The only one I can think of that significantly had an impact on the game-play was the addition of hardware mouse with faster menus.
Other than that I can't even think of as big changes. Still feels exactly like in alpha days.
Maybe because the aggro-indicator actually impacts gameplay, so in order to remain competitive you generally need to have it turned on. The aggro indicator is so bright and gaudy that it stands out like a warning-beacon more than a warning-indication. My problem with it is not only that I do need it turned on sometimes when I'm in certain areas but also that most players will need to turn it on too, thereby destroying the beautiful landscapes by adulterating them with such hideous symbols.
Why make such pretty landscapes if you're just going to put red symbols all over it.
/shrug
If it's there there hardly is a reason not to use it. Choosing a difficulty in a multiplayer game is not as simple as in single player games.
I would have turned on this marker on for XI too but I'm really grateful that it was not in that game because of the exciting moments the lack of that icon created. It just wouldn't have been the same game with it. It wouldn't have fit the theme of adventure and exploration in that game. I don't know yet what XIV's theme is but it certainly isn't either of those 2.
No you don't, you just need to commit which mobs aggro to memory.Maybe because the aggro-indicator actually impacts gameplay, so in order to remain competitive you generally need to have it turned on. The aggro indicator is so bright and gaudy that it stands out like a warning-beacon more than a warning-indication. My problem with it is not only that I do need it turned on sometimes when I'm in certain areas but also that most players will need to turn it on too, thereby destroying the beautiful landscapes by adulterating them with such hideous symbols.
Why make such pretty landscapes if you're just going to put red symbols all over it.
/shrug
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