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  1. #191
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by AngryNixon View Post
    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.
    Well said.

    I think the most important part of this Lodestone Update is being missed. Enmity is one of the major algorithms / core systems in the game, and one of the things that Team Yoshida is fixing from the current mess that is the FF XIV Battle System. Hopefully after this change we won't have random acts of aggro happen like we do currently in this game like:

    * Even after you die and return, performing no actions, Guildleve Mob can still have a random chance of attacking you.

    * Provoke / Taunt being worthless as an opening action in a fight.

    * Aggro Guildleve Mob automatically goes after the Leve Starter, even if they performed no actions.

    * And many other random Enmity losing / gaining bizarre situations.

    This is a core system that needed to get fixed and they're doing it and telling us about it. Ideally with this major system rewrite (and each Class' actions reevaluated in this system), we might have a better picture of what a Gladiator Tank can really do vs. a Marauder Tank vs. a Pugilist / Evasion Tank (and maybe all 3 can be more viable than they are right now).

    It's not as sexy as seeing Relic Weapons introduced, or showing off a new Sky or Sea Region, etc., but it's something that if done right, will make the core Combat (something most players do in this game), a lot better and more enjoyable than what we have now.

    As for the visual indicator, I don't really need one, but I don't mind trying it out and seeing how it works. Worst-case, they give us a Toggle Option, to turn it on or off, which they've done with other indicators in the past.
    (3)

  2. #192
    Player

    Join Date
    Jun 2011
    Posts
    12
    I don't get people's fascination with trying to gauge how much enmity you have based on if the mob likes to turn to you or not. This technique does not allow for accuracy. The enmity meter allows for better strategy by taking the guess work out of enmity and allowing players to focus on other things during battle. What if you're fighting something that could take you out in one or two hits? Sure you'll know the mob has hate on you once it turns but now you're dead and you look stupid. Also players that might be not as awesome0rz as the leet enmity gauging players have a meter that will help them keep up with more experienced players. Its a win win, I don't see the reasons for complaining.
    (11)

  3. #193
    Player
    Skyrant_Kangaroomouse's Avatar
    Join Date
    Mar 2011
    Posts
    98
    Character
    Skyrant Kangaroomouse
    World
    Sargatanas
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Jibe View Post
    Come on guys, I know people in FFXI that would have appreciated an aggro icon. Remember during Kirin fights how people had that macro they would make that would say in party chat who the mob was currently attacking? It was used outside of Kirin fights too. This is really the same thing. Just BETTER.
    Just that this does not tell you who has hate, it only tells you how much hate you have. Thats totally useful, right?

    On your Kirin kiting example. It was necessary to announce who the mob was on because you could not see if you lost it when running away form it screaming.

    This will not add anything useful to the game, just make it easier and more obnoxious with blinking icons and indicators everywhere.

    No thanks.
    (0)
    Is 20 dmg for the hit like 30 dmg if a RNG shoots?
    No DRG for party, camp spot site with 30 dmg, but is it for 20 like 30 dmg when you no hit be it for dd, for 30 dmg instead? or half is 10 for 20 dmg?
    How i mine for fish?

  4. #194
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    People who agree with the addition of the icon:

    "Well, go ahead and do it, but we see that some people may not want to have the display, so please let us toggle the icon on and off!"

    People who disagree with it

    "I don't want it, so scrap the idea and don't even think about letting the players decide for themselves if they want it on or not!"
    (8)

  5. #195
    Player

    Join Date
    Jun 2011
    Posts
    76
    Emnity gauge is kinda cool, but as others said, it's not too difficult to tell if you have hate or not. I can understand a gauge for this, however, seeing as this is not supposed to be FFXI and its pace is also much faster. I would imagine that while reading the gauge in a party, players will be able to see just how fast emnity can fluctuate. Plus it will allow players to sort of "max out" on their dmg/buffs/cures instead of being hesitant in order to avoid taking hate.

    I don't play much, but i find it interesting to see how Yoshi-P is going to try and save it.
    (0)

  6. #196
    Player
    Alcide's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    502
    Character
    Apathy Emerald
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    I really don't get it, does NEW PLAYERS mean DUMB PEOPLE?? o.O

    Just because the game has to appeal more people or has to be more "casual" oriented doesn't mean the game have to spoon-feed us. I guess casual players still want to have a game experience, so they want to play, not to have a game playing for them, that's not an excuse to add such features...

    Maybe I have a different idea of "good gaming experience", but to me it's not related to the result of the fight, it's not like the less you die the better the game, but it seems that's what the devs are thinking...
    (0)

  7. 07-07-2011 03:19 AM
    Reason
    'cuz it has nothing to do with the topic >.>;

  8. #197
    Player
    Amsai's Avatar
    Join Date
    Mar 2011
    Posts
    457
    Character
    Greedalox Blurflux
    World
    Hyperion
    Main Class
    Marauder Lv 50
    As I said before, the important thing is they fixed enmit.

    As far as the enmity icon.............. let the enmity testing of abilities begin.
    (0)

  9. #198
    Player
    RedFox's Avatar
    Join Date
    Mar 2011
    Posts
    33
    Character
    Kal El
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Alcide View Post
    Actually I agree with Dragon, don't speak for EVERYONE...
    Semantics.. learn to read between the lines.
    (0)

  10. #199
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    282
    Quote Originally Posted by Kailok View Post
    I think Anima is necessary for now, but once Chocobos and airships come along, I don't see much of a point. Not as long as each camp has a chocobo post or something.
    Lolwut?

    /10confuseds
    (0)

  11. #200
    Player
    AeraLucis's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    164
    Character
    Aera Lucis
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Kafeen View Post
    Enmity will be reset for players who are KO’d or otherwise incapacitated from battle for a certain period of time.
    Thank goodness, it's about time. Never again will I have to witness someone pull a ton of hate, die, return to crystal, and end up pulling the Great Buffalo all the way to the crystal because he still has hate, leading the Buffalo to despawn.

    Hurray for enmity recalculations.
    (0)

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