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  1. #91
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    While I don't mind having the extra info, I think the icon itself is a bit too gaudy.

    It'd be nice if they removed the icon, but have it display some type of aggro icon when you target it.

    Although generally speaking, I have one rule of thumb: If it has big sharp teeth and possibly scales, chances are it wants to kill me.
    (0)

  2. #92
    Player
    REDace0's Avatar
    Join Date
    Mar 2011
    Location
    #5 Mist 2, The Pande Cave
    Posts
    954
    Character
    Robert Redensa
    World
    Balmung
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Malakhim View Post
    While I don't mind having the extra info, I think the icon itself is a bit too gaudy.

    It'd be nice if they removed the icon, but have it display some type of aggro icon when you target it.

    Although generally speaking, I have one rule of thumb: If it has big sharp teeth and possibly scales, chances are it wants to kill me.
    Also if it is big, has horns/tusks or parts of its body appear to be made from lava.

    Integrating the aggro info into the targetting system instead of the mob name display sounds like a great way to get rid of the ugly icon showing up everywhere while still keeping the information available to the player.
    (0)

  3. #93
    Player
    Tahlia's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Tahlia Valiri
    World
    Ragnarok
    Main Class
    Goldsmith Lv 50
    I agree having an icon appear when targeting an ememy would be better idea than how the aggro icon is currently displayed.

    Also if the player is much higher level than the enemy for it to be aggressive towards the player then the aggro icon shouldn't show. Example: I was passing by some of those yarzon type mobs and they were blue to me but were displaying the aggro icon so I thought I was still in the level range to be attacked. I ended up walking past them without any problem.

    So really we should have another colour level that indicates "Too Weak" (grey) and the aggro icon should not be shown since the enemy is too low level to attack the player.
    (0)

  4. #94
    Player

    Join Date
    Mar 2011
    Posts
    307
    I think icon should be removed, as other people have stated in this thread, what made you guys decide to add it? Were people asking for it? I haven't seen anyone asking for it in the forums, but I guess they could have been submitting feedback requests through the official channel or something.

    Anyways, they are pretty much worthless, as after you have been playing for awhile you know which families of mobs are agressive, and even which mobs are likely to be aggressive even if you have never seen a particular mob before. As well as they are very ugly icons and make the game look weird.
    (0)

  5. #95
    Player

    Join Date
    Mar 2011
    Posts
    65
    Quote Originally Posted by Gildrein View Post
    Hello everyone.

    It's great to see lots of active discussion taking place and players are giving various feedbacks. By seeing how things are going, we are very glad about launching the forum.

    We have forwarded the feedbacks to the Dev. team for a brainstorm and they are working on to give more specific details sometime next week. Please look forward to it. We are also considering about having the comments from other Dev. team reps to be posted as well.We will continue to introduce the upcoming concepts of the game and looking forward to receive more feedbacks on the game!
    I hope we do get some more help from the devs. It would help us more if they would time in and ask to elobaorate on ideas they might implement or have a brainstorming session with the forum. Sometimes our idea might need more explanation, or sometimes we need some direction. The whole point of the forums was not only for us to give you ideas but to also recieve feed back from the devs. Maybe one -day a week one catagory, one dev, can have a roundtable discussion. I think we would like to see how much our ideas influences our game.
    (0)

  6. #96
    Player
    Veasna's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Veasna Akash
    World
    Balmung
    Main Class
    Thaumaturge Lv 32
    Quote Originally Posted by Kiara View Post
    To: FF XIV Team,

    I totally agree:

    • Please REMOVE the Icon for monsters that can attack you.
    I understand you want to make the game more mainstream friendly, but since you don't lose any Experience Points if you die (unlike FF 11), then the worst that happens is you get slightly inconvenienced and try to sneak by some monsters again.

    Right now, there are Bright Red Icons on every aggressive monster you see, and it really takes away from the immersive feel of the world you're in.

    Thanks!

    I agree fully with this. It was fun in FF11 to sneak, deodorise and invis yourself around aggresive mobs, and knowing which mobs aggro'd and which didn't.
    (0)

  7. #97
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    one of my favorite moments from this game so far was i had a friend i talked into getting the game. he has never had any rpg/mmo experience so everything is new to him in this line of games. we are from fps games so always in voice chat.

    he was walking by a roseling when he was like r4 or r5 in the skull valley area near the alley to go to iron lake. i was in front of him and i had already leveled my gla at the time to 31 so they didn't nail me. he was like " hey look at the flower. why do they have flowers with names.......AHHHHHHHHHH OH GODDDDDD IT HURTS"

    i laughed at him so hard because i had forgotten they aggro at low levels. these moments are no longer possible and exploration is meant to be like this for me honestly. that's the fun of adventuring is for unexpected events like this to happen. some don't like it, but that's why i suggest the toggle item for those that enjoy that aspect of the game to be able to enjoy it.

    btw, he is no longer a r5 he's now up to 50 mrd and he attacks every roseling/ battrap he sees to this day. he says it only took him once to find out those things bite.
    (0)


    http://crystalknights.guildwork.com/

  8. #98
    Player
    Reabs's Avatar
    Join Date
    Mar 2011
    Posts
    71
    Character
    Necro Reabs
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    If they do decide to keep it I would approve of making it both toggle-able and not start with knowing all the info.

    I would suggest making it so when you start the game no mob is known as being aggressive or not however after it aggros you once it will be added to your aggro list at which point you will be able to tell whether it aggros or not through this system.

    This way the people who need/use the system won't be killed over&over by the same mob even if they haven't been to a zone many times or in awhile however at the same time they will have that experience of learning for the first time and veterans/hardcores won't think less of those people as much.
    (0)

  9. #99
    Player
    Altano's Avatar
    Join Date
    Mar 2011
    Posts
    120
    Character
    Ceiro Zostersias
    World
    Balmung
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Reabs View Post
    they will have that experience of learning for the first time and veterans/hardcores won't think less of those people as much.
    I hate the big red dot, but if "veterans/hardcores" get their jollies from watching random newer players get eaten by mobs, and look down on those who would prefer a more casual climate, then they're the ones with issues.

    Toggle option, {Yes, please.}
    (0)

  10. #100
    Player
    Linkurrra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Linkci Lunarpaw
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    I personally don't like the icons either, but only because they are ugly and don't seem to fit in with the GUI they have made so far.

    I prefer a more subtle way of displaying a mob as being aggro. Like just showing the name as being red.

    I like the suggestions of a learning system where all new mobs that you encounter you can't tell till they attack you. Then from then on out they are shown with an icon or different colored name. That way you can get your exploring and get the discovery that they attack but know later on.

    After you play awhile though you realize that certain mob "types" just attack. Square does a pretty good job of being consistent in all mobs of a certain type behave and are weak in the same fashion like Ahrimans and bats aggro. There is even more complexity to these mobs as some attack on sight, sound, or smell. Some will attack from any direction others will only attack if are in front of them. Sure some, don't aggro unless in specific areas, but they are usually distinguished by different textures and styles to set them apart. If the name of it doesn't make it easy to tell.

    Notorious Monsters are pretty easy to tell, not just by the icon but the kind of name they have. It's always a unique name.

    And in game bestiary manual would be helpful with that. They could even make it so that as you discover it it is revealed in the manual. but only a portion of the information. Then after time, you will see they aggro on sight, it's elemental status, special attack, if it's nocturnal, mob behavior. (Will it follow and not attack unless provoked) etc...

    Kind of like how FFXIII would show what it dropped, elemental status, strengths and weaknesses when you would fight it. Eventually you would discover everything, or you could find out quickly if you cast Libra on it. Eventually you would have a huge bestiary library at our disposal.

    For ease of use, they could make it so that the library would open directly to what you have targeted. Or have a function to inspect it quickly to find out what it does or what you discovered about it thus far. the information could be displayed like the the signatures a lot of forum users are using. With the name of the mob, it's elemental status, it's job type, stats and attack actions and behavior.

    This seems more useful to me. What you guys think?
    (0)

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