I want:
3D avatars of the player and of the current target. Only two bars are boring. :)
Cheers
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I want:
3D avatars of the player and of the current target. Only two bars are boring. :)
Cheers
I feel like there's still an ocean of difference, though, between "let's give these few restricted elements the same (very limited) options available to the other elements" and being able to truly customize one's UI. The latter is a matter of being freely able to create and attribute any element one wants.
Imagine, for instance, upon selecting "Create Element," you could then select from among...
>> Element Type[Number], [Icon], [Bar Gauge], [Diamonds Gauge], [Chevron Gauge], [Custom Gauge], [Cursor Overlay]>> Element Set[No Set], [<Set 1>], [<Set 2>], [<Set 3>]>> Visibility[Always], [Show Only When...], [Hide When...], [Replace... When...]>> Attach To...[Free-Standing], [Select Parent Element], [Select Parent Set], [(Copy Parent Scale)]>> Parent Anchor[Top-Left], [Top], [Top-Right], [Left], [Center], [Right], [Bottom-Left], [Bottom], [Bottom-Right]>> Element's Anchor[Top-Left], [Top], [Top-Right], [Left], [Center], [Right], [Bottom-Left], [Bottom], [Bottom-Right]>> Offset[X-Offset], [Y-Offset]>> Dimensions[Length], [Width], [Height], [Padding]>> Styling[Direction], [Fill Direction], ([Fill Starting Position]), [Background Color], [Border Style], [Border Thickness], [Border Color], [Fill Color], ([Fill Color 2]), ([Fill Color 3]), [Gradient], ([Highlight Color]), ([Cooldown Style]), [Glow Appearance], [Flash Appearance]>> Attributes[Timer], [Resource], [Unit Value], [Other]etc.
If you want to show your Bloodletter charges as a few red diamonds (a la Addersting count under SGE's Simple Mode gauge) but have them be vertical and fill clockwise starting from 3:00, instead of showing only after completion, you can.
You just go Diamonds -> None -> Show Only When... (Cooling + In Combat OR Applicable Target) -> Hotbar 1 -> 90° | Clockwise | 0° | Black (30% Alpha) | Black | 1 pixel | Red (#8B0000) -> Timer (Bloodletter).
Voila, custom timer created, all using the stock XIV assets.
As long as XIV does enough to make redundant the plugins we can generally consider benign, I'd be fine with there no being no addons. But, for now, there's a large gap between the two experiences even in terms of basic QoL and accessibility. There's a lot of work to do for a game that's been largely complacent about its 2000s-era UI to catch up with enthusiastic modders who actually care, quite specifically, about the particular QoL features they provide.Quote:
But addons are not the way, we should be a bit more vocal about the issues we have with it (and allow us to have more UI presets ffs 4 really...) because for people like me, I play on 2k on ps5 and 1080p on the pc, I kind of need my presets on both platforms. It is super annoying right now when I make some changes for one reason or another and I need to tweak the system settings two times separately.
Heya,
Unless I have misunderstood your requests, I am certain you can already do some of these currently.
For only debuffs you inflict, go to Character configuration, UI Settings, HUD, and scroll down to Targets. The first checkbox should read "Display only detrimental effects you inflict." You will only see the debuffs you place on enemies.
For the enemy cast bar, you need to go to Settings, HUD Layout, Click on the list and find Target info. Select the little gear symbol called UI Element Settings. There should be an option to "Display Target info Independently". Then when you go back to the selection of the HUD elements, you can select Target Info (Progress Bar) and move that around independently of your target health.
Lastly, copying the HUD layout is easy. To the right of the HUD numbers, 1, 2, 3, and 4, there is a gear. Click on that gear and it will bring up a window to copy the base settings to a new slot. The first row if the HUD you would like to copy, and the second row is where you would like to copy it to.
Not sure if that helps, but it was something I noticed in your requests. Again, sorry if I have misconstrued what you have said. Just wanted to help if I could.
I get you, perhaps my wording should have been more strict- but what I mean is that Elden Ring lacks a lot of info (intentionally for the most part, intentionally esoteric), and that isn't really a good option in FFXIV where you are bombarded with things you need to understand in quick sequence (hence why third party addons are popular in the first place). Just because you /can/ have access to info doesn't mean it has to look awful and fill your screen, which I think is your point. We do not disagree :p
I also wanted to add to that Elden Ring, in my post, that some of the lack of info is rather frustrating, imo, and not to a gain of the game. Like some of the esoteric / hidden nature is nice, and this feeling likely diverges from person to person- but the fact there is no journal at all just throws me for a loop and forces me to use third party websites just to reasonably follow along (as I imagine many many people do). Of course for that game a quest journal that draws on the map exactly each step, where, how, when, etc might not fit well and that's fine- but freaking nothing? Imo that's not good minimal / lack of info lol, the lack of journal imo is not a good choice.
So my post was two points, A. the games are different, so there will be some different needs, B. I'm not convinced all of the lack of info was good. Particularly to move on point B we have this wonderful map with custom markers and waypoints that shows your position in the world and labels many locations for you. That's not OG "souls" at all, but it's so freaking helpful and I can imagine how much more frustrating the game would be without it.
Of course this is opinion, and in general I think the game is absolutely a blast (and the other souls without maps or journals were too), just that I'm not convinced having even basic notes on npc would ruin the experience of figuring stuff out yourself (and if anything enshrined the idea that I have to use a third party website in order to follow along because the game doesn't offer the ability to even vaguely do that). Or say for example, and I agree to this choice in Elden, that most content should be explored yourself before a map is given as the map can take away a lot of that journey... but.. once you've explored it.. GIVE MAP lol. The map locations deep within a space was a not bad solution to this (Elden Ring), though personally there was a game a while ago that used triangulation to draw on your map and I always thought that was really cool and wonder if it might fit into a game again. The basic concept was you get three landmarks / get to high points, and then you can draw in the map between those points. The map becomes visible when discovered via WoW / FFXIV is alright though it usually opens up huge huge areas of the map lol (also personally the event in WoW is much better than FFXIV, because of the sound effects and at least from my memory better exp reward- so if SE was reading, I feel you could get a far more "oooooo" experience by playing around with the reward structure of discovering areas in game via a better sound effect and reward).
Also in agreement example in Skyrim there is a bunch of HUD you don't need up 24/7, but you still want access to, there are mods that allow you this by adding compass buttons and smart UI that hides itself when not needed. Smart, immersive, non-screen aggressive UI definitely doesn't need to be "no UI". I think I had a mod in Witcher that did something similar, the aggressive effect on using your witcher sense toned down a bit, added a tap vs hold feature where the tap showed some info around me and the compass and then the press was full on witcher sense.
I hope SE doesn't spend resources and money on chat bubbles.
SE is the kind of company that would penalize content someplace else (like a song for phase 2 in savage) because we got chat bubbles instead and claim it cost them a quarter of their budget.
Honestly worth it, imo. A system that pervades the entire game non-stop vs a single piece of content. Also honestly think that is false choice, but maybe you were just having fun and not saying literally "chat bubbles, turn the page I take your song". lol. Also noting that I do love the music in game, so it's not an insult to that- I just think I would be experiencing the bubbles in basically every single time I play the game and thus having a far reaching impact meanwhile you compared it to something that WOULD be cool but the impact likely very localized unless it was an extremely banger song haha.
It's way better not to give players, or each other, the chance to organize SE's resources though. If players found out that you could have a glamour log or ultimate in the next two expansions, I am very certain that would be the end of ultimate content. But making those type of decisions based on our own preferences without greater picture vision, is probably a bad thing :p.
Better to try and sell SE on the idea and they'll find out if they have the desire / resources.
Honestly chat bubbles add so much life to the game. Makes it far more lively than a bunch of characters stood around flapping their mouths.
Not that I would know what the chat bubble mod looks like of course.
- Personal Orchestrion so we can listen to our music whenever and where ever we want.
- Inventory search bar on all inventory windows that would highlight the searched item.
It's less that there's more inherent delay (though there does seem to be some truth to that) and more that FFXIV's handling of replicated state where movement is concerned is... uh. How to put this.
Okay, without going into theories behind how you handle network replication of movement in online gaming, the non-technical analogy here would be that, so far as I can tell, that FFXIV puts less importance on where you're going as opposed to where you've been.
That might sound like a really subtle difference, but it is not.
Prediction of where you're headed based on existing movement -- and moving your character ahead-of-time in the server representation and on other remote clients -- is very key to the illusion that there's no major perceivable network delay in a lot of online gaming. Many games are deciding where you probably are before you actually tell them you're there, and then adjusting your movement to correct your position if they're wrong. This means your friend in some game might seem to be moving smoothly with no latency or lag, but in actuality the movements you see might be slightly different than what your friend is actually doing, with the game adjusting what you see as their movement somewhat on-the-fly to correct their movement and bring it in alignment with where they actually are.
Now, handling movement prediction is a pain, no question; I've been working on a game in my spare time with a free-running/parkour system, and let me tell you, handling that in multiplayer with solid network prediction has been an adventure. And not always the good kind.
But FFXIV's movement model is a lot simpler, and there definitely are some improvements they could make... though they would probably not be trivial to implement at this point.
Edit: Holy flipping heck, Shougun. And I thought I could write long posts... that one a few pages ago is one for the record books!
- FPS Counter
- Latency/Ping counter
- OST currently playing
I could honestly write about video games for hours on hours, from the idea of walking, how a room in a random npc home should look, to new jobs and stories, if it was for work I would need to proof it for better everything lol but it's for fun so I just try to make it hopefully readable for those who like to read about other people thinking about games lol... :p
Usually they're not THAT long but I just started a stream of conscious and a little bit later was like .. oh.. alright.. hahaha. There were are few things I wanted to expand on a lot like new menus and systems and did my best to try and keep them only to like a paragraph or so..
Though I know it makes some of my posts very "I don't want to read that" for some people, which is honestly absolutely okay and understandable. Sometimes I'm writing for a a small tea party lol.
You should see some of my feature request threads ... ;). They use the hidden button tag to be more manage-able and I try to present them a little bit better than a random post in a big thread, but ye..
If it helps other people's sanity of me, I /also/ enjoy reading other people's long posts :D.
It would be nice to have a fix controller for pc players. There a plug in fixing the problem due maybe the feature wasn't well made.
Yes, this is a very good organization of observations, ty :>
Another thing that I'd like to see, and that could help with the hostility of the current interface.
There are STILL important self-buffs and cooldowns for certain jobs that have no business not being an option for their job gauges.
(examples: MNK forms and self buffs, SMN's DWT/FBT cooldowns and ruin IV charge, BLM's enhanced flare.)
It would help clear up the need to tunnel vision your hotbars/buffs/debuffs, which is is one of the things that addons help alleviate.
A personal dps counter unable to be viewed by other players.
The dialogue box being able to be customizable so you can change the letters and the background.
Honestly that’s is all I can think of
The ability to change the color of names for FC members would be nice. As it is now, we can set party members, alliance, friends, and rando's colors, but not FC mates.
Macros with a /micon should show the tooltip of the ability, or at least there should be an option to do so. It's a bit annoying having to go the actions list to check the information of a specific action that is often macroed (AST cards, Dragon Sight, etc.).
I'm all for these UI enhancements:
Speech bubbles on players
Display onscreen the name of the song currently playing
Cooldown tracking window
Buff/debuff timers in the party list
Single button ability combos
Personal damage meters
Distance indicator from target
I agree with the dialoque box as for the first part, a part of my heart kinda want that but once that dps meter an official stuff in the game, its not about other player cant see, it will be other people will ask your dps meter, making a specific rules to forbid other people to ask/tell your dps meter will make more problem and question like, why make it official in the first place if i cant tell or ask other people about it, there is a reason why the dev wont ever put dps meter in the game, the dev dont want dps meter to be the driving force in completing content, it will make party finder be like "need dps with at least 10k/sec dps, we will test it on certain dummy/instance first" the dev dont want that to be a thing in ff14
Please add a option for placing the most basic combos onto a single button like how it works in PVP for PVE
example: Fast Blade->Riot Blade->Rage of Halone
We have a lot of People
who for one reason or another have injured their hands and want to play this game to the fullest. For the sake of those players: I humbly ask you make this happen. Thank you :)
Sorry I am totally inept at posting and I didn’t even know you had to push “reply with quote” to reply directly to someone , I thought it would just put my reply under the post I meant to.. oops!^^;; Does it still look funny or something? I genuinely cannot tell and if you could point out what looks weird I’ll try fix it immediately! Thank you!
The only mods I did use I would like to become an actual part of the game... Chat Bubbles and Fancy Loading Screens.
A pair of other requests I do have
A "Death Recap" for PvP, see what you were blasted with and see if everything you used actually went off or not...
The option to hide other people's damage numbers. If you only see your own damage from your skills, DoTs and auto-attacks, you can more easily get a good read on your general DPS without the need for tools...
I saw larger text option for CD numbers, but can we get a color option as well?
By default the color is green (for yours). ...I'd rather it be a bit brighter or more noticeable considering some backgrounds.
This is a good one, they're way too similar. A friend I play with didn't even realize they were different. When I mentioned it one day they said their display's color calibration basically makes the two colors indistinguishable. It's a pretty silly oversight for a game that tries to accommodate color-blindness and other differences in players' perception abilities.
Problem with these things is that they work more or less like addons that make fights easier, they make people feel compelled to use it because it makes things easier.
You wouldn't be wrong to say that no one is forced to use it, but that's not actually how things work in practice.
I wouldn't have an issue with it in the future if the Jobs became more complex and the buttons were replaced with new skills that added more interest.
But adding it right now with how the Jobs play currently I'd be totally against and I do think it'd be too much.
I think it's a really bad idea to add things that makes people feel like they're handicapping themselves for not using it to deal with people having injuries or disabilities.
I don't think that people who don't have those issues should feel compelled to use the options for people who do but that's the reality of what would happen.
-Death recap for savage/ult
-Audio alerts
-AoE colour adjustment
-Bigger CD numbers on buttons and party list
-Text bubbles
-A better minimalist UI
-Rather than a damage meter you can see during content, the option to tally up your damage (and ONLY your damage) at the end of a fight and receive a star rating or something
-Hats for the limited races
-XYZ gizmo for housing
If all of these were available ingame (afaik they wouldnt affect content that much) most of the modding that isnt horny would probably stop
This is too crazy and won't happen, but I think it'd be rly cool to get a Devil May Cry styled combo score system in a MMO.
Basically to reward high uptime and make crits give a bigger bump in it and have the music get more intense the higher you get, purely for fun.
It's one of my favorite things about the DMC games.
( Forced downtime would pause the combo meter ).
Maybe not, we already know that the limit break system takes in account skilled play and such- I do think you'd have to more checks to allow the system to more accurately gauge you.. but in such a situation it might be two birds one stone like thing. Take what already exists, improve it, associate it to a personal gauge of skill. Getting hit by dodge-able stuff being bad, overcure-ing less good than perfect value cures, etc.
It totally would still take some time to make, but it might not be ground zero type situation - and would help avoid something as blatant as "what's your deeps scrub?". Cause you'd be like... uh... I'm in the "awesome bracket...?". (Of which situation you could still lie or tell them to go pound sand, and the TOS could make it reportable to require you to give your personal ranking to players in order to join groups). A super powered parser would still be used by some groups, but given a detailed enough self rating system I think many who are not trying to be hyper bleeding edge / watching their neighbor would be okay with such a system (and may lightly improve the quality of players as each player has a personal encouragement). Enough detail being like after content it might have suggestions, what your best combo set was, highest hitter, etc, or tell you how you miffed lol.
They probably also have some in house tools to determine the numbers, and these might be fleshed out even further making the tools better for devs but then also hooking some of those tools up into the game itself for players- so players might see what the best opener is, and such (like what gear, buffs, and opener caused the biggest boom), what's the most common rotation, etc. All anonymously reported of course, just a big library of info.
I'm surprised there isn't a customizable plugin for this already, such that one can easily track performance according to what matters most to them.
Certainly wouldn't mind seeing something like that in the main game, either, so long as it didn't much become a basis for rewards(' variance), etc.
Things I would like.
Official Nudity option
Official Futa option
Official Adult Poses for Gpose
Improved housing UI
I highly, highly doubt it would happen like that. First, programming the UI and making the dungeons would require completely different skill sets, and for a project like FFXIV, almost certainly be handled by different teams. Second, as the code for speech bubbles already exists for NPCs, it would likely be a simple matter of adapting it for player characters. A single experienced UI programmer could probably have that working at a basic level in an afternoon or so, longer if you want to add options such as font size or letting the player turn those bubbles on or off, as well as some time for testing and QA.
A dungeon would be orders of magnitude more expensive, as it requires brainstorming, storyboarding, planning, creation of art assets, weapon/armor models for loot, design, modeling, and animation of NPCs, building the dungeon itself, designing and programming the boss fights, and testing everything to make sure it all works. There is no way adding speech bubbles would cost as much as a dungeon.
There are plenty of examples in the game where they cut content for things that were already in the game. Trust rework being one of these things. We have been losing content every expansion. Just because something is easy or simple, SE has proven that every time they add something, they ruin something else in the process. They never have priorities straight. Doesn't help that our money is funding their NFT experimentations more than the game right now. Something that should often times be simple and easy never actually is in reality.