Page 10 of 12 FirstFirst ... 8 9 10 11 12 LastLast
Results 91 to 100 of 112

Hybrid View

  1. #1
    Player
    Mrfox0707's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    518
    Character
    Kamino Akari
    World
    Hyperion
    Main Class
    Conjurer Lv 60
    I would also have to say yes to the hate meeter. As someone who will be playing the healer it would be a great help.
    (0)

  2. #2
    Player
    Ceons's Avatar
    Join Date
    Mar 2011
    Posts
    336
    Character
    Ceons Asmeia
    World
    Moogle
    Main Class
    Archer Lv 54
    I think the dev team seems like they are starting to know what their doing with the game. I dont see why this feature would be bad. Again I do wish people would have learned by now to wait and see and the judge and cry.
    (2)

  3. #3
    Player

    Join Date
    May 2011
    Posts
    11
    I support having a hate meter. People will eventually make one anyways with third party mods, and it's better to have the game community understand the mechanics than to have them rely on intuition and superstition.
    (2)

  4. #4
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    Hate meter is a great addition. Not only will it let players know what's going on, but it will allow the developers to do more novel things with hate that would have otherwise utterly frustrated the player base before. Now that everyone knows what hate is doing, the devs are more free to create new hate strategies based on different mobs, etc.

    Knowing your hate is also useless if you can't do anything about it, so it's fine. In many cases, knowing your hate will not save you. If your tank is taking way too much damage, knowing you're about to surpass the tank in hate as his healer doesn't present any solutions to that problem to you. It just confirms what you already fear--you're about to die.
    (4)

  5. #5
    Player

    Join Date
    Mar 2011
    Location
    L.L. (Rabanastre)
    Posts
    29
    Overall I say no to having a hate meter, in this regard there is fun in the mystery of not knowing this detail. It keeps you on your toes because you dont know, and makes things interesting when someone else pulls hate. If they do have to implement this, I would only want to be able to see my own hate meter...

    Even better if they can perhaps make an ability learned similar to a scan that can show everyones hate for 10 seconds, and is on a 3-5 minute cooldown. Perhaps even have a few different type of scan abilities, with fair cooldown timers. One that can show hp/mp of a monster or something like this.
    (0)


    bluegarter.guildwork.com

  6. #6
    Player

    Join Date
    Apr 2011
    Posts
    19
    It is indeed more fun to learn by experience even at the cost of dying/wiping...it's what makes things memorable.

    I'd vote for no threat meter, but it might be a good idea to give a hint that a mob is going to turn to you soon like displaying a message "Mob is starring at you angrily" in the log.
    (1)

  7. #7
    Player

    Join Date
    Mar 2011
    Posts
    45
    Hate meter? No, thanks. Why make it more easier instead of thinking about what you are doing in a battle?
    Say no to "brain afk" gamestyle...
    (3)

  8. #8
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    You can see what happened when you show the enmity meter in WoW/clones. Developers just work around it to the point it's worthless or completely standard.

    In WoW you have fights that are plain old "tank and spank" because everyone can calculate their hate and always be one step above. (aka min-maxing the hate meter)

    or

    You have fights that constantly screw it up, making it worthless, like hate resets, attack lowest, attack random hate, hate deducting, etc.

    Basically it's more or less worthless in hindsight unless they make it a "fuzzy" hate meter. One that doesn't really show enmity, but enmity-ish responses. Usually reserved for animations (which way he's facing etc).

    Since FF14 is so cheap when it comes to animations, a fuzzy hate meter will prove useful...though really weird...like a big pointy arrow at the person it's attacking...is practical...but really dumb.
    (0)
    Last edited by kukurumei; 05-21-2011 at 04:42 PM.

  9. #9
    Player

    Join Date
    Mar 2011
    Posts
    327
    HP bars, well this makes the game really easy, i mean come on, i can adjust my strategy based on the creatures remaining hp. Healers have it too easy because they know we can take a few more hits before they have to cure.

    MP bars, you should simply keep count of your spells

    Gear, this is a no brainer, way to much info, why should we know it makes our evasion this exact amount better, or that it will improve our gathering skills


    I'm being sarcastic of course, but the point i'm trying to make is that this is simply a little more information, and doesn't make lazy players into better players.
    There can only be so many visual cues as to monster hate, this is a simple way to improve this limitation.
    Also the amount of enmity fluxuates constantly durring a battle, this allows us to better guage it and not have to simply go oh, i should hold back for a second, as you may find battles where this idea of thought simply won't work.
    For example if a squishy damage dealer pulls hate and gets one shotted by a tp move that could have completely been avoided.
    Or the pug that is used to holding back because gladiators regularly have trouble hold hate off them. (this happens to me regularly with regular attacks with out of sight and gladiators with intimidation and the best gear in the game)

    Now it's true they are reworking the enmity system and it may make management easier and less unpredictable but for now this sounds like a solid feature, and one to be used strategically.
    (0)

  10. #10
    Player

    Join Date
    Mar 2011
    Location
    L.L. (Rabanastre)
    Posts
    29
    I think the overall general complaint here is based on an assumption that adding a Hate Meter will essentially make this game just a little bit easier. At this present time thats my complaint with this idea as well.

    Would be great if we could some kind of answer from the Devs about the reasoning behind wanting to add this? If they have plans to implement strategy based around this then i would be all for exploring / discussing further how that works...

    If the devs intentions are just to add the hate meter, just because- then I think it's safe to assume that it will only make this game easier. Which is exactly what they said they weren't trying to do. We def need some sort of clarification on this part from the devs.

    Hate meter just for Hate meter sake I believe is bad. We've been getting along fine with out it, why add it now Devs? I've been saying this for a long time that it feels like you guys are putting training wheels on this game. The natural progression I thought was to take them off after you learn. I feel like we are digressing with what you need to know about this game, because they are making everything visible to us.

    I think a more clever way to add a metric of Hate is in the form of ability with a cooldown.

    That way it's helpful for an instant during a battle. Doesn't completely hold our hands, while still giving us the option to have hate displayed if we want.
    (0)


    bluegarter.guildwork.com

Page 10 of 12 FirstFirst ... 8 9 10 11 12 LastLast