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Maybe the community team just likes the XI forums better ; ;
Eye-Scratch doesn't sound pleasant at all >.<
Wonder which of them keeps deleting my innocent posts ; ;
Well, we are on board waiting for all the best from Dev. Team.
keep the great work.
Bayohne, Hvinire and Rukkirii. thx for all the good work.
Back to the original topic (crazy, I know!) can you give me some more examples on how you'd like to use the enemy signs outside of levequests/behests? I know there was some in the other linked thread, but would love to get some more! The dev. team does want more players to utilize the enemy signs and are curious to hear more ways you'd like to use 'em!
Party leader marking. Marking NM targets, Marking targets in Dungeons (assume these wont be on 'Guildleve' or 'Behest' Status), Marking kill order, and do-not-attack targets.
Sometimes when I take a party near mobs that agro, it would be nice to be able to mark which mob to attack first. Like in the small caves with bats or dogs in them....or the frogs everywhere.
Lets say there is an NM.
He has 6 minions. Three of Type A and three of Type B
They are all gathered together
You have ~6 people with voke/taunt
You want each of these people to hold hate on separate minions
It becomes hard to plan and explain this tactic if you can mark the minions to distinguish them from one another
I think one solution is allowing free roaming mobs (specifically groups of mobs) to be marked only if they are claimed. The markers are most beneficial when assigning kill order to a group.
Perhaps new marks as well? Like numbers: 1-2-3-4-5 to mark monster kill order.
yeah essentially its good for managing multiple monsters, if some need to be slept, kited etc, also when mobs run into groups of the same monster, as far as the above, the numbers dont have to change, you can just remember
It has become a staple and even streamlined into MMOs these days and it is one of the things I expect to see in every MMO, the ability to mark the mobs we want to put under CC etc. In a dungeon or even SP grind parties the ability to mark mobs ahead of time will take away a lot of the confusion of pulling multiple mobs and keeping them CC, also allows party members to specify a class or certain player by type of marker for CC or attack.
Bayohne imo they need to be more easily accessible. I don't know how easy they are to access as a gamepad user but as a keyboard user the fastest way to access them outside of macros is (U --> TAB --> scroll --> click --> click on mob) imo there has to be a faster way to access and use them so more people utilize them. And macros isn't the answer.
Try planning a whole situation in your mind, now try directing it.
There we go. Probably.
I believe we need sequential markers, but of multiple groups. ie. [1, 2, 3...], [a, b, c...] and [α, β, γ...]. Very very preferably of different colors for the same group, but different between them, ie. red numbers, yellow letters, blue Greek letters, etc.
We also need clear markers, specially "emergency", big markers. Say a big red arrow pointing down on top of the mob's name, slightly bigger than the rest of the markers.
Then things like shields (which could easily be a signal for tanks), a sword with a big ass red cross on top for the good old "FOR THE LOVE OF GOD DON'T ATTACK THIS" situation, etc.
Do we have Zzz's or a shackled boot (I think we had the boot...) for things like Crowd Control or such? I haven't played in... ages.
Oh darn, and make a kite. With cute little ribbons bellow, please. Preferably red. Yeah, they gotta be red. Red.
You know, those are, for the most part, icons that are easily associated, thus requiring little explanation and easier to remember.
An important note I'd like to add:
There's two small UI element I think would really make this a valuable experience, given our control methods (mostly controllers).
[Optional Multiplicity]
I can't honestly remember if we can mark multiple targets with the same icon-- whether we can or not, that's probably still a problem. It would be fantastic if we could toggle it manually on and off for each icon.
An example of when off (multi) would be useful:
Selecting the "Concentrate on THIS mob!" signal and switching it. Say you are fighting a big fight, everyone concentrated on a specific mob, then suddenly something shows up that you deem more necessary to take down ASAP. Quickly taking the marker off the current target to scroll to the new guy and then marking it can be very cumbersome with a controller, specially if the current target wasn't even on the mark carrier!
Allowing a player to "turn off multiplicity", would mean that marking someone else with that mark will take it off from the original. Goes without explanation how much better that would be on the first situation, right? In big fights, having a slight confusion on the current target can go very awry.
An example of when on (multi) would be useful:
Suppose you are in a fight where crowd control is intensive. Well, teaching everyone different symbols for the same thing is impractical, just use [this] for sleep and give the same symbol on everything you want CC'd.
New mob just showed up?! Use the same symbol you've been using.
Goes without saying, these two situations aren't exclusive.
[Automatic Sequential Rotation]
This could get a bit more complicated to implement than the past suggestion, but I trust it's no rocket science, bear with me here while I explain how this could help "sequential markers" implementation too.
Let's assume we are marking monsters with the "Numbers" sequential, there's two points of discussion here:
a)They should be "interactive" between each other. Let's assume you marked four monsters, 1 through 4. When the mob marked 1 dies, the rest of the numbers should roll over to their appropriate position: Mob marked 2, should now read 1,monster marked 3 should now read 2, and so on.
This should apply even if the number cut was in the middle, for example, we have mobs 1, 2, and 3. Number 2 was just killed, or had the icon manually removed by the player. 1 should still be 1, 3 should now be 2 and 4 should now be 3.
b)Sequential markers could have two "buttons" (or marker icons in the menu), "First" and "Last". This way, we could easily mark using only "Last", as pressing through three monsters would mark them 1, 2 and 3 using only one command/button. If for some reason a new mob appears that should be ahead in the sequence, the "First" button will mark it so (1), rotating the rest. It seems practical to me that the "Last" button be used to "delete" the last number from the list, this way double tapping "Last" on any mob would remove it (as it first would grant it the last number, then delete it).
Unrelated to the rest: A tiny player identifier would also be rather helpful, though not really necessary at all (it could help identify jerkwards that mark when they shouldn't be the ones marking). Like a small "P1" besides the marker for the player holding position 1 in the party or something.
I hate making such detailed suggestions, I know it's probably very infuriating. I'm sorry about that and for the extremely lengthy post. Really gotta wonder if anyone bothers wasting time reading all this crap.
It kinda depends on what kind of fights we are going to get, but fights where you need crowd control would benefit a lot from something simple as signs. It can be the same sigh with different colors, it can be different sizes or even numbers ... The system in WoW for example was really simple, but also really effective.
In WoW I always assigned, at the start of a raid, a certain icon/color to a certain player with crowd control (lets say a mage with sheep). So all I had to do was mark all the mobs without saying a word and everyone knew exactly what to do as soon as I pulled.
Some other people here got also great ideas, but it is really not needed. We do not need updating numbers or some kind of crazy system that we have to use while raiding to assign certain icons in a certain way. Let us just bind the icons/signs to a button and mark the mobs, it is really all that is needed. Easy to implement also.
Well truth is we already have a plethora of meaningless icons too, they are just not active outside leves. Actually making a practical and interesting system would make the game more appealing, rather than returning to the bare basics, which isn't really inviting: It's everywhere else.
I do, however, agree with you on two points I can't deny:
1-"its not really needed". -Because it's actually true.
2-"Let us just bind the icons/signs to a button" -Because it's very practical. I agree with this here. Hell, we should even be able to program some serious button combinations.
Just enable players to use existing icons, for non-guildleve/behest roaming mobs.
If playing solo and you need to separate and track your prey, only YOU can see the icon.
If in a party, albeit being an active behest/guildleve or even just grinding on roaming mobs, only THE PARTY can see the icon.
Adding new icons to choose from would be cool and create more variety and customization, but just enabling the above would work just fine for now.
The current markings aren't very useful. I mean, what use is marking a mob with card suits? A marking system should be simple and effective with not too many options so that everyone is using the same symbols. A good example of target marking is that used in Aion. You had 1,2,3,4,cc,no-touchy,zzz, plus some other symbols which were completely useless. In addition to each of the icons you also had the option to target a specific marked mob, i.e. if a mob was marked 1, you could hit the button to target 1 and it would target that mob.
This system was easy to use, so it was easy for the leader to switch target markers in an instant. Once a mob was almost dead the target marker would be moved to the next target and everyone would hit their target 1 button again. It helped battle flow very smoothly with little communication required outside of the mob markers.
Now, the problem was that there was too many options. depending on who was leading, the mob could be marked with a skull, or a bomb, or anything else. If the majority of people were used to targetting 1 with their target 1 macro and then all of a sudden someone starts marking things with skulls or bombs then people aren't going to have the relevant macro set up to target that particular marker. It instantly messes up the consistency of marker usage.
Ideally, I'd like to see only the following markers made available:
markers 1-7, able to only be put on one target at a time to indicate kill order (able to apply to mobs with selected hotkey+ 1-7) [could even change a couple of those to friendly target markers]
no-touchy, zzz and cc markers able to be put on any number of mobs (able to apply to mobs with selected hotkey+ 8-0 on numpad)
In addition, the ability to target the marked mobs with a different hotkey+ the corresponding number would be very nice. I would much more appreciate the convenience of being able to instantly mark a mob without having to navigate menus during battle.
I think the current marking system is okay, but the card suits sucks /agree. I want more flashy ones like the sword and the big red circle cross out for like "no way don't touch it". They just need to be super noticeable to everyone in my party and available in all instances, I would like strategies to be planned around marking. Party leader is able to mark mobs and then dishes out strategies. Or lead strategist whom ever.
edit: by all instances i mean, every single time you fight a mob, if you're grinding by camp horizon use it, if you're doing leves at camp horizon you use it, in a dungeon you can use it, on a quest you can use it, solo you can use it. Anytime you would ever engage a mob in combat you can use it.
What could be more simple than numbers 1-7? If you have to mark mobs then tell people what the markers mean then that's failed marker system. What's the difference between the sword and the skull marker? I sure don't know.
Next question is, how would I go about targetting a skull or a sword marker conveniently? Am I expected to learn and remember the number for each symbol?
Perhaps you just misunderstood what I was suggesting so I'll provide a little example. Lets say (assuming keyboard/mouse user) the hotkey for marking is left mouse button, and the hotkey for targetting is middle mouse button. To mark a target with a 1 I'd select the target and hit left mouse button and 1. You would see a target marked with a 1 and would hit your middle mouse button and 1 and you'd be on that target. It's a very simple system.
If you would allow, I'd like to present this little hypothetical scenario.
Let's suppose that there's a dungeon called "The Tower of Babil", and me, with my party of five, make it to the top to find a boss party consisting of Cecil (Paladin), Rosa (White Mage), Kain (Dragoon), Rydia (Summoner/Black Mage), and Edge (Ninja). For my party of five, I would use markings to make a kill order (perhaps 1 Rydia, 2 Kain, 3 Edge, 4 Cecil, and 5 Rosa) as well as perhaps mark crowd control and status ailments (such as silence for Rydia and Rosa, sleep for Cecil and Rosa, Blind for Edge, etc.).
The idea behind markings is to help keep order in an otherwise chaotic fighting environment, so that players have an idea of what to do without having to rely on chat or voice.
I was thinking numbers too, though not for kill order (although I like that idea too). Mobs can be marked with numbers then if players need to kill/hold mobs simultaneously, different players are given a target by their leader etc, then can "/target 1", "/target 2", etc to easily target the correct mob. Or the numbers can be used for setting up a kill order like you suggested if you don't need to kill/hold mobs.
Possibly having markings that help us to determine which tactics the party leader would like us to perform could be added. It is something that the party would need to establish amongst themselves based on each marking I would think, but still that is a valid reason to use them outside of leves. Maybe even having markings added that would reference incapacitation, crowd control, debuffs, run away, etc. Depending on the tactics required amongst different fights.
Edit: Sorry if similar ideas were already posted. ^-^
Alot of these ideas are really good. But in all honesty, what would make the biggest difference, would be /assist "player" This was a staple in FFXI. Sometimes you don't have time to mark a mob. Specially in the middle of a fight with adds because of a bad pull or whatever. One person called all the shots and all the rest of the party had to do was hit there assist macro.
I'm not against markers (though sometimes on larger mobs, you can't always see them if you are up close and fighting) I use them. But a player assist command would make things ALOT easier :)
I like enemy signs, but not being able to use them outside of a leve quest or behest, keeps them from being something on everyones mind... Marking a "mob" should only show up visibly for you and your party, and will help players know who to attack, etc.
I think the big thing that will help in regards to this is to be able within a party to set a "puller" or just default to the leader of the group... Who ever that player is fighting the mob is marked by default so players can know who to attack... If another player or party engages the mob the target marker would disappear as the monster is claimed by another group.
These should also work in dungeons.
Going off that idea, I'd love to see target lines make their way back into the game... Target lines being from FFXII, and with those, they would allow players to visibly communicate which mobs they are targeting in a party.
With all options like this, I think it should have options to allow players to turn it on or off if needed. And target lines would only be active in party play, and only visibly to those within the party, so players on the outside of a party won't see target lines.
Now given that this could get very busy when dealing with future bosses and other mobs, it might just be better to keep it to who your party is targeting, rather then showing target lines for the mobs as well, but I think this little visual aid would allow players to help one another out and cut down on hitting the wrong target.
Also, I would like to add that the bar that shows who we are targeting would benefit from showing a picture of the player/npc/monster that we are targeting. Same goes for the party list, I think it would be nice to see everyones profile pic in the party list. :)
Thanks for listing Bayohne, keep up the great work. :)
It would be also nice to select mob by clickin on the (targeted mark)
For a few suggestions on additional features for the enemy and ally signs, please see the thread below.
http://forum.square-enix.com/ffxiv/t...ngering-Issues
Thanks, once again, Bayonhne, for your good work.
:-)
R
Some examples of how I would improve the system:
-Add more icons to use. (including numbers and symbols)
-Allow all monsters (and players/npcs) to be marked by all icons.
-Remove the "ATTACK THIS TARGET" (and other text like it) text from the Emotes and Signs and let the players decide what each icon means. (add them all to auto-translate please)
-Add a UI element that allows you to click a symbol on your screen. This corresponds to a marked target and automatically targets the monster with the same symbol. This could appear anywhere, but being able to quickly target marked monsters is important. For example, I mark a monster with a O and another with an X. Both icons now appear on my screen somewhere and by clicking the O I target the O marked monster.
-Display an icon on the raid window that corresponds to a marked player. The sword icon for example if placed on a player will have a sword icon next to their name in the raid window.
Thats all I can think of for now. Thanks for the feedback everyone ^^
Dead thread is dead. but i'd like to bump it back because i was about the make a new one. With this moogle fight here in 1.20, this really needs to be added. Please let us mark non-leve mobs. Moogle fight would be somewhat easier :)
All very good ideas.
I always thought Aion had good raid marker icons and I'd like to see more things like that. Numbers for kill order, and ZZZ for crowd control. The ones in WoW were inferior (they were like the marshmallows in a box of Lucky Charms--stars, circles, diamonds, etc--and the tank would always have to explain how they should be interpreted).
I'd like to "bump" this thread as I think that this is one of the more underused features in the game that could provide a lot of assistance in parties in-game. I like a lot of the ideas that are presented here and I have a few of my own to present as well. Some of my ideas run parallel to the ones other people have stated here also, but I'll still present them for ease of reference.
Firstly, I agree that all of the Ally/Enemy markers should be allowed for use in any circumstances, not just in Leve-quests. Let us use the markers whenever we feel, please.
Next, as DoctorMog stated before, take away the mandatory descriptions in the sign lists that state what each sign should be used for. If anything, list the signs in the same manner as the Macro picture menu. Just let us choose a sign, choose the target, and be off with our adventure. The party members, I'm sure, could attempt to dictate what certain signs mean to themselves. Or, if anything, the signs will be universal enough to understand simply at a glance.
Another thing is to add more relevant signs that can be used in multiple situations (unlike the card suits already listed). Some examples are as follows:
1.) Numbers signs - ( 1, 2, 3, 4, 5, 6, 7, and 8): For the sake of numbering enemies for a bunch of miscellaneous reasons. Numbers up to 8 seems a bit excessive, but it would be enough to cover a wide variety of uses.
2.) Status Effects signs - (Bind, Sleep, Paralyze, Heavy, Slow, etc.): For the use of letting party members with the abilities to inflict such status effects know exactly which enemy to target and what move needs to be done on them. For instance, in the Moogle Primal fight, it's helpful to keep Kupdi Koop (GLA) Moogle bound so that he's not harassing healers and DDs during the fight. With a "Bind" enemy sign, if the Archers in the party see Kupdi Koop floating about flailing away at the Conjurers, they'll know that he's supposed to be bound and can readily bind him on the spot if he's moving about and has the respective icon on him.
3.) Attack / Do not attack signs: These will better coordinate the party's attack methods during battles of any kind if people know which enemies to attack and which ones not to attack. These are already in the list; however, being able to use them freely would be really appreciated.
4.) Miscellaneous Enemy signs (Exclamation Mark, a Kite, Skulls, Fire, Ice, Wind, Thunder, Stone, etc): Of course, Misc signs are helpful too for other situations. One such example being the Kite, it's sort of self explanatory. Players could put kites on the enemies that they would like to be given the "run around" so that other players can focus their attacks on another monster (like one marked with an exclamation mark or a number).
More Ally signs would be useful as well. Perhaps a Shield designating the "Tank" of the group and another type of sign (Perhaps a Red Cross or Medical sign) designating the "healers" of the group. Keeping track of these two types of roles in the game with signs would make things a bit easier in knowing who's who and how to properly form a strategy to keep these people from being defeated in the battle.
These are some of the ideas I had jingling around in my mind. Hopefully they help.