This, so much!Can we please please have vendor UI revamped ?
Sometimes there's so many submenus and you have no idea which one's for what so you just go back and forward between them
Something along the lines of that
Submenus on the left, and the contents of them on the right and you just toggle between them
[IMG][/IMG]
Actually, to add on that, I would love some kind of streamlining of the vendor token items that aren't in the currency menu. Sometimes there are a some unecessary and redundant steps to purchase an item, for example:
a) Boss drops token X.
b) You need 10 token X to purchase Y
c) You need Y + 10 Z (purchased with 1000 Tomestones) to get your weapon.
Step b) feels completely unecessary and even confusing for new players, since you need to keep going back and forth 3 different vendors to figure out what you need.





Current endgame gearsets do this because it's expected that you will probably be able to get the base item long before you can afford to augment it.This, so much!
Actually, to add on that, I would love some kind of streamlining of the vendor token items that aren't in the currency menu. Sometimes there are a some unecessary and redundant steps to purchase an item, for example:
a) Boss drops token X.
b) You need 10 token X to purchase Y
c) You need Y + 10 Z (purchased with 1000 Tomestones) to get your weapon.
Step b) feels completely unecessary and even confusing for new players, since you need to keep going back and forth 3 different vendors to figure out what you need.
Once they move to poetics the base items can be augmented with tomestones rather than upgrade tokens, or the augmented item can be purchased with tomestones outright.
Error 3102 Club, Order of the 52nd Hour
Option to Separate and/or Change how HP/MP bars
Right now, it's one thin line for HP/MP
If we can toggle separation of it (like how you can toggle to separate buffs/debuffs/etc) I can be able to have the HP bar on top ot the MP bar and customize my UI.
Better yet, be able to toggle off MP bar for jobs that doesn't use it at all.
I was actually thinking about this the other day. Since DPS meters are not officially supported, having an edition of SSS where the dummy is immortal and displays a running total over its head of the total damage and calculated DPS values applied to it since it last left combat. This version of SSS wouldn't have a time limit, and dummy enmity could be reset exact as normal dummies can. Resetting enmity would also reset all cooldown, ideally, though may have to exit and re-enter for that, if it's not easy to simply reset CDs on command within the game engine.
While we're on the subject of combat feedback, can we get the option to add DoT ticks to the scrolling combat text? And also have them display in the combat log on a source-filter rather than target-filter? Currently, you can only get information on DoT ticks if you enable display of "Damage engaged enemies are dealt", which includes all damage from every single source. I just want to know how much damage my DoTs are doing.
And for that matter, can the combat log provide more detail about events? Just off the top of my head, the combat log currently does not list the source or name of spells/skills at all, just "X took Y damage". It doesn't list damage types (ie, physical, magic, etc, relevant for things like Feint, Addle, Fey Illumination, etc). It doesn't list the source of debuffs, nor does it indicate when debuff have, gain, or lose stacks. For debuffs expiring, you can only filter globally for all engaged enemies, rather than only listing when debuffs you applied fade.
Specifically on DoTs, since the source of the damage isn't listed, I cannot differentiate between damage my DoT did and damage literally any other DoT or ability from anyone else did, as it's all just listed as "X takes Y damage".
And critically important, the timestamps in the combat tab need to have millisecond precision (ex 20:26:32.945).
Really, I'd just like the in-game combat log to work roughly like WoW's. That lets me check things, in-game, like "does this buff apply to this DoT?", "what killed me, so I can avoid it next time?", "what debuffs did I have when I died?", "who applied debuff X to target Y?", "how did my raid buff usage or cooldown usage align with the other raid buffs used?", "did I get that damage reduction cooldown off before that raid hit?", etc.
All of this information is available using log uploads, but those are technically against the TOS. They're also difficult to use for proper deterministic testing of specific mechanics, rather than simply logging a boss fight and analyzing that ad-hoc. If we have an in-game combat log, it might as well be useful for answering questions about combat, and currently is is completely useful for answering those questions about 98% of the time, purely due to lack of information in it.


ALLOW US TO PREVIEW HAIRSTYLES BEFORE WE BUY THEM!
In addition to Rongway's reply, the other reason is that trading the tomestones in for tokens permits you to exceed the cap. For example, weapons require 10 tokens, each of which costs 100 tomestones (so 1000 total, though 500 in EW). However, they also require a raid drop. If you're generating a bunch of tomestones before you have access to (or luck with getting) those raid drops, the token exchange permits you to "store" more than 2000 tomestones, though at the cost of an inventory slot and those tomestones being "committed" to a particular use (exchanging for that gear tier).a) Boss drops token X.
b) You need 10 token X to purchase Y
c) You need Y + 10 Z (purchased with 1000 Tomestones) to get your weapon.
Step b) feels completely unecessary and even confusing for new players, since you need to keep going back and forth 3 different vendors to figure out what you need.
To be perfectly honest, I'd be fine with most of the existing currencies either having their cap removed, or having it increased by at least tenfold.
This. Having to sacrifice inventory space and jump through 1-3 additional hoops just to offset a limitation that has no need to exist is hardly compelling design.In addition to Rongway's reply, the other reason is that trading the tomestones in for tokens permits you to exceed the cap. For example, weapons require 10 tokens, each of which costs 100 tomestones (so 1000 total, though 500 in EW). However, they also require a raid drop. If you're generating a bunch of tomestones before you have access to (or luck with getting) those raid drops, the token exchange permits you to "store" more than 2000 tomestones, though at the cost of an inventory slot and those tomestones being "committed" to a particular use (exchanging for that gear tier).
To be perfectly honest, I'd be fine with most of the existing currencies either having their cap removed, or having it increased by at least tenfold.

More merging of actions into single buttons that change to the appropriate action, i.e. weapon skill combos or merging Play/Draw for arcana and minor arcana. Still far too many actions to play comfortable on keyboard and controller for some jobs.
Summoner and White Mage are ok for me. SMN has lots of button re-use, whereas WHM doesn't have many "gimmicks" to worry about so hotbars/x-hotbars aren't too crazy.





Vendors that sell/"sell" AF gear or full sets of endgame gear: please sort the items by Job not by item slot. I promise you, nobody is going to a vendor with the intent of buying "all head pieces available for Lv89 casters". They want to go and buy "all Lv89 RDM pieces".
Error 3102 Club, Order of the 52nd Hour
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