OP, title could have been worded differently. It makes it sound like you want an option to disable the social component of a massive multiplayer online game, when the problem you are describing is completely different and valid.
OP, title could have been worded differently. It makes it sound like you want an option to disable the social component of a massive multiplayer online game, when the problem you are describing is completely different and valid.
The more players, chocobos and minions in the area, the closer to the center of the mob you need to be for it to render.
Setting the character and object quantity to maximum allows you to be further from the center, but doesn't solve the problem.
If there are less people showing up then this issue happens less and that's probably why you noticed a difference.
This would be great for the old-school "Leap of Faith" Golden Saucer gate..
Isn't there an option to zone out players depending on your settings?It'd be nice to have an option to hide all players, save maybe party members, friends, or FC members.
I ask due to the apparent load limit in place and how it interacts with a lot of players. If you're not aware, it'll just hide NPCs to try and accommodate players as priority. This is in particular annoying at the moment where NPCs will just be invisible unless I somehow find them by trial and error.
I'm irritated by this due to trying to get extra NPC dialogue for story purposes, but I'm sure many folks have also experienced something like this with hunts. In that scenario, it will just make the monster you're in combat with go invisible and then have fun figuring out if an AOE or some kind of attack is pointed your way.
ADDED EDIT: Tried out Leap of Faith and my god, you can't see anything! I'd love for a hotkey toggle to be put into the game!
Imagine fighting a world boss but you can only see yourself and the boss. How awkward.
I've had that happen with the big Fate in Kholusia.
This would certainly make Leap of Faith easier for Lala.
Yeah they really need to adjust how it prioritizes what disappears. idk how they'd do that or if they even can, but the fact that it prioritizes rando players over the thing you're literally attacking is... kinda nonsensical
Quest NPCs and enemies should be >>> other players, especially when they aren't even in your party
"Run when you have to, fight when you must, rest when you can." - Elyas Machera, The Wheel of Time
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