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  1. #1
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    487
    Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
    (3)

  2. #2
    Player Eekiki's Avatar
    Join Date
    Mar 2011
    Posts
    3,214
    Character
    Kickle Cubicle
    World
    Balmung
    Main Class
    Rogue Lv 90
    Quote Originally Posted by WellFooled View Post
    I'm all for options, that would be awesome but, if not that, I much prefer the new indicators to the old. Particularly the waves. For me it makes the danger more noticeable when there are moving parts to the indicator.
    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).
    Quote Originally Posted by 3Jane View Post
    Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
    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.
    (0)

  3. #3
    Player
    WellFooled's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,313
    Character
    Doranaux Wavemet
    World
    Goblin
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Eekiki View Post
    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).
    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.
    (1)
    A true paladin... will sheathe his sword.

  4. #4
    Player
    Mizar's Avatar
    Join Date
    Sep 2013
    Posts
    17
    Character
    Rhaegal Dreadfire
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by 3Jane View Post
    Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
    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.
    (0)

  5. #5
    Player
    Kiroh's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,478
    Character
    Soube Miseux
    World
    Midgardsormr
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Mizar View Post
    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".
    (1)

  6. #6
    Player
    Raxion's Avatar
    Join Date
    Aug 2013
    Posts
    381
    Character
    Raxion Gunsoul
    World
    Brynhildr
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kiroh View Post
    Yeah, gods forbid you actually have to play a game instead of "press X now to dodge".
    That's a bit of an over exaggeration, wouldn't you say? This isn't Dark Souls. People already have a hard enough time doing content with big visual markers to avoid.
    (0)

  7. #7
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Raxion View Post
    That's a bit of an over exaggeration, wouldn't you say? This isn't Dark Souls. People already have a hard enough time doing content with big visual markers to avoid.
    Having no AOE indicator is now Dark Souls level of difficulty? HAHAHAHAAAA.
    (1)

  8. #8
    Player
    Phyllo's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    786
    Character
    Phyllo Tia'ristel
    World
    Phoenix
    Main Class
    Machinist Lv 77
    Quote Originally Posted by Mizar View Post
    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?
    (0)

  9. #9
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    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.
    (0)
    "Try not. Do or do not. There is no try."

  10. #10
    Player
    Tetsaru's Avatar
    Join Date
    Jul 2011
    Posts
    331
    Character
    Tetsaru Arigashi
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    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.
    (1)

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