Toggle option and take the icon away when mob is too low level to aggro. To those that don't want it turn it off. The game is easy at this point but the icon isnt the reason behind that.
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Toggle option and take the icon away when mob is too low level to aggro. To those that don't want it turn it off. The game is easy at this point but the icon isnt the reason behind that.
It is true. It is kind of oversized. maybe do something about enemy name colors rather than put a giant spiked dot next to their name?
Change it to color coded system like every other MMO I can think of. Don't remove a feature that's already been implemented and is bog standard in even crappy Korean grinder MMOs for a false sense of nostalgia for FFXI players.
I despise the aggro icon. Completely takes the fun out of discovering new enemies for me and it's hideous to see tons of red dots everywhere. In the very least it should have a toggle feature.
I miss the shock factor of walking up to something, then getting your butt kicked with out warning. The fear of not knowing I guess would be appropriate. Would gladly settle with a toggle option.
Toggle option or remove it. It's distracting
no toggle, no make it smaller, no aggro mob name colors or anything.
We all here and playing the game for the aventure, so let aventure.
my best stories and and fun time in FFXI was to get own by a new mob or running for my life.
We didnt need it before, we don't need it now.
Who request this icon thing anyway?
SE approche to make the game to user environnement friendly takes out all challenge of sort of accomplishement of getting to point A to B.
My Son is 6 year old. sometimes i gave him my controller and tell him to follow the road.
After 15min is all happy because he didnt made me die. That alone say a lot..
Hello everyone.
It's great to see lots of active discussion taking place and players are giving various feedbacks. By seeing how things are going, we are very glad about launching the forum.
We have forwarded the feedbacks to the Dev. team for a brainstorm and they are working on to give more specific details sometime next week. Please look forward to it. We are also considering about having the comments from other Dev. team reps to be posted as well.
We will continue to introduce the upcoming concepts of the game and looking forward to receive more feedbacks on the game!
I'm fine with putting a toggle option in for it but it really doesn't change much of anything. Most people, when encountering a new monster (especially in a high level zone), will either ask someone else or just look it up online whether or not it's aggressive. The only difference between that and the red marker is that the game is just letting you know. Some people like getting brutally mauled by monsters, some don't.
While I don't mind having the extra info, I think the icon itself is a bit too gaudy.
It'd be nice if they removed the icon, but have it display some type of aggro icon when you target it.
Although generally speaking, I have one rule of thumb: If it has big sharp teeth and possibly scales, chances are it wants to kill me.
Also if it is big, has horns/tusks or parts of its body appear to be made from lava.
Integrating the aggro info into the targetting system instead of the mob name display sounds like a great way to get rid of the ugly icon showing up everywhere while still keeping the information available to the player.
I agree having an icon appear when targeting an ememy would be better idea than how the aggro icon is currently displayed.
Also if the player is much higher level than the enemy for it to be aggressive towards the player then the aggro icon shouldn't show. Example: I was passing by some of those yarzon type mobs and they were blue to me but were displaying the aggro icon so I thought I was still in the level range to be attacked. I ended up walking past them without any problem.
So really we should have another colour level that indicates "Too Weak" (grey) and the aggro icon should not be shown since the enemy is too low level to attack the player.
I think icon should be removed, as other people have stated in this thread, what made you guys decide to add it? Were people asking for it? I haven't seen anyone asking for it in the forums, but I guess they could have been submitting feedback requests through the official channel or something.
Anyways, they are pretty much worthless, as after you have been playing for awhile you know which families of mobs are agressive, and even which mobs are likely to be aggressive even if you have never seen a particular mob before. As well as they are very ugly icons and make the game look weird.
I hope we do get some more help from the devs. It would help us more if they would time in and ask to elobaorate on ideas they might implement or have a brainstorming session with the forum. Sometimes our idea might need more explanation, or sometimes we need some direction. The whole point of the forums was not only for us to give you ideas but to also recieve feed back from the devs. Maybe one -day a week one catagory, one dev, can have a roundtable discussion. I think we would like to see how much our ideas influences our game.
one of my favorite moments from this game so far was i had a friend i talked into getting the game. he has never had any rpg/mmo experience so everything is new to him in this line of games. we are from fps games so always in voice chat.
he was walking by a roseling when he was like r4 or r5 in the skull valley area near the alley to go to iron lake. i was in front of him and i had already leveled my gla at the time to 31 so they didn't nail me. he was like " hey look at the flower. why do they have flowers with names.......AHHHHHHHHHH OH GODDDDDD IT HURTS"
i laughed at him so hard because i had forgotten they aggro at low levels. these moments are no longer possible and exploration is meant to be like this for me honestly. that's the fun of adventuring is for unexpected events like this to happen. some don't like it, but that's why i suggest the toggle item for those that enjoy that aspect of the game to be able to enjoy it.
btw, he is no longer a r5 he's now up to 50 mrd and he attacks every roseling/ battrap he sees to this day. he says it only took him once to find out those things bite.
If they do decide to keep it I would approve of making it both toggle-able and not start with knowing all the info.
I would suggest making it so when you start the game no mob is known as being aggressive or not however after it aggros you once it will be added to your aggro list at which point you will be able to tell whether it aggros or not through this system.
This way the people who need/use the system won't be killed over&over by the same mob even if they haven't been to a zone many times or in awhile however at the same time they will have that experience of learning for the first time and veterans/hardcores won't think less of those people as much.
I personally don't like the icons either, but only because they are ugly and don't seem to fit in with the GUI they have made so far.
I prefer a more subtle way of displaying a mob as being aggro. Like just showing the name as being red.
I like the suggestions of a learning system where all new mobs that you encounter you can't tell till they attack you. Then from then on out they are shown with an icon or different colored name. That way you can get your exploring and get the discovery that they attack but know later on.
After you play awhile though you realize that certain mob "types" just attack. Square does a pretty good job of being consistent in all mobs of a certain type behave and are weak in the same fashion like Ahrimans and bats aggro. There is even more complexity to these mobs as some attack on sight, sound, or smell. Some will attack from any direction others will only attack if are in front of them. Sure some, don't aggro unless in specific areas, but they are usually distinguished by different textures and styles to set them apart. If the name of it doesn't make it easy to tell.
Notorious Monsters are pretty easy to tell, not just by the icon but the kind of name they have. It's always a unique name.
And in game bestiary manual would be helpful with that. They could even make it so that as you discover it it is revealed in the manual. but only a portion of the information. Then after time, you will see they aggro on sight, it's elemental status, special attack, if it's nocturnal, mob behavior. (Will it follow and not attack unless provoked) etc...
Kind of like how FFXIII would show what it dropped, elemental status, strengths and weaknesses when you would fight it. Eventually you would discover everything, or you could find out quickly if you cast Libra on it. Eventually you would have a huge bestiary library at our disposal.
For ease of use, they could make it so that the library would open directly to what you have targeted. Or have a function to inspect it quickly to find out what it does or what you discovered about it thus far. the information could be displayed like the the signatures a lot of forum users are using. With the name of the mob, it's elemental status, it's job type, stats and attack actions and behavior.
This seems more useful to me. What you guys think?
If we go the "library" way, why not just implement a "scan" skill? It wouldn't cost much to use, and you would get all the info you might want. The skill could also be restricted, for example not being to get a complete info on a monster that is higher level than you or an NM.
And once you have scanned a monster, you'd be able to get the results without casting. Or better: on first scan it shows you a pop-up window with the stats and adds that info into a new menu item, e.g. Monster info, where you can browse through all the monsters you have scanned.
Many FF games got a spell/Ability like Scan or Sense that give you more information about the Mob. That may be a good solution for the agro icon. Remove it and make that in the game as an ability or magic for a especific classe.
I miss when i encouter a new monster and not knowing if it will agro or not, and had to ask someone about it, like in ls or something. It gives more depth to the adventure
Not quite where I was going with the library idea. I wanted to keep thing old world fantasy that the FF series is known for. Where the information gathered looked more like a book.
But it would be handy either way to just have access to this information in the game instead of having to resort to looking at a website for the same information! Why is Square so dead set in hiding this information?
I agree with scan/sense, toggle icon is for children, its like throwing red paint on every mountain lion and black bear you see so that other people will know its probly not friendly :p.
EDIT:
Toggle will also cause another issue, if your in a party and you get aggroed and you say "whoops didnt know the mob would aggro" all the children in that party are going to be pissed you turned off the aggro indicator and will start hating.
Vote no on Aggro indicator!
I didn't mean it that they get their jollies from it lol (Though I bet some do). It's more like if a college graduate and a high school graduate have the same job the former because of skill and the later because there father owns the company. The college graduate is more than likely going to think less of the high school graduate because they had to work hard to get where they are whereas the high school graduate was just given the job without any real effort.
Imagine if you were playing the original Super Mario Brothers game and every time it was safe to run by the hammer bros a big arrow would show up on screen. That's basically how I feel this system is right now it's removing all the challenge/learning from this aspect of the game. And yes I'm aware you can look up whether mobs aggro or not online not everyone plays like that and they shouldn't assume that everyone simply wants to know everything.
Also I approve of adding a bestiary the ocd part of me would like it very much especially if you had to actually kill the monster to add it to your bestiary. Would give a reason to go to all of the places that a lot of people never go to atm.
I though the plan had been to make Eorzea a more scary and dangerous place....the aggro indicator does exactly the opposite....
What gave you that impression?
As for the toggle option in teh UI I say why not, please everyone and with little cost in recoding. Also if a mob no longer aggoes you like the yarzon mentioned earlier, I don't think it shoudl appear either. I suspect that is a bug and will be fixed eventually but if not I think it shoudl be removed form lower level mobs.
Some people have said that they want the effect transfered to an ability, I like this idea, it does imply some "skill" to the ability, you can save time or actions if you already know if they aggro or not, no more stoping to scan and such, there would be a penality for scanning like stoping or 3 second stand still before it can be used. That way the people with teh e-peens won't get their panties in a bunch over noobs having it "too easy" not sure why they feel this but w/e. I agree the change in artwork is startling, and something more subtle would be nice to see, name plates or abilities or something would be nice.
Greetings everyone! We have heard about the future of the aggressive icon straight from the development team! Without further ado here's is what Hiroshi Minagawa, the User Interface lead, had to say!
Quote:
Hey everyone! This is User Interface lead Minagawa.
I’d like to give you some info on what we’re planning in regards to the aggressive monster icon.
Since patch 1.16, we implemented an icon to show aggressive monsters above the enemy’s head, but we received a considerable amount of feedback stating that it was unnecessary. On the other hand, we also received feedback from players who wish for the icon to remain the way it is currently. As a result of all the feedback, we are working on making it so players can toggle the icon on and off.
Also, in regards to the comments about the red icon standing out too much and breaking the game immersion, for patch 1.17 we are working on making the icon smaller as well as displaying the enemy’s level. We had originally planned for both of these things to be released as a set, but the enemy’s level display didn’t make it in time for the previous patch and we decided to release just the aggressive icon.
We will be releasing more information on this with the 1.17 update announcement, so stay tuned!
Sweet~ Counter-Feedback is always awesome. If it will display the enemies level as well as be smaller i will leave it on. It is just annoying how big it is (oh and the fact that some players ignore it anyways and rush in head first lol - I think this is just a rebellious action...)
Good news! Very nice to see we are getting direct information, respect!
Toggle feature ftw!
Wooot, and nice enemy level. I was kinda hopign it'd be a case of "target > show info" like the difficulty icon, but we'll see how it goes with the size reduction.
Wooooooooooooow - So fast, you guys are AWESOME :)
Just to add something quick about the aggro icon. The idea of it doesn't bother me, the damn icon does. It's so big and ugly and distracting... ><
Also would have been okay to see the icon only when targeting, and I liked the 'scan' ability that would also show you weaknesses special abilities and elemental weaknesses... etc :)
THANK YOU! For making it toggleable and potentially changing the size etc so it's not so much in your face <3
OMG IS THIS REALLY THE BIGGEST ISSUE WITH THE UI!? come tf on how about the fact that there is absolutly no search feature in this game that works or the fact you cant see your ls mates rank/class ect in the ls list again proof that the real important issues are being over looked for crap like this... wtf!
Nope, just the most commented one. Don't blame the devs if people put issues like these on a pedestal.Quote:
OMG IS THIS REALLY THE BIGGEST ISSUE WITH THE UI!?