Sorry for the late response, but J Word = Jumping
Printable View
Bah, The aoe toggle is good. Now my experiance with dom's is limited to r30 thm. but the aoe toggle is really handy.
Moving the widget from only showing up while casting to a top level, on screen one would be optimal. the toggle is already available at the top level with the /aoe command. that way you could just hit z or how ever its mapped to the controller and that's that.
I Really fail to understand the logic of lets avoid the toggle and get to casting quicker by adding More spells and action bars. the end result would be the same or even more user actions to reach the same result.
Now could aoe mode come at the cost of a slight bump to mp cost, casting time, or per target efficiency? Yea it probably could. Might even add a layer of tactics on top of battle.
And if you're not incompetent these 3 steps can be done in one to two seconds!
If this system were streamlined anymore then everyone would just bitch about the fact that it's too easy to cast spells.
Masochism at its finest.
I agree entirely.
I would have no problem with hate/MP cost/casting time all being increased by use of AoE, but that has NOTHING to do with the toggle itself, and having additional AoE spells is not necessary for these adjustments to be made.
Intuitive controls do not need to be sacrificed to make the game/classes challenging.
QFT.
Being a raid healer in WoW is, sadly, way more complicated than any of the trivial party play in this game, and getting a heal off takes two actions (select target, and one button push for the spell) and all of 1 second total. It's this way in Aion, and Warhammer, and most likely Rift (though I haven't played it) and any number of other MMOs you can name, I'm sure.
The setup in FFXIV is horribly inefficient. And to be quite honest, I don't care about catering to controller users at this point. It is the PC market that will make or break an MMO. And because SE ignored the keyboard and mouse players, this contributed to the reason it's on life support.
Sorry to sound so frustrated, but I'm tired of my gameplay being affected by controller limitations. >.<
I couldn't agree more. This one-size-fits-all crap is just making both sides unhappy.
^ This.
It's not laziness, it's pick-up-and-play quality, which SE has never understood. One reason this game got bad reviews was clunky UI.
The dev team has been addressing the UI and unnecessary confirmations with the synthesis process. We can all agree that was full of redundancies. This is the same concept. Work smarter, not harder.
Can we all agree that we want a world full of people to play with? New players do not feel it's acceptable to be required to write books of macros to be able to perform simple functions. A lot of us only put up with it because it's just what we had to do in FFXI. But if you can stand back and look at it objectively, you can see that it's archaic and due to bad UI design.
Many people won't get that far. They'll laugh and say 'eff this'. Most people already did.
I still don't see how pressing a button to toggle AoE is anymore redundant than having two spells that do the same exact thing. The only difference between the two is that you're pressing enter before your spell goes off, and one extra button if you're toggling AoE on and off. It takes me less than a second to do all of this. Unless you're playing with your keyboard upside down I don't see how this is an issue.
A bigger issue would be re-balancing spells, and the entire action bar to accommodate the fact that we're going to have two different versions of EVERY SINGLE one of our spells, just to save you two extra button presses. This isn't even taking into consideration the fact that if the bar were changed, all of the other classes would have to go through re-balancing, due to the extra skill space.
If there's a better way to do toggle, or an option to bind it to a certain key, I'm a-okay with that. Completely removing it however is a step backwards.
It also bears mentioning that you don't have to select AoE on or off each time you cast. If you're nuking for an NM that doesn't have a group, leave it off and never touch it. If you're only healing then you probably just want to leave it on.
It's not 1 step in every other MMO, it's at least 2 which means FFXIV only has the added (occasional) extra button press.
Select target, use skill.
Select skill, toggle AoE, confirm target.
One step that is a whole single button press. Again this community continues to disgust me with the constant whining over a single button press.
Could it be explained better? Of course. Could they make the keybind re-mappable? Of course. Could they fiddle with hate/MP cost for AoE? You bet they could! But are those what this topic is about? Absolutely not.
People get it in their heads that a) if something is inconvenient for THEM, or b) if they suck at doing something, then it's the game's fault.
Sorry, but it sounds to me like a lot of the people complaining about this subject (and not the subject of MP/Hate balancing on AoE) simply suck at their job. They're not paying attention to the toggle, and are using AoE unintentionally. If you're doing this all the time, sorry, but YOU'RE doing it wrong.
I have seen no real valid argument for why the AoE toggle itself is inferior to having separate spells, but several people have pointed out a dozen reasons for why separate AoE spells would be cumbersome, and a step backwards.
touche, you got me there. it is being made for a console as its main audience, its also targeting crafters and fielders as a large part of its audience.
unfortunately using a controller for an MMORPG is less efficient since i constantly have to press left, right, up and down as if im going through menues.
well im sorry but menues are out of date and a massive turn off, which is why having a thousand keys at the tips of your fingers is the way to go.
Oh, I'm aware of this. I use z all of the time to toggle, which is why this system makes perfect sense to me.
I'm just saying that if we had the option to bind it to other keys that it would eliminate one of the drawbacks that all of the whiners in this thread are complaining about. For whatever reason some people seem to think that it's difficult to press z when they're casting.
Trust me, I'm arguing FOR toggle. I feel like it's one of the major things that SE got right with this game vs. every other MMO ever.
It has hardly any risk and does not encourage more thoughtful play.
(unless renewing basic mundane buffs on a party is to be considered an action requiring of daring strategy......)
Way to start a duplicate thread in a different area..
http://forum.square-enix.com/ffxiv/t...ove-AOE-Toggle
this one may have more replies now.... but still
I think one of the problems is that with FFXI they took their standard FF UI which was made for consoles and made it work with a FF MMO. For the most part that worked pretty well for me and with the combo of macro's too I could get to anything I needed quickly.
In FFXIV though they have done it the other way around and have taken a MMO UI and tried to make it work on consoles. While it does work I don't think it flows as nicely with a controller as the traditional FF system does.
^ Definitely... and RPGs definitely play a bit more differently on a console than on a PC (from my experience). I think that on a PC the gameplay innately takes on a more 'tactical' feel, while on a console the same game may feel more like an 'action game', simply because of how each platform's respective input devices are organized.
I think that if they really hammered out the gameplay in a way that made it feel somewhat like an action game on a PC, it would achieve a nice medium across both platform genres. Unless you actually go out and buy a keyboard and mouse for your respective console, it is really difficult to replicate how a keyboard plays (except with shooters, which rely heavily on mouse/joystick movement).
But isn't that a personal stigma you placed via personal view and experience? The controller is home to more action based games then tactical games. And the tactical games on consoles historically come in two fashions have a action fast pace with integrated tactical element or turn based menu oriented. But you may have a point on making an action game for pc but if the complaints of DCUO about UI or imposed limitations are an indication of how it will be received I wouldn't consider a transition but a ground up build.
Current system
Choose skill > press Z to toggle > Enter to fire
What I think it should be
Press Z to toggle at ANY time. Have an icon similar to the red BR orb (green orb?) on the action bar. You can toggle with mouse in the same way that you toggle the BR orb with mouse.
Choose skill > Enter to fire
This gave me another idea. Have aoe toggles separate for each bar 1-3 , so that all skills on that bar become aoe/non aoe. (And have some setting to lock those aoe toggles into place in the menu if you want to)
But getting rid of it? No thanks.
Sorry if this has been mentioned before. Can't read so many pages.
I think your real frustration is with that, not the aoe toggle. There is definitely something wrong with always explaining why not to use shock spikes sometimes , but thats off topic.
The post below me just cancelled out everything?
I confirmed with the dev. team that in the future they are planning to remove the AoE magic toggle.
That's disappointing. Does this mean that they are removing the big button, or removing toggling all together?
I think that there could be ways to make the system more streamlined, but I like being able to toggle with a button over having a cluttered skill list (assuming you guys are going with the OP's proposal to add AoE specific spells).
Well this is an interesting development.
This opens up the possiblity of Disciples Of War being able to cast AoE spells in the near future. Not sure how that's going to fly.
This will be interested to see in game, I'm so used to it now, but I am hoping we do have AOE versions of spells.
Did not read the whole thread.
I think what they were trying to do was make it old school Final Fantasy style, where pushing right (or the R button) would target all enemies, while pushing left (or the left shoulder button) would target all allies.
In a 3D rendered environment, that doesn't always work, so they decided to do a single button to switch between the two.
Perhaps if they included an option to tell it to default to AoE on or off, rather than forcing you to switch back and forth. Know what I'm sayin'?
EDIT: Yeah, the post right above mine says about the same thing. ^_^
Re-balancing in this case means an -aga version of spells without the AoE toggle there, 'bout it.
As far as I'm concerned SE, bog that shit down with every -aga spell you can find...
Also, yes, it could be that other toggle option which is to cycle to an "all targets" option.
By giving mages only AoE version of spells does not really cause balancing issues that I can see? If they are removing the toggle, which people were complaining about as another step in casting a spell, then another "optional" key press during targeting is just putting us back to square one. I use macro's pretty much exclusively on my mages so I don't accidently AoE things- with no toggle I want to know that they are going to give us more macro functionality and action points to set appropriate AoE version of spells that will be required.
The only balancing issue I see is perhaps the emnity generation for AoE versions (which should of course be higher than non AoE), but they are overhauling the algorithms for hate as part of the job and battle system reworking anyway.
I would just make it so you press extra key while targeting like in regular FF RPG style, highlight one mob for single target, and do like circle area, or mobs in range to highlight for AOE.
I don't agree with this at all. Every mage would end up with half the number of spells on their action bar, and that would be wicked lame.
Either learn to use macros or deal with the extra button press, it's not hard. The 'z' key works well.
I haven't posted in some time, bidding my time. I can tell my time is now:
WHAT THE FLYING F--!!?
Was hitting ONE button that mindblowingly taxating? No, REALLY, haven't played since New Year's and I remember it was a shoulder button, R1 or something. I can't WAIT to feel the motherhumping rush of nostalgia as I run through Icons and Icons because now I need to pass AoE's too! Because that is SO Final Fantasy!
How is that sad argument about "But then I could use White Wind for less healing power, makes it more tactical, more difficult!" even valid? You people don't even look for a fix before scrapping anything! Can't the toggle simply weaken magic potency AND extend casting? You know, how many skills normally made it go? Or just limit give this new balanced toggle to specific, evaluated magics, rather than all of them? Same effect and it's improving rather than going backwards because you are afraid of change.
And don't anyone dare tell me it's "Too much algorithm adjustment" for just a toggle, because I can't see how in a burning moogle's pompom this could ever be impossible, it already makes magic AoE, which was normally tied to a skill! Multiply potency, multiply cast speed, VOALA!
I like that Bayohne's doing his job, but I am not pleased at all with the message-- I can't tell if I am supposed to "like" or not.
Welp, back into the shadows.
I'm just curious what they're going to replace the toggle with. Probably would have been good to come with that info too, as this doesn't give us much. I mean I've got faith that the dev team wouldn't just remove it without a good plan, I just can't think of what that is.
And the clusterf*ck of spells begins.