Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.


Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
My only problem is they can sometimes be difficult to see if I'm standing in water (best example is the Hellbender in Brayflox's Longstop).
I wouldn't mind this. Even during the early days of the 2.0 alpha/beta we didn't have them. It was kind of neat.



Its funny you mention Hellbender. For me that is the most stand out case of how hard the red AoE indicators were to see, but I find the new ones much more clear during this fight.
But if there's one thing this thread seems to have nailed down is that what works for one person may not work for the next.
A true paladin... will sheathe his sword.
Terrible idea.
Let's turn the game from: Complex fights where you can design the encounter around the fact that there will be clear indicators for you to REACT.
Your idea: Let's provide a guessing game for abilities or force people to watch cast bars and pay attention to even more stuff onscreen (animations, possible unclear/blocked) so that they can run to the forums to complain.


Yeah, gods forbid you actually have to play a game instead of "press X now to dodge".Terrible idea.
Let's turn the game from: Complex fights where you can design the encounter around the fact that there will be clear indicators for you to REACT.
Your idea: Let's provide a guessing game for abilities or force people to watch cast bars and pay attention to even more stuff onscreen (animations, possible unclear/blocked) so that they can run to the forums to complain.


You do realize that lots of game have little to no indication other than the animation right?Terrible idea.
Let's turn the game from: Complex fights where you can design the encounter around the fact that there will be clear indicators for you to REACT.
Your idea: Let's provide a guessing game for abilities or force people to watch cast bars and pay attention to even more stuff onscreen (animations, possible unclear/blocked) so that they can run to the forums to complain.


heres your quick change... have the code controlling the AOE cone read the colors on the ground (is it forest, sand what not) and choose a color that would contrast nicely against it. Nothing crazy that stands out (ruining the immersion) and looks super saturated like the AOEs in Ultima HM... but something toned down just a little.
"Try not. Do or do not. There is no try."



I've been wondering about this as well. I understand the need for allowing color-blind people to see the AOE markers, but at the same time, turning them from red to the present "cheddar cheese" color makes it more difficult for me, a NON-colorblind person, whenever I'm fighting something in the following scenarios:
- desert areas
- areas with those yellow-orange "calamity" crystals
- when bards are using Flaming Arrow
- when black mages use Flare or other fire spells
I would just prefer some sort of option to change it, that's all. Have a toggle for "colorblind mode" in the options menu somewhere, like a lot of other games have, or set up some sort of RGB slider where you can select what color you want.
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