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  1. #131
    Player
    Jonas's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    42
    Character
    Jim Zee
    World
    Ragnarok
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Bayohne View Post
    Greetings everyone! We have heard about the future of the aggressive icon straight from the development team! Without further ado here's is what Hiroshi Minagawa, the User Interface lead, had to say!
    Awesome! It's also good to see that the enemy's will get levels also I was hoping for that to come and it finally will do thank you
    (1)

  2. #132
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Toggle: Expected
    Enemy level: Beyond expectations

    Pretty cool all in all. Glad to see it.
    (1)

  3. #133
    Player
    Nikelz's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    Nikelz Edelweiss
    World
    Sargatanas
    Main Class
    Weaver Lv 60
    So much for exploration and discovery. I'd prefer this only be neccessary for monsters that are rank 1-30. I just cant stand the hand holding the development team is doing. I guess I'm the "rare" type that likes a challenge..
    (0)

  4. #134
    Player
    Anathiel's Avatar
    Join Date
    Mar 2011
    Posts
    378
    Character
    Anathiel Nocere
    World
    Leviathan
    Main Class
    Marauder Lv 50
    Wow, I'm really excited for the change. Toggle it on for party play and toggle it off for solo play. This is awesome.
    (0)

  5. #135
    Player
    Neasa's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah.
    Posts
    361
    Character
    Neasa Vera
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    I just don't see why people would whine about the aggro icon. It doesn't take very long to figure out what aggros (Or at later ranks, what few things don't), and the icon's not that big of a deal (Though I wouldn't be opposed to them shrinking it a little...). It really doesn't change the "difficulty"... When you're trying to get through a narrow area with high-rank enemies, seeing that icon isn't going to make it any "easier." :x
    (1)

  6. #136
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Neasa View Post
    I just don't see why people would whine about the aggro icon. It doesn't take very long to figure out what aggros (Or at later ranks, what few things don't), and the icon's not that big of a deal (Though I wouldn't be opposed to them shrinking it a little...). It really doesn't change the "difficulty"... When you're trying to get through a narrow area with high-rank enemies, seeing that icon isn't going to make it any "easier." :x
    It's just kinda really huge right now. I wouldn't mind if it were somewhat like WoW in that any aggroing mob would have a similar icon whenever you'd target it.
    (0)

  7. #137
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Minagawa
    for patch 1.17 we are working on . . . displaying the enemy’s level.
    YES.

    I've written multiple times why we need this and why it's much a much better system than the confusing and glitchy con system we have now.

    Thank you!
    (0)

  8. #138
    Player
    Ceons's Avatar
    Join Date
    Mar 2011
    Posts
    336
    Character
    Ceons Asmeia
    World
    Moogle
    Main Class
    Archer Lv 54
    Quote Originally Posted by Malakhim View Post
    It's just kinda really huge right now. I wouldn't mind if it were somewhat like WoW in that any aggroing mob would have a similar icon whenever you'd target it.
    Yea that's what bothers me as well. I think it's good to have more information in game. It's just so big, red and in your face. It also does not fit into the UI at all, and is even more confusing than informative at times...
    (0)

  9. #139
    Player
    Rowyne's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Rowyne Olde
    World
    Balmung
    Main Class
    Conjurer Lv 80
    Fantastic! I'm so glad they're not taking the icon away as I like having an aggro indicator. And the toggle should make everyone happy.

    And what a bonus to hear they're working on displaying the enemy's level!

    Thumbs up!

  10. #140
    Community Rep Bayohne's Avatar
    Join Date
    Mar 2011
    Posts
    1,713

    Lightbulb

    Hello everyone! We have more details that further flesh out the design ideas behind the current UI change and tidbits on what the future will bring. Without further ado, here is a new comment from UI lead, Hiroshi Minagawa.

    Hey everyone! Thanks for the huge amount of feedback!

    I would like to explain two things.
    The first is about the design choice regarding having an aggressive icon at all and the second is in regards to our plans to integrate an ON/OFF toggle for displayed UI elements.

    First, as to the reason why we added the aggressive monster icon, for the upcoming battle fixes, we decided to display addition information necessary for battle strategy.

    There are many aspects related to the upcoming battle fixes, but one example of how we are making adjustments that lead to more enjoyable gameplay is by showing information such as the strength of field monsters (their level), whether or not they are aggressive, and whether or not they will link. With this new information, players can make a decision whether they wish to fight these types of enemies and it also allows them to plan crowd control out ahead of time.

    Due to the fact that a quick fix for this is quite difficult, we have been making adjustments in stages. We have discussions with Yoshida and the battle team about what kind of info should be shown and what should be masked and once we make a decision we have been implementing them.

    The current aggressive icon and the upcoming enemy level display are only one part of the current stage of edits.
     
    Next on the agenda is the ON/OFF display toggle.

    The aggressive icon that was recently implemented was a bit of information we wanted players to be able to check easily that fits hand-in-hand with the future battle plans, and thus we released it as a full-time display feature. Originally we thought that the icon wasn’t something that needed to be easily turned on/off, but after seeing the current reactions and hearing all of your feedback, after long consideration we have decided to make it possible to toggle the display. We will also continue to make adjustments to display toggling and display methods for the information displays we have planned for the future.

    I apologize for not going into more detail earlier, but hopefully now you can better see our reasoning for the implementation.
    (66)

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