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  1. #91
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Eekiki View Post

    When all is said and done, the Eorzean landscape will be a sea of icons and indicator bars.
    Which can all be turned off.

    But it's better to toggle them on, then bitch about it.
    (8)

  2. #92
    Player
    Eugenics's Avatar
    Join Date
    May 2011
    Posts
    318
    Character
    Sponge Bob
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    You want traffic lights slipmac? Whats next SE autopilot?
    (0)

  3. #93
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Eekiki View Post
    Probably because they know how ridiculous it's going to look. Enemy name, life bar, level/aggro icon, enmity icon.

    When all is said and done, the Eorzean landscape will be a sea of icons and indicator bars.
    i'd like it to be more like a meter, also when you have all the hate and the meter is red a red fog should resonate from your character.
    (1)

  4. #94
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,620
    Quote Originally Posted by Betelgeuzah View Post
    Which can all be turned off.

    But it's better to toggle them on, then bitch about it.
    People are amazing aren't they?
    (2)

  5. #95
    Player
    Linkurrra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Linkci Lunarpaw
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    If what generates enmity does not get adjusted there is absolutely a need for a gauge!
    As an archer it is so difficult to determine when I am getting close to pulling the mob on me! Alot of times, the mob will come towards me and I am not even shooting anything. It's almost like my individual enmity has a lingering value that diverts the mob towards me. Even when it's obvious that the tank is doing more damage.

    However if they make changes to how enmity is generated so that it is more predictable. A gauge wouldn't be necessary.

    What if they added an animation to add to mobs to turn their head towards their next target. Or a aggro symbol that briefly flashes before they switch targets?

    I dunno what would be best, but the game isn't fun either if things get so flashy with GUI and battle strategy effects that you can't tell whats going on, on the screen! Or it's just all flash and no battle :P.

    But from what I have seen so far and from an Archers point of view that does NOT want enmity! I want this gauge! and it should NOT be optional to turn off either.

    Because then you just have to explain to ppl on how to turn it on when they can't manage their enmity :P
    (0)

  6. #96
    Player
    AngryNixon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    The discussion seems almost exclusively centered on arguing that the visual display of enmity equates to the coming of the anti-christ instead of on the fact that underpinning this display is a re-written enmity system that is far more sensible than the overly convoluted mess currently in place. The important part, imho, is that the underlying system governing enmity will now make sense, the little visuals (which you may or may not be able to toggle) are secondary.
    (4)

  7. #97
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Linkurrra View Post
    If what generates enmity does not get adjusted there is absolutely a need for a gauge!
    As an archer it is so difficult to determine when I am getting close to pulling the mob on me! Alot of times, the mob will come towards me and I am not even shooting anything. It's almost like my individual enmity has a lingering value that diverts the mob towards me. Even when it's obvious that the tank is doing more damage.

    However if they make changes to how enmity is generated so that it is more predictable. A gauge wouldn't be necessary.

    What if they added an animation to add to mobs to turn their head towards their next target. Or a aggro symbol that briefly flashes before they switch targets?

    I dunno what would be best, but the game isn't fun either if things get so flashy with GUI and battle strategy effects that you can't tell whats going on, on the screen! Or it's just all flash and no battle :P.

    But from what I have seen so far and from an Archers point of view that does NOT want enmity! I want this gauge! and it should NOT be optional to turn off either.

    Because then you just have to explain to ppl on how to turn it on when they can't manage their enmity :P
    they are changing the enmity formula, they have stated that it was too complex and they have simplified it on per action basis.
    (1)

  8. #98
    Player
    Capita's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    318
    Character
    Souma Kisa
    World
    Sargatanas
    Main Class
    Archer Lv 50
    I honestly don't understand why the lot of you are complaining about simple battle modifications like these. Seriously? You complained about seeing mob level and whether they were aggro or not because it made the game "easier"? You're complaining about seeing an enmity gauge because it makes the game "easier"?

    Honestly, if that's what you think makes or breaks a game's difficulty and fun, I feel absolutely sorry for you.

    It's amazing how so many old FFXI players are so shortsighted. Hell, I played FFXI religiously and even I see that minor things like mob level and enmity are nothing when it comes to terms of difficulty.

    Sorry to bring more WoW logic here, but that game focused more on fun boss mechanics than sitting there derping about when to attack and when not to. Things like bosses that reacted to sound, so if you moved you'd get aggro, all while things blow up around you forcing you to think strategically about when to move and when not to. Bosses that put a debuff on you that kills you within a short duration, which you had to pass around to other players, making sure you don't pass it to someone who didn't already pass it or you both die, all while kiting slime mobs that can explode and kill all 25 people in your group. If this threat meter will allow the Devs to focus on better battle mechanics rather than having to make more fights where the hardest element was claiming the mob, then I'm all for it.

    Managing threat? That's what you consider fun and difficult? So much so that an enmity meter will break the game for you? What the hell is wrong with you?
    (14)

  9. #99
    Player
    slipmac's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    220
    Character
    Slip Mac
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Eugenics View Post
    You want traffic lights slipmac? Whats next SE autopilot?
    no i want to be able to tell if someone is worth playing with faster.
    all this does is put bad player in the spotlight.
    (1)

  10. #100
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,620
    Quote Originally Posted by Capita View Post
    I honestly don't understand why the lot of you are complaining about simple battle modifications like these. Seriously? You complained about seeing mob level and whether they were aggro or not because it made the game "easier"? You're complaining about seeing an enmity gauge because it makes the game "easier"?

    Honestly, if that's what you think makes or breaks a game's difficulty and fun, I feel absolutely sorry for you.

    It's amazing how so many old FFXI players are so shortsighted. Hell, I played FFXI religiously and even I see that minor things like mob level and enmity are nothing when it comes to terms of difficulty.

    Sorry to bring more WoW logic here, but that game focused more on fun boss mechanics than sitting there derping about when to attack and when not to. Things like bosses that reacted to sound, so if you moved you'd get aggro, all while things blow up around you forcing you to think strategically about when to move and when not to. Bosses that put a debuff on you that kills you within a short duration, which you had to pass around to other players, making sure you don't pass it to someone who didn't already pass it or you both die, all while kiting slime mobs that can explode and kill all 25 people in your group. If this threat meter will allow the Devs to focus on better battle mechanics rather than having to make more fights where the hardest element was claiming the mob, then I'm all for it.

    Managing threat? That's what you consider fun and difficult? So much so that an enmity meter will break the game for you? What the hell is wrong with you?
    I like you. Put these fools in their place!
    (3)

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