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  1. #51
    Player
    Sigmakan's Avatar
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    Mar 2011
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    877
    Character
    Sigmakan Kaph
    World
    Hyperion
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Bayohne View Post
    Back to the original topic (crazy, I know!) can you give me some more examples on how you'd like to use the enemy signs outside of levequests/behests? I know there was some in the other linked thread, but would love to get some more! The dev. team does want more players to utilize the enemy signs and are curious to hear more ways you'd like to use 'em!
    Lets say there is an NM.
    He has 6 minions. Three of Type A and three of Type B
    They are all gathered together
    You have ~6 people with voke/taunt
    You want each of these people to hold hate on separate minions
    It becomes hard to plan and explain this tactic if you can mark the minions to distinguish them from one another

    I think one solution is allowing free roaming mobs (specifically groups of mobs) to be marked only if they are claimed. The markers are most beneficial when assigning kill order to a group.
    (2)

  2. #52
    Player
    snowstriker's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    132
    Character
    Syrus Auros
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Perhaps new marks as well? Like numbers: 1-2-3-4-5 to mark monster kill order.
    (8)
    "Us heroes, we have so much to do."

  3. #53
    Player
    Calandra's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    38
    Character
    Calandra Atlantia
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by snowstriker View Post
    Perhaps new marks as well? Like numbers: 1-2-3-4-5 to mark monster kill order.
    And supposing those marks update as the earlier mobs are defeated?
    (2)

  4. #54
    Player
    Physic's Avatar
    Join Date
    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    yeah essentially its good for managing multiple monsters, if some need to be slept, kited etc, also when mobs run into groups of the same monster, as far as the above, the numbers dont have to change, you can just remember
    (2)

  5. #55
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    Mar 2011
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    Limsa Lominsa
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    1,244
    It has become a staple and even streamlined into MMOs these days and it is one of the things I expect to see in every MMO, the ability to mark the mobs we want to put under CC etc. In a dungeon or even SP grind parties the ability to mark mobs ahead of time will take away a lot of the confusion of pulling multiple mobs and keeping them CC, also allows party members to specify a class or certain player by type of marker for CC or attack.
    (0)

  6. #56
    Player
    Join Date
    Mar 2011
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    Ul'dah
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    1,064
    Quote Originally Posted by Bayohne View Post
    Back to the original topic (crazy, I know!) can you give me some more examples on how you'd like to use the enemy signs outside of levequests/behests? I know there was some in the other linked thread, but would love to get some more! The dev. team does want more players to utilize the enemy signs and are curious to hear more ways you'd like to use 'em!
    Bayohne imo they need to be more easily accessible. I don't know how easy they are to access as a gamepad user but as a keyboard user the fastest way to access them outside of macros is (U --> TAB --> scroll --> click --> click on mob) imo there has to be a faster way to access and use them so more people utilize them. And macros isn't the answer.
    (0)

  7. #57
    Player
    ckb's Avatar
    Join Date
    Mar 2011
    Posts
    57
    Character
    Pain Ita
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Mack View Post
    Bayohne imo they need to be more easily accessible. I don't know how easy they are to access as a gamepad user but as a keyboard user the fastest way to access them outside of macros is (U --> TAB --> scroll --> click --> click on mob) imo there has to be a faster way to access and use them so more people utilize them. And macros isn't the answer.
    gamepad is really easy it's just the battle regimen button then macro button to get to it
    (0)

  8. #58
    Player

    Join Date
    May 2011
    Location
    Gridania (sadly)
    Posts
    86

    Of course the red sheep means get behind!!

    Try planning a whole situation in your mind, now try directing it.

    There we go. Probably.

    I believe we need sequential markers, but of multiple groups. ie. [1, 2, 3...], [a, b, c...] and [α, β, γ...]. Very very preferably of different colors for the same group, but different between them, ie. red numbers, yellow letters, blue Greek letters, etc.

    We also need clear markers, specially "emergency", big markers. Say a big red arrow pointing down on top of the mob's name, slightly bigger than the rest of the markers.

    Then things like shields (which could easily be a signal for tanks), a sword with a big ass red cross on top for the good old "FOR THE LOVE OF GOD DON'T ATTACK THIS" situation, etc.

    Do we have Zzz's or a shackled boot (I think we had the boot...) for things like Crowd Control or such? I haven't played in... ages.

    Oh darn, and make a kite. With cute little ribbons bellow, please. Preferably red. Yeah, they gotta be red. Red.

    You know, those are, for the most part, icons that are easily associated, thus requiring little explanation and easier to remember.

    An important note I'd like to add:
    There's two small UI element I think would really make this a valuable experience, given our control methods (mostly controllers).

    [Optional Multiplicity]

    I can't honestly remember if we can mark multiple targets with the same icon-- whether we can or not, that's probably still a problem. It would be fantastic if we could toggle it manually on and off for each icon.

    An example of when off (multi) would be useful:
    Selecting the "Concentrate on THIS mob!" signal and switching it. Say you are fighting a big fight, everyone concentrated on a specific mob, then suddenly something shows up that you deem more necessary to take down ASAP. Quickly taking the marker off the current target to scroll to the new guy and then marking it can be very cumbersome with a controller, specially if the current target wasn't even on the mark carrier!

    Allowing a player to "turn off multiplicity", would mean that marking someone else with that mark will take it off from the original. Goes without explanation how much better that would be on the first situation, right? In big fights, having a slight confusion on the current target can go very awry.

    An example of when on (multi) would be useful:
    Suppose you are in a fight where crowd control is intensive. Well, teaching everyone different symbols for the same thing is impractical, just use [this] for sleep and give the same symbol on everything you want CC'd.

    New mob just showed up?! Use the same symbol you've been using.

    Goes without saying, these two situations aren't exclusive.

    [Automatic Sequential Rotation]
    This could get a bit more complicated to implement than the past suggestion, but I trust it's no rocket science, bear with me here while I explain how this could help "sequential markers" implementation too.

    Let's assume we are marking monsters with the "Numbers" sequential, there's two points of discussion here:

    a)They should be "interactive" between each other. Let's assume you marked four monsters, 1 through 4. When the mob marked 1 dies, the rest of the numbers should roll over to their appropriate position: Mob marked 2, should now read 1,monster marked 3 should now read 2, and so on.

    This should apply even if the number cut was in the middle, for example, we have mobs 1, 2, and 3. Number 2 was just killed, or had the icon manually removed by the player. 1 should still be 1, 3 should now be 2 and 4 should now be 3.

    b)Sequential markers could have two "buttons" (or marker icons in the menu), "First" and "Last". This way, we could easily mark using only "Last", as pressing through three monsters would mark them 1, 2 and 3 using only one command/button. If for some reason a new mob appears that should be ahead in the sequence, the "First" button will mark it so (1), rotating the rest. It seems practical to me that the "Last" button be used to "delete" the last number from the list, this way double tapping "Last" on any mob would remove it (as it first would grant it the last number, then delete it).


    Unrelated to the rest: A tiny player identifier would also be rather helpful, though not really necessary at all (it could help identify jerkwards that mark when they shouldn't be the ones marking). Like a small "P1" besides the marker for the player holding position 1 in the party or something.


    I hate making such detailed suggestions, I know it's probably very infuriating. I'm sorry about that and for the extremely lengthy post. Really gotta wonder if anyone bothers wasting time reading all this crap.
    (1)

  9. #59
    Player
    Evenstar's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Evenstar Wanderlust
    World
    Phoenix
    Main Class
    Gladiator Lv 60
    It kinda depends on what kind of fights we are going to get, but fights where you need crowd control would benefit a lot from something simple as signs. It can be the same sigh with different colors, it can be different sizes or even numbers ... The system in WoW for example was really simple, but also really effective.

    In WoW I always assigned, at the start of a raid, a certain icon/color to a certain player with crowd control (lets say a mage with sheep). So all I had to do was mark all the mobs without saying a word and everyone knew exactly what to do as soon as I pulled.

    Some other people here got also great ideas, but it is really not needed. We do not need updating numbers or some kind of crazy system that we have to use while raiding to assign certain icons in a certain way. Let us just bind the icons/signs to a button and mark the mobs, it is really all that is needed. Easy to implement also.
    (2)

  10. #60
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    May 2011
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    Gridania (sadly)
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    86
    Quote Originally Posted by Evenstar View Post
    It kinda depends on what kind of fights we are going to get, but fights where you need crowd control would benefit a lot from something simple as signs. It can be the same sigh with different colors, it can be different sizes or even numbers ... The system in WoW for example was really simple, but also really effective.

    In WoW I always assigned, at the start of a raid, a certain icon/color to a certain player with crowd control (lets say a mage with sheep). So all I had to do was mark all the mobs without saying a word and everyone knew exactly what to do as soon as I pulled.

    Some other people here got also great ideas, but it is really not needed. We do not need updating numbers or some kind of crazy system that we have to use while raiding to assign certain icons in a certain way. Let us just bind the icons/signs to a button and mark the mobs, it is really all that is needed. Easy to implement also.
    Well truth is we already have a plethora of meaningless icons too, they are just not active outside leves. Actually making a practical and interesting system would make the game more appealing, rather than returning to the bare basics, which isn't really inviting: It's everywhere else.

    I do, however, agree with you on two points I can't deny:
    1-"its not really needed". -Because it's actually true.
    2-"Let us just bind the icons/signs to a button" -Because it's very practical. I agree with this here. Hell, we should even be able to program some serious button combinations.
    (1)

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