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  1. #161
    Player
    PirateCat's Avatar
    Join Date
    Jul 2015
    Posts
    235
    Character
    Leopold Sidney
    World
    Coeurl
    Main Class
    Alchemist Lv 80
    Please make it so that spells that affect allies in an area of effect are able to affect players who are watching cutscenes.
    Seems like every time I'm running DF content as a healer, there's one person who's in the CS longer than everyone else. I start casting Protect and Stoneskin II and they miss that person. Then the instant they're out of the CS, the barrier drops and people rush in, forcing me to lag behind as I get Protect up on that one person.

    Relatedly: On a PC, the right-click context menu for your target doesn't seem to work on players in your party while the opening barrier is up. I can't take the time to scope out another player's gear or cool glamour or whatever while someone's watching the cutscene. My wife plays on PS4 and the square-button context menu doesn't seem to have the same limitation.
    (2)
    Last edited by PirateCat; 01-24-2016 at 02:41 AM.

  2. #162
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Zhexos View Post
    Hey everyone,

    {...}

    Please look forward to it!
    OMG! Zhexos-senpai noticed me! *swoon*

    In all seriousness, I hadn't checked on this thread in a long time, and had no idea my tiny thread for QoL suggestions would grow to be so huge--much less such a wonderful avenue for interaction with the devs. It's especially remarkable because I'm seeing ideas that were suggested here being added to the game. As I read through it this morning, I was able to watch an idea be suggested, then a few weeks later Zhexos comment saying it's being looked into--and then in 3.1 and 3.15, some of these ideas come to fruition.

    So thank you, Zhexos, for helping to foster this interaction and communication. It's truly awesome to see this kind of interaction, and I couldn't be more thrilled that it's happening on a thread I made.

    Anyway, back on topic, I'd like to elaborate some on the tab targeting item. Right now, tab targeting works by scanning the screen from left to right, looking for enemies as they have been rendered and are in view. But when comparing this to the enemy list, the order at which enemies are selected and/or displayed is incongruous and confusing.

    I'd like to propose that the enemy list be used as the standard order for tab targeting. It would probably make the process of selecting the next enemy less intensive and free up a few CPU/GPU cycles, because it wouldn't rely on the rendered environment, but would instead rely on the list of enemies that's sitting in memory - it would also make more sense from a UI perspective than the current left-right scan (which is at odds with the enemy list).
    (1)
    Last edited by Jpec07; 01-26-2016 at 01:08 AM.
    __________________________
    A dungeon party with two summoners always makes me egi.

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  3. #163
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Jpec07 View Post
    I'd like to propose that the enemy list be used as the standard order for tab targeting. It would probably make the process of selecting the next enemy less intensive and free up a few CPU/GPU cycles, because it wouldn't rely on the rendered environment, but would instead rely on the list of enemies that's sitting in memory - it would also make more sense from a UI perspective than the current left-right scan (which is at odds with the enemy list).
    Enemies only get added to the enemy list when they aggro your character, so it would need to account for enemies (or other targets) that haven't done so yet and aren't in the enemy list. I agree that it should be ordered better, though. I think a nearest to furthest pattern would generally be more useful than left to right. And the enemy list should then follow the same order.

    At least on controllers, it's already possible to target according to the enemy list, using L1 + up/down. If the keyboard doesn't have an equivalent to that, then it should.


    Quote Originally Posted by Jpec07 View Post
    So thank you, Zhexos, for helping to foster this interaction and communication. It's truly awesome to see this kind of interaction
    Totally agree
    (1)

  4. #164
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    I'd also like to see a change to the default target when we just use the controller's X button (or A for XBox style controllers) to pick the nearest / most likely target. When playing as Botanist or Miner, please give harvesting nodes priority over mobs for this function. When I'm running up to a tree or rock to harvest from it, I don't want to target the mob standing next to it. I want to target the node to harvest from. The only time a BTN/MIN default target should be a mob is if there are no other targets in sight.

    Somewhat related to this: if a harvesting node is in sight enough that we can see the sparkly effect and name/level, then make it targetable. Currently, if it's (for example) on the other side of a small tree, we can see it, but can't target it until we move around the tree. It's fine to leave the rule that we need to go around to the right side of the tree before we can harvest, but make that like the error when we're not close enough yet, where we can target but not yet begin harvesting. It would make targeting the node as you're running up to it much easier.
    (0)

  5. #165
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    2 QoL improvements I would love the most:
    1. Put my debuffs as first on focus target, I know I can turn off debuffs of other players but that is not what I want.
    2. Let me talk to NPCs/Trade/etc. while on mount. I would really love to roam more on my mount, but it is kinda annoying that it gets unsummoned so often.
    (1)

  6. #166
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Please make the enemy list include all mobs that have aggro on anyone in my party instead of limiting it to just those who already have aggro on me personally.
    (0)

  7. #167
    Player
    Nicobo's Avatar
    Join Date
    Nov 2013
    Posts
    1,602
    Character
    Nico Nico
    World
    Goblin
    Main Class
    Alchemist Lv 70
    Quote Originally Posted by Niwashi View Post
    Please make the enemy list include all mobs that have aggro on anyone in my party instead of limiting it to just those who already have aggro on me personally.
    But currently if your Party member killed by that mob, that mob will not come to you if no one have it on enemy list.

    Therefore, I think current setting is much more logical than the suggestion. ^^;
    (0)

  8. #168
    Player
    Balzaque's Avatar
    Join Date
    Aug 2013
    Posts
    50
    Character
    Maki Makki
    World
    Famfrit
    Main Class
    Bard Lv 80
    Please let us queue while we have our chocobo out, it is really annoying not being able to have my chocobo fighting with me while I wait for duty finder to pop.

    I really don't see why we can't get a warning to dismiss the companion when the queue pop just like we get when we are in a different spec instead of being completely unable to queue for anything at all... >.<
    (2)

  9. #169
    Player
    FaileExperiment's Avatar
    Join Date
    Oct 2013
    Posts
    259
    Character
    Vash Warbreaker
    World
    Zalera
    Main Class
    Red Mage Lv 72
    Quote Originally Posted by Nicobo View Post
    But currently if your Party member killed by that mob, that mob will not come to you if no one have it on enemy list.

    Therefore, I think current setting is much more logical than the suggestion. ^^;
    How does what you say make the current setting more logical than the suggestion? It doesn't make a difference.
    (0)

  10. #170
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Nicobo View Post
    But currently if your Party member killed by that mob, that mob will not come to you if no one have it on enemy list.
    And that would remain the case. I didn't suggest any change in how its aggro is handled. It would still have aggro only on the member(s) it does now. Once the mob no longer had aggro on anyone, it would fall off the list and be just like mobs that had never aggroed our party. The only thing I suggested is that in the meantime, while it is fighting our group, we should be made aware of its existence and have a way to target it, by having it show up in the list of enemies.

    And who knows, maybe if we'd been aware that another mob had shown up and aggroed our party member, we'd have a chance to fight it off, so they wouldn't be killed by it. Tanks could know when another mob showed up behind the group and aggroed their healer, and have a chance to take it off them rather than blithely continue on with their original few mobs thinking they had solid aggro on everything. Damage dealers would know when adds show up that they need to kill quickly. It might not matter quite as much to healers I suppose, but even they might like to know how many mobs their next heal could alert.
    (0)

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