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  1. #11
    Player
    Slappah's Avatar
    Join Date
    Sep 2014
    Posts
    722
    Character
    Slappah Lol
    World
    Jenova
    Main Class
    Reaper Lv 90
    I hate sephirot phase 2 music

    Knowing it plays first phase is actually a relief for me.

    I agree there should be an option though.

    And while we're at it, why do the beast tribe mounts play that generic flight music like the collectors edition Griffin.
    When I got my sanuwa mount I was really disappointed.
    (1)

  2. #12
    Player
    seida's Avatar
    Join Date
    Oct 2013
    Location
    Amaurot
    Posts
    954
    Character
    Leif Flakkari
    World
    Goblin
    Main Class
    Sage Lv 100
    Quote Originally Posted by AskaRay View Post
    Y'all crying about how it plays the FFVI theme while I'm over here seriously considering it now.....................
    love that theme (surprise)
    Seriously! The FFVI theme is amazing, I'm surprised people are complaining. It's iconic, I hope they don't change it...
    (1)

  3. #13
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,226
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Love how the battle theme from VI also plays in that track too, wasn't in the original.
    I'll take that mess of a theme in phase 2.
    (0)

  4. #14
    Player
    Mykll's Avatar
    Join Date
    Aug 2013
    Posts
    651
    Character
    Mykll Valiant
    World
    Balmung
    Main Class
    Gladiator Lv 93
    Quote Originally Posted by Kupocoubo View Post
    They should give us an option to chose between phase 1 or phase 2 for every primals mounts...
    PS3 limitations. They can't do that because if they did they would have to load both songs into memory, even the one that you would never want to hear. Or that seems to be how they do the UI toggles anyway.


    Edit: The elbow jab against the UI memory is per this post:

    Quote Originally Posted by Zhexos View Post
    Hello, everyone.

    The following is a comment from UI Lead Hiroshi Minagawa in regards to the new recast timers implemented in Patch 3.2.

    Quote Originally Posted by Hiroshi_Minagawa View Post
    A) Change how the icon is presented when an action becomes available
    Change how the icon is presented when an action's recast is near completion, so that users can tell right away when an action will soon become available.

    Display the remaining recast time as a numeric value
    *Since we cannot add more displays on top of existing icons (which is a measure to lessen display density), we therefore used the part of the display which was used for TP cost. There were comments from testers mentioning that they wanted the number to be displayed in the center of the icon; however, this would required preparation of a different part or the placement of a process which would check the situation to change the displayed position. This was rejected because it would increase the load.

    Limitations related to the design change suggested in A)
    Currently, we cannot increase the capacity for texture images on the UI (HUD) which are constantly displayed.
    *The capacity limitations on video memory for the lowest spec environment
    In regards to the textures for the HUD, in order to account for the stability of the memory status, it has been structured in a way where it does not re-read, therefore we cannot address this by preparing two types of animation patterns for the recast.
    We do not have an option to turn on or off the circles (or to revert back to prior UI), we don't have option to turn on numbers in the center of skills (even though the UI and memory is there when you cursor over an action while it is counting down), adding countdown timers to skills that did not have them before and having that as an option somehow works though.

    So, yeah, when they are explaining in parts about how tight memory constraints are (yet somehow adding all sorts of stuff to the UI) and thus a lot of things we can't have a toggle for, oh yeah and there is this:

    *The capacity limitations on video memory for the lowest spec environment

    Which screams PS3 and really old computers, then yeah I don't have faith that we can have a toggle to select which song we want to hear on which mount beyond what we already have, hear the mount sound or not. And even then that toggle is global, not a per mount option.
    (0)
    Last edited by Mykll; 03-02-2016 at 01:31 AM.
    MANTASTIC: I got 1017 problems, but playing FFXIV ain't one.

    Llyren: Lala Tanks hit point density levels attract small planets

  5. #15
    Player
    Slappah's Avatar
    Join Date
    Sep 2014
    Posts
    722
    Character
    Slappah Lol
    World
    Jenova
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Mykll View Post
    PS3 limitations. They can't do that because if they did they would have to load both songs into memory, even the one that you would never want to hear. Or that seems to be how they do the UI toggles anyway.
    Yeah those pesky ps3 limitations suck

    Ps3 limitations stop us from getting anything nice, like tp bars for our par.....owait

    Or how about when the ps3 limitations stopped us from having timers on our cds.....owait
    (4)

  6. #16
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,226
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Quote Originally Posted by Slappah View Post
    Yeah those pesky ps3 limitations suck

    Ps3 limitations stop us from getting anything nice, like tp bars for our par.....owait
    With the loss of party bonus shown in the HUD now we have to open our party list manually to see it.
    Not like anyone really cared to look at those. Still either PS3 is holding the game back or devs can't come up with work arounds.
    Final Fantasy XI and XII managed to get by the consoles limitations pretty well.
    (3)

  7. #17
    Player
    SokiYagami's Avatar
    Join Date
    Jan 2014
    Posts
    1,272
    Character
    Soki Yagami
    World
    Tonberry
    Main Class
    Samurai Lv 70
    UI difference and BGM resources should be consume differently though? For BGM only one play at any time, but for UI they are always in your face... Of course, at the end of the day it still depends on how they coded it, but logically speaking, I would say changing of BGM should be more feasible as compared to the UI changes.
    (0)

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