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  1. #21
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by LeonKeyh View Post
    It would take a lot of work. They would need to go through and figure out what animations have multiple hits and the contact time for each animation.
    You're right, but if they broke it up it wouldn't be impossible.
    In each expansion they're always adding new actions and taking away old ones.
    Just make the new actions in mind and tweak a few old ones here or there with each expac and in a couple of years you'll have this huge task done.
    It's not something that needs to happen now. Just... getting it at all would be nice.
    (0)

  2. #22
    Player
    AncientPowerfulCurse's Avatar
    Join Date
    Aug 2020
    Posts
    4
    Character
    Papaia Paia
    World
    Siren
    Main Class
    Ninja Lv 80
    And at level 80 with bunshin active? That would generate four damage numbers per GCD, imagine weaving DWAD in between two lots of that.
    (0)

  3. #23
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Unfortunately OP, you will learn real quick, if you frequent the forums often, that using logic, and pointing out an obvious flaw in design is going to be met with senseless opposition, that will be very highly supported.

    There are gaping flaws in this game, but because saying "no" or insulting another person is so highly supported on the forums, no progress gets made.

    Unless its for more "fluff," job changes, or making something even more trivial, the community cannot agree.

    Even that black box pop-up text that appears every time you move your character, telling you your location constantly hasnt been added as an option to turn off, since launch, is a clear indication people do not notice absolutely irritating, redundant, and pointless things in this game. Bringing something like this to their attention, and they will completely fail to grasp or agree. Even when it is literally directly in the middle of the screen....

    I personally would like to see a large number of changes to how damage appears on screen.

    First. The option to change all numbers/actions into "pop-up" text. Instead of flying/scrolling. (This game is literally the ONLY game in the series that doesnt use pop-up damage text.)
    Second, the option to turn off all other players damage/numbers.
    Third the option to toggle other players and your actions/abilities that arent damage.
    Forth, what you're suggesting, the option to have multiple attack numbers combined into one, as it was in 1.0.
    Fifth, the option to make all damage numbers the same size. (Instead of critical hits, and other similar actions larger.)

    But... since this is something that would make sense, and improve the game. and not actually "change" anything, just a simple quality of life option that makes absolute perfect sense. You're going to get people saying you're wrong, and that its never been asked for, and no one has ever noticed it.

    When there have been countless requests from people since launch and nothing has been done about it, because they are too busy revamping everything to make it absolutely trivial.

    So, I simply have had the damage text turned off. Because its absolute trash in its current form. I literally turned it off immediately. Once I saw it the very first time, I went straight into the menu to find the option to turn it off. Its absolutely horrid.
    (0)
    Last edited by Daniolaut; 08-19-2020 at 07:52 AM.

  4. #24
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Countless?
    (3)

  5. #25
    Player
    reyre's Avatar
    Join Date
    Aug 2017
    Posts
    148
    Character
    Reyner Blackblood
    World
    Gilgamesh
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Daniolaut View Post
    Snip
    While i wont argue against most of the things you wrote, since i dont care about any of them, i have to ask are you sure that what the OP is asking wont change anything? Are you sure that is a simple visual change with no other issues attached to it?

    On the other hand You can just turn the damge off, as you did, and would this be an issue?

    And have there been countless request from people since launch? How do you know this? Do you have any metric or solid number to back up this statement?

    While there may be some senseless opposition, some of the arguments of why has not/cannot change the current state of something as "simple" as Damage numbers seem reasonable enough, maybe i am wrong.
    (3)

  6. #26
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,260
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    Another thread derailed into people bashing each other over having different opinions. How surprising!

    TC I'm just gonna say this...

    Quote Originally Posted by Celz88 View Post
    This COMPLETELY ruins immersion for me and for many others also.
    I have no doubt it ruins your immersion seeing how vehemently you are defending your ideas, but...for many others? Definitely no. I've never, like ever seen anyone bring this up as something even remotely concerning and I've been here since ARR.
    (6)

  7. #27
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,865
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Darkstride View Post
    I've genuinely never heard or seen this complaint prior to right now.
    It was pretty frequent going from 1.23 (where each individual hit in an attack had its own calculation and damage number, albeit with the option to replace each further number with the summation of all hits thus far) to ARR Beta, actually.

    For now, if the process can be handled as simply as calculating the value of damage to be dealt (which we already know is done upon ability activation, much earlier than the damage is shown via Floating Combat Text or taken from the target's health bars) and dividing it by the number of visual hits... why not? It hardly seems like something that should be prioritized, but it seems a reasonable QoL request.
    (0)
    Last edited by Shurrikhan; 08-23-2020 at 11:59 AM.

  8. #28
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Quote Originally Posted by Canadane View Post
    In 1.0 attacks that physically struck multiple times were calculated that number of times and you’d see that many numbers fly by.
    I kinda miss it.
    This was a thing in FFXI too. In that game it was hard to balance because of the way that TP was earned and they had to adjust/nerf skills like penta-thrust which hit 5 times as a result. Even then, though, the numbers were totalled up before displaying it to the player which given that each strike operated independently including for things like resistance could lead to wildly different damage values.

    FFXIV has never had any of those issue because there's never been a secondary system tied to the number of hits afaik. That said, I prefer the single number per GCD attack way we have it now since it's much cleaner.

    Also, in response to the overall thread, this was not something I ever thought about or even really noticed as a thing let alone something that might need changing unless someone specifically brought it up like in this thread. Animations are just animations and damage numbers appearing on the screen aren't an immersion thing to begin with so turning off on-screen damage numbers would be an even better solution if immersion was truly the goal.
    (1)
    Last edited by Mhaeric; 08-23-2020 at 12:09 PM.

  9. #29
    Player
    Wilford111's Avatar
    Join Date
    Jul 2017
    Posts
    676
    Character
    Faux Ears
    World
    Hyperion
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Celz88 View Post
    Like Trump,
    Troll spotted.
    (2)

  10. #30
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    It was pretty frequent going from 1.23 (where each individual hit in an attack had its own calculation and damage number, albeit with the option to replace each further number with the summation of all hits thus far) to ARR Beta, actually.

    For now, if the process can be handled as simply as calculating the value of damage to be dealt (which we already know is done upon ability activation, much earlier than the damage is shown via Floating Combat Text or taken from the target's health bars) and dividing it by the number of visual hits... why not? It hardly seems like something that should be prioritized, but it seems a reasonable QoL request.
    I'm a pretty mechanically focused person, but if we're going to do it just for display, I'd rather it be done at the root calculation, because that can add more avenues for combat ability interactions. Debuff windows that add flat potency per hit, for example.
    (1)

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