " ">
<legs " ">
<feet " ">

Then we can have macro lines like so:

Line 1: /echo TP set
Line 2: <body "Bale Cuirass +2"> <head "Bale Burgeonet +2"> <hands "Bale Gauntlets +2"> <legs "Calmecac Trousers">
Line 3: <feet "Ace's Leggings"> <waist "Goading Belt"> <L.ear "Bale Earring"> <R.ear "Brutal Earring">
Line 4: <neck "Bale Chocker"> <R.ring "Rajas Ring"> <L.ring "Tyrants Ring"> <back "Atheling Mantle">

This should fix the need for more lines and not increase the amount of data being transferred to the servers. You managed to make the /wait command into <wait #> instead, so why not this? I'm not an expert programmer by any means, but I know this isn't impossible.

EDIT: Oh also, think you could add a chat filter to turn off the "Equipment changed." notice? I can't count the amount of times I missed something important a PT member said because I hit a couple equipment macros.

Zumi
05-09-2012, 08:20 AM
Oh, and please don't forget IME for non-JP people!


SE can't do this unless they pay MS for licensing fees for the NA and EU versions. The chances of that happening are slim to none given very few people with the NA version would use it.

Daniel_Hatcher
05-09-2012, 08:26 AM
I don't see how it wouldn't work with the new system if they wanted it to, if I press my left trigger it brings up 1 palette and I select what I want from it with the arrows,same with the right trigger, I really don't see why they can't make the new system work similar

What would they use to activate it, as far as I'm aware all controller buttons are taken on the PS2 and XBOX 360.

The three tier system requires the use of the 1-0 keys and the mouse to select different panels to activate the 1-0 keys on, this is on top of the current Macro system.

Mifaco
05-09-2012, 08:28 AM
I'm intrigued, does producer Tanaka still use DOS? Copy/Paste is one of the staple PC functions since 1995 (that's almost 20 years ago...), if not earlier. And since we're discussing Windows GUI, this should be here long time ago. Oh, and please don't forget IME for non-JP people!
Also, I recall seeing some funny word-art from /shouts in the past with an obviously copy/pasted text, so it must be possible somehow.
Is it really very difficult to implement copy/paste? Sorry for asking this again, but I'm baffled...

This is more to do with the fact that FFXI is at its core a PS2 game sloppily ported to PC and XBox 360. Consoleitis strikes again!

Zirael
05-09-2012, 08:36 AM
SE can't do this unless they pay MS for licensing fees for the NA and EU versions. The chances of that happening are slim to none given very few people with the NA version would use it.
Well, we might count ourselves damn lucky we don't play this game in black and white then. I'm sure technicolor been patented/licenced/trademarked somewhere in the past in the world.
Such excuses would be acceptable if we were to discuss colours of Mercedes cars only.

RAIST
05-09-2012, 08:38 AM
I don't see how it wouldn't work with the new system if they wanted it to, if I press my left trigger it brings up 1 palette and I select what I want from it with the arrows,same with the right trigger, I really don't see why they can't make the new system work similar

All it would take is a new key bind to open the new palette...provided the new pallete is designed so it can be navigated by with a cursor. Sounds like it is only going to be on-click or key-press access. There is also the issue of button assignment I guess....granted there are some buttons assigned to my 16 button config I never use like for first/third person zoom, hide/show GUI....I could find a button to bind a third pallete too...provided they design one so we could navigate it by cursor.

But....looks like that third pallete is only for KB/Mouse users. Oh well.

How about adding a third macro pallete for the gamepad users too, to keep it more balanced in features between the two modes? It can be basically a copy/paste version of the existing pallete design that we bind to a new button/key press in FFXI Config. Naturally, don't expect it to come with the next UI change, but would be nice if they would consider adding it later.

Motenten
05-09-2012, 08:39 AM
I wish it would become possible to copy and paste!!!!!
This would be very difficult to implement, so we would like to prioritize implementing the UI first. Based on our workload after that, we may look into this.
But uh... it's already possible through other methods, and not that difficult to do. I don't get why it would be "very difficult."

Paste should absolutely be possible, and trivial to implement. I can see where the copy part would be problematic, though. So Camate, please pass on a request to at least add the "paste" part of "Copy & Paste"; the "copy" part can be put off til later.

SpankWustler
05-09-2012, 10:03 AM
We have received this request many times before, but there are many issues with this, so we cannot look into this at this time. Similarly, we have no plans to transmit additional data besides what is currently being transmitted between the server and client. Our goal is to improve the operability of what is currently displayed in the current UI. We appreciate your understanding.

http://3.bp.blogspot.com/-EK-P-0Den2Q/TcoPgLQo63I/AAAAAAAAAAU/lpf7Ts5IHEQ/s1600/vangogh.jpg

Insaniac
05-09-2012, 10:20 AM
It seems like the old L2 and R2 macros will still be available in the new UI along with the 3 row mouse only pallet. Could we get some confirmation on this?

If that's the case I will just load my 3 row pallet up with stuff I don't use every 3-5 seconds like temp items and two hours and bar spells. If it's not the case someone needs to be karate chopped.

Bulrogg
05-09-2012, 10:28 AM
I'm wondering how the new macro pallet UI will work with a Nostromo Speed Pad.

Lisotte
05-09-2012, 12:10 PM
What would they use to activate it, as far as I'm aware all controller buttons are taken on the PS2 and XBOX 360.

The three tier system requires the use of the 1-0 keys and the mouse to select different panels to activate the 1-0 keys on, this is on top of the current Macro system.

What? R1 is just a screenshot button; I've never ever used it, and the screenshot could be easily put on the keyboard.

Zumi
05-09-2012, 12:24 PM
Well, we might count ourselves damn lucky we don't play this game in black and white then. I'm sure technicolor been patented/licenced/trademarked somewhere in the past in the world.
Such excuses would be acceptable if we were to discuss colours of Mercedes cars only.

IME is a MS program SE can't use it in their games for free if they did MS would sue them. Being a Software dev them selves no way SE would put it in without going through the proper channels.

So they only paid to license the JP version to save themselves money. Nothing is going to change that.

Kaisha
05-09-2012, 12:25 PM
What? R1 is just a screenshot button; I've never ever used it, and the screenshot could be easily put on the keyboard.
Console users have L1 or R1 (depending on system) used as the virtual keyboard button.


The macro line comment is baffling though. Sure sign that the devs are probably clueless on the way a fair amount of English speakers play FFXI.

Anyways, with the UI update, is there any word on buffs in our buff-bar (for lack of a better term) having their duration times displayed on them?

Midorikaze
05-09-2012, 01:47 PM
SE can't do this unless they pay MS for licensing fees for the NA and EU versions. The chances of that happening are slim to none given very few people with the NA version would use it. Count me among that small crowd. :P

Still, I don't get why/how one big corporation has this monopoly thing going on where only they have the rights to market their program that types in different languages. That's like a copyright on a human language. -_-;;;

Dazusu
05-09-2012, 09:26 PM
I'm intrigued, does producer Tanaka still use DOS? Copy/Paste is one of the staple PC functions since 1995 (that's almost 20 years ago...),

The game is a PS2 port, it's not native to the windows API.

Riggs
05-09-2012, 09:32 PM
What would be totally amazing if we could link items in the chat menu's to the actual item and then other people could click on it and it would bring up a description window of the item. to explain it i typed the following line in /t, /l or /s
/t friends name hey you should try the scorpion harness

i could use the mouse to high light the word scorpion harness and right click on it, the game would search its data base for items with this name and give me a list, i select the one i meant and then when i sent it it will show up a different colour to the person i sent it to so he knows he can click on it and it will open up a small window with a picture of the scorpion harness and the stats.

I hope i explained that ok, anyone who has played eve online will know what i meant

Camiie
05-09-2012, 10:58 PM
Hello everyone!

I have some comments from Producer Hiromichi Tanaka to share in regards to some questions raised about the new UI.

You poor thing. :(


Oh, I forgot to mention this. For those who are very comfortable with the old UI, it will be possible to choose between the new and old UIs.
※This is an either-or selection, so it would not be possible to use parts of the new UI.

Fail.


The new UI is geared for keyboard and mouse users, so these new pallets will only be implemented for keyboard and mouse use.

Even more fail.

And they screw it up just like I predicted. Ah well, Boss Tanaka is nothing if not consistent.

Vivivivi
05-09-2012, 11:00 PM
The one "killer" feature I would personally love to see in the new UI is a way to easily call out weakness hints in Abyssea or Voidwatch. Whether it be a designated chat palette, colored text, or simply the option to set the chat filter on it to hold like party/linkshell/shout/say text, it would be awesome!

Very excited to see what else the dev team has in store around this.

Zhronne
05-09-2012, 11:28 PM
I find this most disturbing, I play with a game controller/keyboard combo because that is what this game was originally designed for, making it so your new UI is keyboard mouse only will disappoint quite a lot of players that were excited by the UI changes, I was looking forward to the UI changes, now I'm disturbed
^this x 10.000

I play on PC with a Joypad, using keyboard just for chitchat and some hotkey command etc

JiltedValkyrie
05-10-2012, 12:02 AM
No controller support in the new uI... what the heck? Who the hell plays with a mouse? I play on my bed with a keyboard and 360 controller.

Arcon
05-10-2012, 01:22 AM
Fail.

What exactly is so fail about that?


No controller support in the new uI... what the heck? Who the hell plays with a mouse? I play on my bed with a keyboard and 360 controller.

I may just as well ask who could possibly play this with a controller. I used to do it, but as soon as I realized how incredibly gimp it is compared to simplest keyboard controls, I never bothered with it again.

I see no failing so far. If it's even half as good as the OP made it sound I'll be amazed. And currently there's nothing to indicate otherwise (well, apart from SE's track record with these things).

JiltedValkyrie
05-10-2012, 01:46 AM
I said gamepad and keyboard, not gamepad only. They want to use mouse. That is the fail. Not everybody wants to sit at a desk and game or play on a laptop, many of us sit at a desk all day as it is...and we have our computers hooked up to our bigscreens for comfort. A mouse is not comfortable in this setup and character movement is much better with a controller for me. Even FFXIV has commands to access every menu. What's so hard about this?

Daniel_Hatcher
05-10-2012, 01:46 AM
No controller support in the new uI... what the heck? Who the hell plays with a mouse? I play on my bed with a keyboard and 360 controller.

You don't have to play with a mouse. The controller will still do the same stuff, you just wont be able to use it to drag the UI, add to the UI, use the new UI macro bars etc...

HimuraKenshyn
05-10-2012, 02:24 AM
I played with a mouse since na release looks like I am one of the few loving this update....

cidbahamut
05-10-2012, 02:45 AM
I played with a mouse since na release looks like I am one of the few loving this update....

That is because you are a crazy man.

I don't think I've ever encountered someone who tried to use the mouse for more than five minutes before now.

Camiie
05-10-2012, 02:51 AM
What exactly is so fail about that?

This part: "※This is an either-or selection, so it would not be possible to use parts of the new UI." That's not very customizable. I guess, as always, the mod community will find a way to bring us all the best of both worlds. It's just a shame the paid "professionals" can't cut it as well as the volunteer hobbyists.


I may just as well ask who could possibly play this with a controller. I used to do it, but as soon as I realized how incredibly gimp it is compared to simplest keyboard controls, I never bothered with it again.
I see no failing so far. If it's even half as good as the OP made it sound I'll be amazed. And currently there's nothing to indicate otherwise (well, apart from SE's track record with these things).

I play with a controller plus keyboard because it's not painful for me, whereas playing with the keyboard beyond typing is. Maybe I'm the only one who plays the way I do for that reason. I don't see myself as being "gimp" due to using a controller. Sorry for not fitting in your or SE's neat little box.

Riggs
05-10-2012, 03:00 AM
I played with a mouse since na release looks like I am one of the few loving this update....

Ditto
2 of us now :)

cidbahamut
05-10-2012, 03:10 AM
I play with a controller plus keyboard because it's not painful for me, whereas playing with the keyboard beyond typing is. Maybe I'm the only one who plays the way I do for that reason. I don't see myself as being "gimp" due to using a controller. Sorry for not fitting in your or SE's neat little box.

*high-fives*

I spent about a year RDMing it up on the keyboard before I gave myself some kind of repetitive stress injury and ended up switching to controller with a keyboard for typing text in. You're not alone in using a controller for health reasons.

Vivivivi
05-10-2012, 03:37 AM
I play with a controller/keyboard and mainly use the keyboard to chat... and press F8. Would love to be able to assign that key to a button <(^.^)>

bungiefanNA
05-10-2012, 04:19 AM
SE can't do this unless they pay MS for licensing fees for the NA and EU versions. The chances of that happening are slim to none given very few people with the NA version would use it.

No, the IME is already built-into Windows for any program to use. The issue isn't that they have to pay MS, it's that on the PS2, the IME is different and does require a license, to a company called ATOK. It's about $60 a user. There's also the additional cost of tech support if someone accidentally hits the key combination to toggle the IME and has no idea how to use it, and is stuck in Japanese text input mode. They figure if you know enough Japanese to type it, you'll install the Japanese client and just read all the Japanese text there.

bungiefanNA
05-10-2012, 04:19 AM
I play with a controller/keyboard and mainly use the keyboard to chat... and press F8. Would love to be able to assign that key to a button <(^.^)>

A program called JoyToKey can do that. Lets you map any mouse or keyboard input to game controller buttons and axes.

Nala
05-10-2012, 07:42 AM
i believe you mean axis?

JiltedValkyrie
05-10-2012, 07:58 AM
Axes: plural for axis (ax-EEz/a-iz)

Insaniac
05-10-2012, 05:07 PM
I think it's about 50/50 with people who use controllers to play on the PC. As long as I can still access the original ctrl and alt macro with my controller inside the new UI I will be happy. Which is why I would like confirmation on that.

wildsprite
05-10-2012, 10:57 PM
IME is a MS program SE can't use it in their games for free if they did MS would sue them. Being a Software dev them selves no way SE would put it in without going through the proper channels.

So they only paid to license the JP version to save themselves money. Nothing is going to change that.

so what you're saying is, they don't pay a fee to use the language tools in EU? because that is all IME is a language tool about the same as the ones used in all of the EU countries, not really a whole lot different.

Dragoy
05-10-2012, 11:33 PM
IME is a MS program SE can't use it in their games for free if they did MS would sue them.
While it's rather obvious what you are referring to, Microsoft does not own “IME”. I guess you are speaking of the Microsoft Pinyin IME? There are plenty of other Input Method Editors out there, free, and open source, such as SCIM and UIM (hail Linux, ha!), but that's irrelevant if you already do indeed have the IME bundled or otherwise acquired.

And as above, so below, using the bundled-with-windoze Microsoft IMEs does not require any extra payment, or do you really think every software there is has paid for it? For the consoles it's obviously a different story and this might be one reason why they did not look into it yet (because they couldn't do it for all the platforms but now the winds of change blow so perhaps they could look into this at last, for the users of the windows version, that is).


No, the IME is already built-into Windows for any program to use. The issue isn't that they have to pay MS, it's that on the PS2, the IME is different and does require a license, to a company called ATOK.
ATOK is the IME. The company is JustSystems. ^^;


On another note: Everything displayed in the logs of FFXI already go into test-files within FFXI folders so it probably shouldn't be overly difficult to enable Copy & Paste.

Antiganise
05-11-2012, 03:09 AM
One question I have is about the 3rd macro line. I wonder how that's going to be accessed using a controller. CTRL and ALT macros have their own shoulder buttons, but unless SE adds shoulder trigger functionality I'm not sure where I'll be able to map the 3rd line. I know it's an optional addition to the UI, but I wonder if they've thought about this.

I too am an avid PS2 controller user w/adaptor. One idea comes to mind on the 3 macro palette.
If macro lines 1 & 2 are keyed to L-R#/L-R# shoulders, could one still use the /macro set(#) command to jump from
the 2nd macro line to the 3rd macro line in which that would be keyed as if you were scrolling from macro set2 to macro set3 with the next macro set(4) and (5) being scrolled up/down automatically? Seems to be the same scrolling effect but with the 3rd macro set in limbo until jumped into.

Windwhisper
05-11-2012, 04:16 AM
I dont see a problem with the new User Interface. The Solution is simple for me. Since i wont forfeit my PS2 Controller on cpu i wont use it.

They stated that you can choose between them. old or new. If you dont like it, just stay with the old.

Ziyyigo-Tipyigo
05-11-2012, 05:47 AM
Considering the theme appears to be "Make the new UI look like XIV" (probably to make maintenance/add-ons easier), it's likely that it's not that a gamepad flat-out won't work in the new UI, just that it won't be as optimized for it as the old one is.

There are a number of things I can do with a controller in XI that I cannot in XIV, but XIV is still playable with a controller overall.

Camate
05-11-2012, 06:35 AM
Greetings!

I have a follow-up response from Producer Hiromichi Tanaka in regards to the new UI.




We have a few more things to add regarding gamepad controls for the new UI for the PC version.

The concept for this new UI is to improve mouse and keyboard controls, since currently the game is much easier to control with a gamepad.

Integral aspects of the new UI, such as multi-windows, continual macro display and drag-&-drop are all UI features that require a pointing devise such as a mouse. These features are very difficult to control using direction keys and analog sticks on gamepads. As such, using the multi-window interface with a gamepad will actually be more difficult to maneuver than the current interface, which goes against our objective of improving usability.

For the above reasons, we would suggest that gamepad users continue to use the current UI, and mouse and keyboard users use the new UI. Players will be able to freely choose whichever UI that suits them better. However, there are some other adjustments in the new UI, such as multi-logs and recast displays, which will only be available on the new UI due to the required memory size and system specs.

We understand that gamepad users would also like to utilize these new UI features, so we will do our best to make the new UI as maneuverable as possible for gamepad users.

As it is very difficult to have it both ways with this UI, the recommended operating environment for the new UI will be mouse and keyboard.

Also, the features included in the new UI require more memory than the current UI, so as stated earlier, the new UI is impossible to implement on platforms with fixed memory, such as PS2 and Xbox360.

Retsujo
05-11-2012, 06:42 AM
Does this mean that the 1-0 macro set will not make it to the PS2 or 360?

Alternatively for Windows, Does this mean that it can't be implemented for the original UI so that controller users can toggle the three sets on screen?

I don't see how this would be a problem, just raise the "required space" for the game again like you recently did for the 360.

Daniel_Hatcher
05-11-2012, 06:49 AM
Does this mean that the 1-0 macro set will not make it to the PS2 or 360?

Alternatively for Windows, Does this mean that it can't be implemented for the original UI so that controller users can toggle the three sets on screen?

I don't see how this would be a problem, just raise the "required space" for the game again like you recently did for the 360.

They already said Windows only, it's the title of the thread.

Also Memory is different to space.

Retsujo
05-11-2012, 06:52 AM
They already said Windows only, it's the title of the thread.

Also Memory is different to space.

Don't be a jackass, they have only stated that these are the updates coming for the Windows version of the game. The new UI elements will be PC only because of memory constraints, but my question was of the original macro design. They were able to add several macro books to the original UI, so I don't see the disability in adding another line set for each page of macros.

Camiie
05-11-2012, 07:25 AM
I guess the moral of the story is don't get your hopes up for something new and improved around here. You will be disappointed.

Phafi
05-11-2012, 07:37 AM
So, why can't i sit at my desk for all of two minutes to move the logs and HP bars and things around, then just go lay on the couch like when i played XIV?

Ziyyigo-Tipyigo
05-11-2012, 07:40 AM
Alternatively for Windows, Does this mean that it can't be implemented for the original UI so that controller users can toggle the three sets on screen?

OK, I continue to work on pure speculation (even though my speculation seems to have a pretty good track record in this thread), BUT...

From the intent we're seeing, it's improper to think of this new "macro set" as a macro set per se. As stated earlier, it will pretty much always be displayed on the screen, in contrast to having to hold Ctrl/Alt or R2/L2.

And, with the apparent aim of making it more resemble XIV (again, my speculation), you should instead think of this "macro set" as a replacement for the "Action Command Window" (that is, the context-sensitive menu that currently pops up in the lower-left). Instead of having something from which to select "Disengage," "Ability" or "Magic" from, you will instead have a row of pretty icons that you arrange and customize yourself.

The icons will be navigable with the d-pad but, without the menu nesting present in the current UI, it won't be as efficient as clicking with a mouse.

Of course, it would be really nice to have some sort of mock-up without having to wait until the end of June so we can all know what the heck we're talking about!

/subtlehint

RAIST
05-11-2012, 07:45 AM
Don't quite get how the new features would be awkward/difficult for gamepad users.....gamepad, KB, and Mouse are not restricted on the PC--they are always available. Gamepad users should still be able to drag the logs/windows, etc. wherever they want with their mouse and continue to use their gamepads to move their character, call action menus and the original macro palettes as always. Unless for some reason, the new UI will not accpt gamepad bindings that are set under FFXI Config? If the gamepad buttons will still be accepted, then the only feature that should be "unavailable" is the mini macro palette assigned to numbers 1-0. Which prompts a question:

Why are they adding this new min-pallete instead of making it a third macro palette just like the existing ones, and give us an option to bind it to a keyboard or gamepad button press in FFXI Config? With 16 buttons (two of which are still not assigned on mine) I could esily find something to bind a 3rd macro bar to. A third macro bar like the two we already have might even be doable on the consoles, provided there aren't any memory constraints getting in the way. Just a thought......

Nala
05-11-2012, 08:32 AM
Don't quite get how the new features would be awkward/difficult for gamepad users.....gamepad, KB, and Mouse are not restricted on the PC--they are always available. Gamepad users should still be able to drag the logs/windows, etc. wherever they want with their mouse and continue to use their gamepads to move their character, call action menus and the original macro palettes as always. Unless for some reason, the new UI will not accpt gamepad bindings that are set under FFXI Config?...

Quoted for repetition's sake and liked.

JiltedValkyrie
05-11-2012, 09:27 AM
Moving the menus into place with the mouse is not the issue. That is a short, easy task. Many PC gamers are moving toward home theater/standard console-style big screen HDTV gaming and I am one of them. I don't have any desire to use a mouse on my bed or on a recliner/sofa. It's not feasible. If I can still punch macros with LB/RB and swap gear using A, then that's all that matters.

I WANT to use the new UI. It's exciting, so I just would like clarification about still being able to use macros with the controller shoulder buttons... and navigating the menus with my d-pad. It is not easy to drag/drop and continuously grab a mouse on a soft/uneven surface and defeats the purpose of home theater comfort. I use a mouse at work 40 hours a week as it is.

Lisotte
05-11-2012, 11:06 AM
Don't forget people, windower and the like (in fact other ui configurations) will now be legitimitised. So I find it quite likely that some awesome dude out there will find a way to get good features of this ui working with gamepad ;)

Eric
05-11-2012, 11:58 AM
Don't be a jackass, they have only stated that these are the updates coming for the Windows version of the game. The new UI elements will be PC only because of memory constraints, but my question was of the original macro design. They were able to add several macro books to the original UI, so I don't see the disability in adding another line set for each page of macros.
He's not being a jackass, it's been made quite clear that these changes are all specific to the Windows version of the game.

Nala
05-11-2012, 02:56 PM
Moving the menus into place with the mouse is not the issue. That is a short, easy task. Many PC gamers are moving toward home theater/standard console-style big screen HDTV gaming and I am one of them. I don't have any desire to use a mouse on my bed or on a recliner/sofa. It's not feasible. If I can still punch macros with LB/RB and swap gear using A, then that's all that matters.

I WANT to use the new UI. It's exciting, so I just would like clarification about still being able to use macros with the controller shoulder buttons... and navigating the menus with my d-pad. It is not easy to drag/drop and continuously grab a mouse on a soft/uneven surface and defeats the purpose of home theater comfort. I use a mouse at work 40 hours a week as it is.

To clarify i play the game with a game pad and using my hd tv from the comfort of my recliner, the way i bypass the whole mouse issue is i use a wireless laser mouse, for some games mouse and keyboard type controls do have a place but those usually are FPS types any game meant to be played in 3rd person view i will always prefer my game pad for.

Babekeke
05-11-2012, 02:57 PM
However, there are some other adjustments in the new UI, such as multi-logs

Sounds just like voidwatch and WoE

hiko
05-11-2012, 06:59 PM
Oh, I forgot to mention this. For those who are very comfortable with the old UI, it will be possible to choose between the new and old UIs.
※This is an either-or selection, so it would not be possible to use parts of the new UI.

easy fix so gamepad user can use new UI: change the underlined/bolded part !

Dragoy
05-11-2012, 07:19 PM
Don't forget people, windower and the like (in fact other ui configurations) will now be legitimitised. So I find it quite likely that some awesome dude out there will find a way to get good features of this ui working with gamepad ;)

Not sure if serious.

How do you figure that their intention is to do that? I'm rather sure that custom scripts or however it would be best described at this point does not mean it's OK to use third-party apps, or cheats, like that. ^^;

It will certainly be more controlled than you might imagine.


I could, of course, be wrong but I do doubt it.
Only time will tell I guess!

Finuve
05-11-2012, 09:51 PM
why is it that whenever a post has a tanaka response, all I ever feel is rage...

I have never seen anyone before so completely miss the point

JiltedValkyrie
05-11-2012, 10:36 PM
To clarify i play the game with a game pad and using my hd tv from the comfort of my recliner, the way i bypass the whole mouse issue is i use a wireless laser mouse, for some games mouse and keyboard type controls do have a place but those usually are FPS types any game meant to be played in 3rd person view i will always prefer my game pad for.

No, I use a wireless mouse also, but it is not very comfortable and isn't entirely practical for continuous gaming.

Zhronne
05-11-2012, 10:46 PM
Integral aspects of the new UI, such as multi-windows, continual macro display and drag-&-drop are all UI features that require a pointing devise such as a mouse. These features are very difficult to control using direction keys and analog sticks on gamepads. As such, using the multi-window interface with a gamepad will actually be more difficult to maneuver than the current interface, which goes against our objective of improving usability.
Sorry but this post is completely based on the assumption that gamepad users are unable to use mouse and keyboard.
You don't really need to resize and customize the UI in real time while playing.
It's something that you can do once and for all, during idle time etc. The same type of situations where you edit the currently not-much-editable UI or customize your macros.

Also, aside from this, wether or not it's harder to customize the new UI with a gamepad (something we can all agree with) you should still give users the so-called "freedom of choice". Make so they are the ones to choose wether or not they want to use the new UI and a gampad.
SE's role as developers should be that to offer this *additional* possibility to users, it's up to them wether or not they want to make use of it.

I mean, really, from the previous post (the one before this one I'm quoting) I understood that players using a gamepad would be *UNABLE* to use the new UI with a gamepad, and that they would have been forced to use the new keyboard/mouse setup.

I don't see what's the big problem in giving players the *OPTION* to get the new possibilities offered by the new UI, that they will have to customize with a standard mouse, and then keep playing with gamepad plus keyboard like they've been doing all these years.
Either something got lost during translation from japanese to english, or Mr. Tanaka's post just make no sense at all.

Lisotte
05-11-2012, 10:47 PM
Not sure if serious.

How do you figure that their intention is to do that? I'm rather sure that custom scripts or however it would be best described at this point does not mean it's OK to use third-party apps, or cheats, like that. ^^;

It will certainly be more controlled than you might imagine.


I could, of course, be wrong but I do doubt it.
Only time will tell I guess!

Considering they will allow for re-configuration of the UI by 3rd party, I see no reason why in 2012 they can't let you re-design the UI completely to some extent. There's plenty of decent MMOs out there where you can change a hella lot of stuff in the UI; why be "special" and be stuck in 2003?

Regardless, since I play controller I'm probably not going to be using the new UI.

Daniel
05-12-2012, 01:32 AM
I'm not quite sure I understand this, the UI options won't be available to choose? You either get all or nothing? Can't I just chose to turn off certain UI options like permanent macros?

Nala
05-12-2012, 09:27 AM
why is it that whenever a post has a tanaka response, all I ever feel is rage...

I have never seen anyone before so completely miss the point

yeah, even when he announces something that i actually care about or might be awesome it seems he has to add some balance to the idea. guy's freaking anikin, he will bring balance to the final fantasy. (we all know how that turned out for dear little anni)


No, I use a wireless mouse also, but it is not very comfortable and isn't entirely practical for continuous gaming.

I use a Logitech Performance MX with a Darkfield laser, unless i forget to charge it using my armrest as a mouse pad works perfectly with my keyboard in my lap for FPS's and the like, i have no responsiveness issues and i do not need much surface area to operate it either.

Point of the matter you should only need to use your mouse once to configure the UI/Chat logs/Widgets in the first place, and considering your preference you'd set it once and then sit back, what they need to do with this new UI is not add the ability to configure it with the game pad as much as allowing you to maintain the same functionality with a game pad with the new UI, you'd only be minus the quick access macro bar on the bottom.

Vivivivi
05-15-2012, 05:43 AM
A program called JoyToKey can do that. Lets you map any mouse or keyboard input to game controller buttons and axes.

:O I must check into this. Thank you!

Jile
05-16-2012, 03:50 PM
Then we can have macro lines like so:

Line 1: /echo TP set
Line 2: <body "Bale Cuirass +2"> <head "Bale Burgeonet +2"> <hands "Bale Gauntlets +2"> <legs "Calmecac Trousers">
Line 3: <feet "Ace's Leggings"> <waist "Goading Belt"> <L.ear "Bale Earring"> <R.ear "Brutal Earring">
Line 4: <neck "Bale Chocker"> <R.ring "Rajas Ring"> <L.ring "Tyrants Ring"> <back "Atheling Mantle">

^ This, SE, please - if nothing else, implement this! That would be the best solution if your unable to give us 20 line macros. When you give us all this gear that frankly if we're not swaping around every few seconds for the moment's situation we're just 'doing it wrong', and then limit us to 6 lines per button, you're asking us to press several macros to load Evasion set/TP set/ws sets for several different ws/idle set/etc, etc, this requested change would make the existing 6-line macro system far more powerful than it is now.

Oh and as for the lovely gui changes.. Sounded great until you said I couldn't utilize my 360 controller as effectively on my PC, so... I guess I hope the old school non-controller-using playerbase enjoys the updates because I have to opt out of them >.<

Nala
05-17-2012, 06:40 AM
to avoid botting concerns allow that type of macroing only work for gear swaping.

wildsprite
05-17-2012, 10:40 PM
We have a few more things to add regarding gamepad controls for the new UI for the PC version.

The concept for this new UI is to improve mouse and keyboard controls, since currently the game is much easier to control with a gamepad.

Integral aspects of the new UI, such as multi-windows, continual macro display and drag-&-drop are all UI features that require a pointing devise such as a mouse. These features are very difficult to control using direction keys and analog sticks on gamepads. As such, using the multi-window interface with a gamepad will actually be more difficult to maneuver than the current interface, which goes against our objective of improving usability.

For the above reasons, we would suggest that gamepad users continue to use the current UI, and mouse and keyboard users use the new UI. Players will be able to freely choose whichever UI that suits them better. However, there are some other adjustments in the new UI, such as multi-logs and recast displays, which will only be available on the new UI due to the required memory size and system specs.

We understand that gamepad users would also like to utilize these new UI features, so we will do our best to make the new UI as maneuverable as possible for gamepad users.

As it is very difficult to have it both ways with this UI, the recommended operating environment for the new UI will be mouse and keyboard.

Also, the features included in the new UI require more memory than the current UI, so as stated earlier, the new UI is impossible to implement on platforms with fixed memory, such as PS2 and Xbox360.

who says we want to drag&drop the UI features with the gamepad? I don't recall anyone saying that, I'll just use my mouse for that, I should still be able to retain most of if not all of the functionality with a gamepad on the new UI, if not that is just a cop out, I know for a fact it can be done

Daniel_Hatcher
05-17-2012, 10:45 PM
Personally I'll use all three.

I just want to see a mock-up of what it'll look like.

Finuve
05-18-2012, 12:17 AM
who says we want to drag&drop the UI features with the gamepad? I don't recall anyone saying that, I'll just use my mouse for that, I should still be able to retain most of if not all of the functionality with a gamepad on the new UI, if not that is just a cop out, I know for a fact it can be donethis

please answer my other question, will we have control through scripting of handling game pad inputs, because this alone will allow us to fix ourselves any issues that crop up with gamepad control, and this would at least allow a fix for issues that the dev team doesnt find important enough (for some unknown reason)

Twille
05-18-2012, 02:16 AM
I see no reason why a gamepad can't be used with the new UI. I do, however, understand how a gamepad wouldn't be able to use all the functionality of a new UI, but that shouldn't matter. I should be fully capable of using the new UI, having my gamepad pull up the basic menus and macro pallets like before. Obviously there would be issues with a gamepad switching between multiple chat windows or utilizing drag-and-drop features, but thats ok. I've been playing with a gamepad for 10 years now, don't make me give it up in order to use a better UI. Let me setup the UI the way I like, but continue to play the game with my gamepad.

Ziyyigo-Tipyigo
05-18-2012, 02:45 AM
I'm thinking there will be no meaningful answers until Vana'fest, over a month from now.

Get comfy!

Camiie
05-18-2012, 05:19 AM
I'm thinking there will be no meaningful answers until Vana'fest, over a month from now.
Get comfy!

I think we just have to hope the JP players are asking the same things we are. Then we might get some answers.

Hiromichi_Tanaka
07-06-2012, 07:34 PM
Static icons for special abilities as well as white and black magic spells have been temporarily implemented on the test server with today's update, but are still undergoing adjustment because they are designed to be displayed in the new in-development macro palette rather than the current list interface, which does not afford the icons enough space.

The following icons have been added. (*Appearances may differ depending on system environments.)


White Magic
2434
Starting from the top-left:
Line 1: Cure, Cura, Curaga, Dia, "Bar-" spells (Barblizzara, etc.), Banish, Banishga, Esuna-type spells (Paralyna, etc.)
Line 2: Protect, Protectra, Shell, Aquaveil, Raise, Reraise, Slow
Line 3: Haste, Paralyze, Silence, Stoneskin, Blink, Invisible, Sneak, Deodorize
Line 4: Regen, Erase, Teleport, Repose, Holy, Recall, Auspice
Line 5: Sacrifice, "Boost" Spells, Addle, "En-" spells (Enthunder, etc.), Phalanx, Refresh, "Gain" spells (Gain-STR, etc.), Reprisal



Black Magic
2435
Line 1: Stone, Stonega, Stoneja, Poison, Blind, Bind, Drain
Line 2: Aspir, Fire, Firaga, Firaja, Water, Waterga, Waterja, Flood
Line 3: Thunder, Thundaga, Thundaja, Blizzard, Blizzaga, Blizzaja, Freeze, Aero
Line 4: Aeroga, Aeroja, Tornado, Bio, Warp, Escape, Retrace, Rasp (Frost or Drown)
Line 5: "Spikes" spells (Shock Spikes, etc.), Sleep, Sleepga, Tractor, Dispel, Stun, Burst, Flare


Numerals such as II and III will appear in the bottom right corner of the icons, while a star in the top left corner will denote "-ga" spells and two stars will denote "-ja" spells.
Other icons for categories such as weapon skills, summoning spells, and abilities, will be added in the future along with other aspects of the user interface.
Blue magic, songs, and ninjutsu use generic icons as per usual.

Prothscar
07-06-2012, 09:32 PM
Sort of annoying that Blue Magic, songs, and ninjutsu aren't being changed... they don't really feel like they'll fit in with these cool HD icons for White and Black magic. Otherwise those are neat.

Twille
07-06-2012, 11:22 PM
Looks awesome!

SleepStudy
07-07-2012, 02:09 AM
Im liking all of this

Mirage
07-07-2012, 05:45 AM
Sort of annoying that Blue Magic, songs, and ninjutsu aren't being changed... they don't really feel like they'll fit in with these cool HD icons for White and Black magic. Otherwise those are neat.

Well, I think ninjutsu and songs will eventually get new icons too. Blue magic might not get one icon for every individual spell, because there are quite a few of them. They might still get icons based on more general attributes, however, such as spell element, mob ecosystem, multitarget/singletarget and/or offensive/defensive.

You could have an icon with a white explosion-like thing (light elemental, offensive magic), a star in one corner (multitarget) and maybe a third thing that would let you identify if it was magical or physical, or maybe which ecosystem it's from. This "generic" icon would then be used for all spells that have these qualifications.

The icon should perhaps not have all these pieces of information in them though, because that could make them too complex to easily recognize them. A person who actually has blue mage leveled might be better qualified to select which 2-3 pieces of information would be the most important to incorporate in the icon.

Zerich
07-07-2012, 06:27 AM
o.o
so beautiful

Chilloa
07-07-2012, 07:36 AM
White Magic
2434
Starting from the top-left:
Line 1: Cure, Cura, Curaga, Dia, "Bar-" spells (Barblizzara, etc.), Banish, Banishga, Esuna-type spells (Paralyna, etc.)
Line 2: Protect, Protectra, Shell, Aquaveil, Raise, Reraise, Slow
Line 3: Hate, Paralyze, Silence, Stoneskin, Blink, Invisible, Sneak, Deodorize
Line 4: Regen, Erase, Teleport, Repose, Holy, Recall, Auspice
Line 5: Sacrifice, "Boost" Spells, Addle, "En-" spells (Enthunder, etc.), Phalanx, Refresh, "Gain" spells (Gain-STR, etc.), Reprisal



Typo. :eek:

Lienn
07-07-2012, 11:20 AM
Static icons for special abilities as well as white and black magic spells have been temporarily implemented on the test server with today's update, but are still undergoing adjustment because they are designed to be displayed in the new in-development macro palette rather than the current list interface, which does not afford the icons enough space.

The following icons have been added. (*Appearances may differ depending on system environments.)


White Magic
2434
Starting from the top-left:
Line 1: Cure, Cura, Curaga, Dia, "Bar-" spells (Barblizzara, etc.), Banish, Banishga, Esuna-type spells (Paralyna, etc.)
Line 2: Protect, Protectra, Shell, Aquaveil, Raise, Reraise, Slow
Line 3: Haste, Paralyze, Silence, Stoneskin, Blink, Invisible, Sneak, Deodorize
Line 4: Regen, Erase, Teleport, Repose, Holy, Recall, Auspice
Line 5: Sacrifice, "Boost" Spells, Addle, "En-" spells (Enthunder, etc.), Phalanx, Refresh, "Gain" spells (Gain-STR, etc.), Reprisal



Black Magic
2435
Line 1: Stone, Stonega, Stoneja, Poison, Blind, Bind, Drain
Line 2: Aspir, Fire, Firaga, Firaja, Water, Waterga, Waterja, Flood
Line 3: Thunder, Thundaga, Thundaja, Blizzard, Blizzaga, Blizzaja, Freeze, Aero
Line 4: Aeroga, Aeroja, Tornado, Bio, Warp, Escape, Retrace, Rasp (Frost or Drown)
Line 5: "Spikes" spells (Shock Spikes, etc.), Sleep, Sleepga, Tractor, Dispel, Stun, Burst, Flare


Numerals such as II and III will appear in the bottom right corner of the icons, while a star in the top left corner will denote "-ga" spells and two stars will denote "-ja" spells.
Other icons for categories such as weapon skills, summoning spells, and abilities, will be added in the future along with other aspects of the user interface.
Blue magic, songs, and ninjutsu use generic icons as per usual.

Nice icons! Just would be nice having at least one sample if a higher tier icon to see how the tier would look like. ^^

I liked the "crystal" tier style used at FFXIV original icons and think a similar style would look good here as well...but i didn't like the stars for -ga ans -ja...they not only look too simple for this icon style, but also resembles too much the current FFXIV icons.

JiltedValkyrie
07-07-2012, 12:13 PM
Very sexy. :)

Antanias
07-07-2012, 01:13 PM
I thought Tanaka left o.O

Arcon
07-07-2012, 02:11 PM
I can also imagine BLU spells just being too many and too different to get an icon for every single one, but they could be grouped somehow. Maybe differentiate icons by element and target? Ninjutsu should definitely be doable.

Dragoy
07-08-2012, 05:16 AM
I thought Tanaka left o.O

People tend to still work until certain point in time after such announcements.


After receiving over 150 heart-felt posts thanking him for his hard work on FINAL FANTASY XI, Producer Hiromichi Tanaka took some time to write his thank you to all of the adventurers of Vana’diel.
Thank you all so much for the warm words. It was due to all of you that we were able to successfully put on VanaFest 2012 and I deeply appreciate all of you adventurers who have been supportive.

Despite my resignation announcement, the following day was the regular run of the mill busy day filled with preparations for the next version update and organizing data for succession and it all hasn’t really sunk in yet. I am sure that up until the last day of next month I will be working just as usual.

As for my illness which everyone has been so kindly concerned about, it is not something that is curable with modern medicine, but neither is it something that will worsen, so it’s an illness that I will have no choice but to deal with.

Finally, I would like to once again introduce my successor Akihiko Matsui and the rest of the development and operations staff who will be working hard together to develop the new expansion as well as the next version update.

Thank you all very much!



By the by, good job on them icons!

Darkovercast
07-11-2012, 05:39 AM
I just upgraded my PC and got myself a shiney new HDMI Asus screen that is 1920 x 1080 resolution, if I run it at 1920 x 1080 the chat log is so small that you can hardly read any text without being nose-to-screen. I really hope with this new GUI update they consider being able to resize the chat log seperate to other configures when it comes to resolution! Fingers are crossed!

Mirage
07-11-2012, 07:22 AM
They already said that the new UI will support truetype fonts. I don't see a reason to add support for that if they don't intend for the font size to be scalable.

This part isn't meant to be making fun of you or anything, but if your monitor is 22 inches or more, you might have a bit poor eyesight. It's pretty unproblematic for me to read the text at 3 feet distance on my 24" at 1920x1200.

FrankReynolds
07-11-2012, 09:27 AM
They already said that the new UI will support truetype fonts. I don't see a reason to add support for that if they don't intend for the font size to be scalable.

This part isn't meant to be making fun of you or anything, but if your monitor is 22 inches or more, you might have a bit poor eyesight. It's pretty unproblematic for me to read the text at 3 feet distance on my 24" at 1920x1200.

I had the same problem as him. Turns out I needed glasses. (probably from years of following battle chat logs :P)

RAIST
07-11-2012, 09:42 AM
Took me a while to get adjusted after being at 1024/768 for years on my old CRT. Now I can't imagine it any other way.

The seperate overlay size was a nice tweak they added. Could make it use lower res for a while, and gradually increase a couple times as you get used to the smaller text at each stage.

Arkemn
07-16-2012, 03:08 AM
Can we Just please get one little peaky screen shot. I am seeing something like FFXIV. I like XIV but i just want a little picture to assure that it is coming. Not like we have seen a dungeon Crawl system that is about 5 months behind schedule. Just one taste of the new stuff and we will wait patiently. We may have 10 thousand questions but at least we will be patient.

Daniel_Hatcher
07-16-2012, 03:28 AM
Can we Just please get one little peaky screen shot. I am seeing something like FFXIV. I like XIV but i just want a little picture to assure that it is coming. Not like we have seen a dungeon Crawl system that is about 5 months behind schedule. Just one taste of the new stuff and we will wait patiently. We may have 10 thousand questions but at least we will be patient.

Two pictures here: http://www.ffxiah.com/forum/topic/31512/vanafest-2012-recap-the-facts

Jamesruglia
07-26-2012, 11:06 PM
Um... Is there a way to just leave it the way it's always been? The new icons alone are really distracting-thye're not plain and elegant anymore, they're all covered in things. The UI is one of the reasons I like FF11 so much, I'd hate to see it wind up like FF14 or The Old Republic. Or even... *shudder* World of Warcraft.

I mean, the ability to change it is fine and all, but I'm not going to log in one day after an update and find the window sizes and shapes all changed and sitting in different spots, am I? In other words, is this something that will immediately, unavoidably, and forever change(in some large or small part) the way the game looks or responds(besides the icons thus far)?

Arcon
07-26-2012, 11:22 PM
Um... Is there a way to just leave it the way it's always been?

They said the update will be optional. I don't think this extends to these new icons though.

Jamesruglia
07-26-2012, 11:33 PM
They did? I must've missed it >< Sorry. Thank you very much.

Evan
11-17-2012, 04:53 PM
any news about new UI ?

Ardire
12-01-2012, 01:25 PM
any news about new UI ?

I just came here searching for such information myself.

Ardire
12-01-2012, 01:30 PM
I just came here searching for such information myself.

Ah, Look what I just found. :) http://forum.square-enix.com/ffxi/threads/28787-UI-updates?p=382417#post382417

Evan
02-14-2013, 05:51 AM
So? Any news about new UI ?

Miiyo
02-23-2013, 06:44 AM
So? Any news about new UI ?

I'm sure nothing as pretty as FFXIV >.>

Rhomagus
04-23-2013, 12:49 AM
It'll be a year in about three days. It's a bit disheartening to see all the people on the front page so excited then I look at the date of the posts.

Any update on this super awesome XIV inspired UI?

FrankReynolds
04-23-2013, 11:39 AM
It'll be a year in about three days. It's a bit disheartening to see all the people on the front page so excited then I look at the date of the posts.

Any update on this super awesome XIV inspired UI?

Unfortunately they realized that doing this cost money, so they put it on the back burner and built a half-assed expansion to charge you money for instead. SE really needs to turn to crowd funding or something to support these projects. I'm willing to bet that if they started a kick starter page and asked people to donate to the UI overhaul project in exchange for some trinket or something, they would have enough money to pump this out in no time. Slow development / support is killing this game if you ask me (yes I know that no one asked me).

Elaric
05-03-2013, 07:31 AM
More information on this will be forthcoming, so please check the forums periodically.

I would like to request some of the "forthcoming information" that was suggested we would receive. If I may suggest, this would include:

1. Items that are currently done and working but waiting on others to be finalized before releasing
2. Items that are NOT done and what roadblocks are currently causing delays.

I would also like to request, if possible, can the new UI be released in phases?

RushLynx
05-05-2013, 06:25 PM
Unfortunately they realized that doing this cost money

Shhh... don't use that kind of language... instead, just refer to it as "PS2 limitations..." <.<

Midorikaze
05-06-2013, 06:21 AM
It's going to be interesting how the new UI will work. I don't think there are any screenshots yet aside from one very very small image I saw of the Japanese version. Multiple log windows sounds pretty good since this is a very text-y MMO ^^ Tweaked chat filters would be great, if they have those in the works.

Twille
05-06-2013, 12:08 PM
I'm wondering if we'll ever actually see this new UI at all, haha.

FrankReynolds
05-06-2013, 10:03 PM
Shhh... don't use that kind of language... instead, just refer to it as "PS2 limitations..." <.<

AHhh, now it all makes sense. PS2 is actually just code for $. I'm gonna start using that in RL.

"Sorry honey. I know you said that you wanted diamonds, but PS2 limitations..."

Technyze
05-31-2013, 10:24 AM
Wow just came back to the game a month ago and just now found out about this, had no idea it was planned, it sounds amazing, I've been wanting my macros to show up constantly and 1-0 set as well since the beginning of this game.

I can't believe it is not out yet.... considering it was planned 2012 and its now halfway through 2013! Lets go SE! This is a major determining factor in if I keep my FFXI subscription when FFXIV rereleases.

Elaric
06-06-2013, 10:57 AM
Can someone please translate this post? Better yet, can these posts be posted in each language when they are created?

http://forum.square-enix.com/ffxi/threads/30793

Dragoy
06-07-2013, 02:53 AM
Can someone please translate this post? Better yet, can these posts be posted in each language when they are created?

http://forum.square-enix.com/ffxi/threads/30793

Sure thing!

~shuffle shuffle shuffle~

Ah, here we go!


Greetings everyone!

Apologies for the delay on a status update regarding the UI revamps that were mentioned some time ago. Last night Producer Akihiko Matsui commented on the current status, so I would like to share that message with you all.


Hello,

I would like to inform you of the progress on the new UI for the Windows version. As we briefly touched upon in the past, implementation of the new UI is running behind schedule. The UI work is being dealt with separately from the creation of Seekers of Adoulin, so it’s not the case that the development team is getting caught up with working on the expansion. The reasons for the delay are mainly that in addition to the structural organization and features we had first thought of, there have been a lot of internal requests as well as request from players for new features to be added to make the UI even more user friendly.

In regards to the structural organization, the system was originally designed for a console such as the PS2, so we’ve been optimizing it so that each of the menu programs do not overuse memory. Due to this, we have been going deep into all of the menu features and performing adjustments so that the new UI will work. Currently, we have completed a good amount of the portions that can be realized with the current client, but there is still work left to be done on new menus for Seekers of Adoulin and "Play as a Monster".

In regards to the new features, this is not just about adding new menus with the new UI; this is also related to the fact that we are making feature improvements such as making mouse operation much smoother. The current UI has been optimized for using a controller, so you can think of it as we are spending time to revamp how it looks and the way it operates.

I’m am sure that there are some of you who watched the explanation of the UI structure, but using a portion of the UI (log window, menus, etc.) like an add-on will not work properly, so it’s actually quite difficult to release only the portions that were showed off at VanaFest. (It’s also very possible that the work difficulty would increase to make this happen.)

Unfortunately we will need a bit more time before we can organize all the features, finish all the fundamental feature improvement checks, and show it off on the Test Server. Realistically we are looking at summer at the earliest or fall if we include support in all languages.

With that said, I apologize for making you all wait longer, but we appreciate your understanding as we do our best to create a better and more user-friendly UI.

RushLynx
06-07-2013, 06:39 AM
lol... I like how even though they discontinued PS2 support for NA and EU, the fact that they didn't in JP continues to stall update progress and ultimately restrict the functionality of the game...

Oh, and also... I'm really hoping the "if we include support in all languages" thing is some sort of mistranslation... otherwise... you're joking right?

Vil
06-07-2013, 07:28 AM
lol... I like how even though they discontinued PS2 support for NA and EU, the fact that they didn't in JP continues to stall update progress and ultimately restrict the functionality of the game...

Oh, and also... I'm really hoping the "if we include support in all languages" thing is some sort of mistranslation... otherwise... you're joking right?

It's more of how the game was originally coded back in 2002 that holds them back. It was originally made for the PS2, then ported to PC..so a lot of the structure is based on PS2 (such as the UI currently optimized for controller).

They really really really really need to do an overhaul of this game, not just stick fixes over fixes >< Though realistically that may not be possible I guess since they'd have to spend the next 2-3 years overhauling everything. Ah well.

Technyze
06-07-2013, 10:18 AM
It's more of how the game was originally coded back in 2002 that holds them back. It was originally made for the PS2, then ported to PC..so a lot of the structure is based on PS2 (such as the UI currently optimized for controller).

They really really really really need to do an overhaul of this game, not just stick fixes over fixes >< Though realistically that may not be possible I guess since they'd have to spend the next 2-3 years overhauling everything. Ah well.

So very true!

Dragoy
06-08-2013, 01:35 AM
lol... I like how even though they discontinued PS2 support for NA and EU, the fact that they didn't in JP continues to stall update progress and ultimately restrict the functionality of the game...

Oh, and also... I'm really hoping the "if we include support in all languages" thing is some sort of mistranslation... otherwise... you're joking right?

The wording does indeed make it a bit vague on what it really means. It can easily be read as 'PS2-limitations' holding things back, but I hope it means more like “in the past, we had to work within the limitations of a PS2, and because of this, we have had to delve deep into the menace inspection to get the new UI work beyond these limitations”.

As for the language support, again a bit vague, but I would probably assume it to mean that it (obviously) takes a bit longer to have the language support done completely, and thus, it would take a bit longer to be ready for the test-server.
In other words, they could implement it for testing earlier if they implemented the full language support later on.

I could, of course, be wrong.