Awesome! It's also good to see that the enemy's will get levels alsoI was hoping for that to come and it finally will do thank you
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Toggle: Expected
Enemy level: Beyond expectations
Pretty cool all in all. Glad to see it.
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..
Wow, I'm really excited for the change. Toggle it on for party play and toggle it off for solo play. This is awesome.
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.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
YES.Originally Posted by Minagawa
for patch 1.17 we are working on . . . displaying the enemy’s level.
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!
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...
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!
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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.
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