Auto-target is a bad idea imho, i didn't see any game which implemented it in the way it wasn't annoying. Example, you are targeting mobA, while mobB runs between you and mobA -> target might or might not switch to mobB.
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Auto-target is a bad idea imho, i didn't see any game which implemented it in the way it wasn't annoying. Example, you are targeting mobA, while mobB runs between you and mobA -> target might or might not switch to mobB.
Star Ocean is a great game and I like his targetting system, but i don't think we can use that system in FF14, because it was inaccurate.
I prefer the second idea, but this means a click for every skill.
Another simple idea, be able to change a target with up/down, even if we have a locked target (before we choose a skill).
It becomes R1+ Up/down= target
left/right skills
R1+ start = party/enemy/all/friendy rotation.
edit:
or better
If we press X (without releasing) we can target another monster/player (all target mode?); releasing the X button the skill is activated.
What I normally do:
1- Lock a friendly target with "party" on (tanker).
2- click on an offensive skill. I'll have a subtarget.
It wouldn't really be the same as star ocean, just similar.
It would be what we have now, but rather then needing to make that initial press down to get the circle on me (which is what has been effected by this change), my character would automatically target the nearest of the target type. From here I could select another target if desired.
For what you normally do, I do the same as a mage, but when I tank that style would be impossible. I need to stay locked onto the mob. Any action not related to the monster or be is just not worth it to try and execute.
I'm also basing this off the last system, I haven't tanked in awhile. Could be a little easier now with the target groups. Still we need that sub-target.
It wouldn't lock on just go over the target, so you would only be effected by what you say if you locked onto another target as it ran past your line of sight, this would be very rare and avoidable, it shouldn't be a problem.
Some good ideas in this thread. My idea is.... a little more simple but i think it would make a huge differance in game play. my idea is that say your fighting two mobs, you kill one... instead of waiting 30 sec and then finally fumbling with the up down left andf right keys to target the next one (i use game pad) meanwhile hes beating the shijesus out of you, should it just automatically target the next *Engaged* enemy in line?
I think they did something like this, the problem was it kept targeted on the dead mob. That's probably just some bug they need to work out, possibly some server related lag.
I had an idea awhile ago that they should designate a button to switching quickly between enemies without ever needing to unlock. I imagined square on a ps3 remote. Holding this would bring up a subtarget arrow which would allow you to select a new target to be locked onto.
This would be a great way to switch targets right before then end of battle. Let's say I"m tanking and the monster is down to HP<20%, I could quickly switch to the next target.
Any position in battle could quickly use this strategy at the end of battle to do the same thing.
My biggest complaint is for melee targeting combat you should never have to target a mob to attack it sorry to say but this is just pretty big broken game mechanics on their part. I know a lot of mmo are like this but it still doesn’t make it ok or right! I was never a big age of conan fan but the combat system game mechanics, graphical range for aoe & simple close and far targeting system they have, they nailed it right on the head.