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  1. #141
    Player

    Join Date
    Mar 2011
    Location
    Mount Gagazet
    Posts
    318
    for patch 1.17 we are working on making the icon smaller as well as displaying the enemy’s level.
    This is good news. I would really like to know the monsters' level.
    (0)

  2. #142
    Player
    InuraBera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania (1.0) / Ul'Dah (2.0)
    Posts
    160
    Character
    Inura Bera
    World
    Ragnarok
    Main Class
    Red Mage Lv 90
    The current aggressive icon and the upcoming enemy level display are only one part of the current stage of edits.
    To me this is the most important thing to keep in mind, no matter where they go with the system in the coming months. Until they declare "This is it, we are finished with serious changes" then everything we get will be part of Something Bigger. I don't mind the aggro icon at all, but I do look forward to being able to see the level, even if just so I know what can be easier avoided as a Botanist (Is it many levels above me, or only a couple for example) as well as the challenge of individual mobs in a group (Green coloured group, but individual beasts can kill people in single hits at times currently!)
    (0)

  3. #143
    Player

    Join Date
    Mar 2011
    Posts
    424
    Since we're going to have icons for Aggressive mobs, linked mobs, and the levels of each.. I hope the display toggles for each of them are independent of one-another.

    I might want to see the level, but not the icon.

    Then again, I would be fine with the icon if it scaled properly when seeing it from a distance.
    (1)


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  4. #144
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    341
    Excellent decision here. I stand by my opinion that mobs that aggro NEED to have some sort of indication that they do aggro. Although I have a good understanding on what does and doesn't aggro by now, it is nice for new players who get frustrated when they die not knowing that information.

    Implementing a toggle is easily the best way to appease both sides, and no one can be upset by this change. Personally i'll have it off, but the major thing here is we have a choice! Also good on them for fixing the size of the indicator, that is really the only thing I had a problem with.

    Oh and forgot to comment on them adding the actual levels, that is cool with me, I was fine with the color indicator but this will work as well.
    (0)

  5. #145
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    761
    Based off of the dev response it seems they are going to add some serious tactical battles. Glad to know the icon and the rest of package is actually helping towards making the game more challenging with future content.
    (0)
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  6. #146
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    I'm sorry but personally I'm not keen to having all this information spoon-fed to me. It's part of the imersion of the game to find out and know what agros without needing a red-dot beside it "togleable or not" what links, might as well tell us how it agros and when it's going to hit it's next movement cycle just so I'm not caught off guard.

    Can anyone tell me what Element that Earth elemental is?
    (6)

  7. #147
    Player

    Join Date
    Mar 2011
    Posts
    21
    Quote Originally Posted by Bayohne View Post
    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.
    I understand the direction that these changes are heading but my personal thoughts on the matter are that getting to know if enemies aggro or not is a part of the game you are meant to figure out. Veterans in areas know where every enemy spawns and if it aggros while new comers have to figure it out. To me that was all part of the fun. At least that's my opinion..
    (7)

  8. #148
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    118
    I'm happy with what he had to say, with what is in the plans and all. I really like having the ability to toggle the aggro icon. I hope that they go through and give us the ability to toggle the new elements to the UI they plan on adding too. I prefer to figure out how the monsters behave, so being able to toggle the icon of is a really good thing for me.
    (0)

  9. #149
    Player
    Zenaku's Avatar
    Join Date
    Mar 2011
    Location
    FL,Hialeah
    Posts
    5,526
    Character
    Zenaku Yamada
    World
    Cactuar
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Jynx View Post
    I'm sorry but personally I'm not keen to having all this information spoon-fed to me. It's part of the imersion of the game to find out and know what agros without needing a red-dot beside it "togleable or not" what links, might as well tell us how it agros and when it's going to hit it's next movement cycle just so I'm not caught off guard.

    Can anyone tell me what Element that Earth elemental is?
    To tell you the truth when i read they going to add Show "Level,Link,and if they attack you" Make me think -.- you joking right. in FFXI it was fun you like ok let's see would this attack you? .... oh &%@! they do run!!!! now it's like oh ok this attack this links. In ffxi when you play long enough you knew by memory they link,attack you and what level they where.

    But i guess this new gen is more into showing more info/easy mode so i guess i have to get use to it and enjoy whatever they give for hardcore players.
    (4)

  10. #150
    Player
    Tahlia's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Tahlia Valiri
    World
    Ragnarok
    Main Class
    Goldsmith Lv 50
    While most players may not feel the need to be told what aggro's it still helps with more inexperienced players who get frustated easily and especially in party situations.

    From past experiences in FFXI you'll sometimes run across a player or two that holds up the party because they got aggro from something they had no knowledge about. They die, homepoint, and have to run back or you have to send out a raise for them. Even in Abyssea parties this type of stuff happens where some people have no clue and either die, ask about the potential aggro, or you have to go guide them safely to camp.

    Oh yeah and on the subject of a "link" icon. Who remembers good old low level parties and your recently invited puller linking everything cause he/she didn't know they did? Then the party disbands after the 2nd wipe... (Talking about the poor ones. Not having a go at the good pullers out there who know what they are doing).

    The issue then splits 2 ways:

    With newer players who get aggro and die, they can possibly become annoyed and log. This can result in the end of a party if there's noone available to rep. The player may even possibly quit the game which while veteran players may scoff at and say they are better off playing WoW: it's still a lost subscription to SE = bad.

    And with the more experienced players, they too can cause the end of a party as a good number won't put up with some newbie getting themselves and/or the party killed. They'll just find it a waste of their time and leave.

    Anyway if you feel you don't need the aggro icon and you can learn what aggro's by yourself thats fine. If that's the case then the aggro icon was clearly not meant for you and the planned toggle feature will be handy. As for other players than just yourself: it's up to them if they feel they need it or not.

    Toggle option does sound fine though it'd still be nice to also have the info display only when a mob is targetted. Another option I like which I have seen is having the info display only when you get close enough to a mob.

    Two other things I'd like to see is having agressive mobs show as another colour on the minimap like the classic red dot. And secondly it would be nice to have a better visual method of showing that you have aggro'd a mob. Usually the first sign you get is suddenly falling to the ground with "mob hits you for xxxx damage" in the chatlog.

    Having a better warning that a mob has been aggro'd would help reaction time to either run away or prepare to fight. Rather than there stand clueless and get pummeled. It may ruin the immersion for some players though so maybe have it built into the toggleable aggro icon so it has an idle and active state. Like have the aggro icon yellow as "caution" and turn red if you aggro.
    (2)

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