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  1. #1
    Player
    Darrcyphfeid's Avatar
    Join Date
    Nov 2017
    Posts
    280
    Character
    Kiraine Kalivarsa
    World
    Faerie
    Main Class
    Dragoon Lv 100
    Uh-huh. Well I've made it 4 pages without resorting to ye olde git gud meme, so I'll leave it at this:

    Quote Originally Posted by RichardButte View Post
    Read the quoted text -> read the content of my post -> understand that the content of my post is not what you're suggesting I've suggested here.
    Reading comprehension, like mashing buttons, is hard.

    I don't want to queue oGCD abilities at all. I just want the same alerts GCD abilities have.
    Quote Originally Posted by RichardButte View Post
    1. Make it so oGCD abilities queue better and activate as soon as available when pressed in rapid succession.

    Try pressing a button that's on GCD: you'll hear an audible alert as well as have an error message appear in the middle of your screen in red letters that informs you the button you pressed did nothing.
    A sound effect that lasts 1/2~3/4 the duration of the frame lock and a text message that lasts longer/takes longer to read than the frame lock.

    When an oGCD fails, you hear nothing
    It's almost as if... that's a form of feedback!? I didn't hear the sound effect for this action, maybe I should press the button again?

    My psychic channeling has found your future response: I can't always hear it, this Miqo'te chick is standing next to me going Hyaa! Aaa!

    Here's the thing about UI: you ideally want to allow the player to spend as little time looking at it as possible, and that's absolutely vital considering how much else there is to pay attention to amidst your average raid encounter.
    Oh good, a teaser for the next thread.

    Are we playing the same game here? Honestly. There are so many gauges and status bars and oGCDs coming off cooldown at different times that I'm barely ever focusing on the combat itself especially because the fight is always the same anyway.

    The entire reason we have audible and visible feedback when we press the button for an ability that cannot be activated at that moment is so we don't need to look down at our hotbar. We know, without taking our eyes off of the battle in front of us, that the ability didn't activate and we need to press it again.
    TIL I'm playing the game wrong 'cause my sound has been off 98% of the time since April 2016 and I can watch the entire screen at once.

    How is looking up to see the red flashing text worse than looking down to see if your oGCD has dimmed out.

    We shouldn't have to mash the crap out of our keyboards just to ensure we succeed in making skills activate.
    I mean, you don't really have to mash. You could just, like, practice and develop muscle memory and just kinda know when to press the buttons from experience.

    But that takes time and we must post on the OF for hours instead.
    (4)

  2. #2
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Darrcyphfeid View Post
    A sound effect that lasts 1/2~3/4 the duration of the frame lock and a text message that lasts longer/takes longer to read than the frame lock.
    You don't need to read the sentence, just see that it's there when you attempt to press the button.

    I didn't hear the sound effect for this action, maybe I should press the button again?
    Unlike the error sound when pressing a button on CD, the sound effect for individual actions isn't instantaneous, but the need to ensure those actions activate in a tight rotation certainly is.

    the fight is always the same anyway.
    This is patently untrue.

    While boss encounters are ultimately scripted, we still have a number of bosses that can choose from different attacks to use at set intervals, requiring players to respond accordingly.

    Beyond that, many boss mechanics involve either a telegraph that targets a specific player at random or can be randomly placed entirely, again requiring that players be paying attention not to their hotbars but to the battle itself.

    Also, you're heavily contradicting yourself.

    I mentioned earlier that latency (or SE's netcode) can cripple a DPS' rotation and you shrugged it off as no big deal, but here you are also insisting that people who don't memorize the exact length of every animation lock need to "git gud" and step up their game. Are we tryhards or aren't we?

    And since a number of people in this thread have stated that they mash the oGCD buttons to make sure the ability goes off, you're lumping them in as well.

    This is the point where a person, thinking logically, realizes they're defending a system that's inconsistent and needs some revamping/fixing.

    Again, no other AAA MMO suffers from issues like these, even WITH heavy latency. If two of the healers from my old WoW raid 5-6 years ago could play on a NA server from Brazil and still perform their roles just fine, there's no excuse for XIV to be having these issues.

    These aren't the days of dialup internet and bulletin board MUDs. Games have been using and perfecting latency compensation systems for over two decades now.

    To argue that this sort of thing is something we should just "adjust to" echoes the same mentality apologists have had for years while bemoaning every QoL change XIV has ever had.

    We should have a better glamour system, better storage options, better housing options, and a combat system that functions consistently across the board, but we're never going to get them by just shrugging our shoulders and assuming there's nothing we can do.
    (4)