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  1. #161
    Player
    Sigmakan's Avatar
    Join Date
    Mar 2011
    Posts
    877
    Character
    Sigmakan Kaph
    World
    Hyperion
    Main Class
    Ninja Lv 80
    If there are going to be several icons I'd like to see them much much much smaller and have them below the monsters name (or next to the name in the targeting box).

    I'd caution them cluttering up the main window too much, especially if, like they said, they are creating more tactical battles with several monsters. Your whole screen could get cluttered up with a bunch of icons.
    (1)

  2. #162
    Player
    MysteryG's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    43
    Character
    Vehrune Wolfram
    World
    Hyperion
    Main Class
    Conjurer Lv 30
    Quote Originally Posted by UI lead, Hiroshi Minagawa View Post
    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.
    ... WHAT?! Not cool. Every step of the way I feel like the game is moving away from exciting fantasy world to metagaming with flashing lights. FFXI was hard for a number of reasons, but that's also part of what made the game so alluring to it's fans. I liked the danger of encountering a monster for the first time and having absolutely no idea if it wanted me for lunch or not.

    I really don't want a facebook game here... Keep monster information like that to word of mouth, and leave us with the little difficulty color dots on the icon.
    (2)
    "Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." (G. K. Chesterton)

  3. #163
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    305
    The best part is they will have an on/off for stuff. What stuff not sure but i would think eventually everything..lol
    (1)

  4. #164
    Player

    Join Date
    Mar 2011
    Location
    Mount Gagazet
    Posts
    318
    Quote Originally Posted by MysteryG View Post
    ... WHAT?! Not cool. Every step of the way I feel like the game is moving away from exciting fantasy world to metagaming with flashing lights. FFXI was hard for a number of reasons, but that's also part of what made the game so alluring to it's fans. I liked the danger of encountering a monster for the first time and having absolutely no idea if it wanted me for lunch or not.

    I really don't want a facebook game here... Keep monster information like that to word of mouth, and leave us with the little difficulty color dots on the icon.
    That's why they were talking about an option to turn these things on or off.
    (1)

  5. #165
    Player
    solracht's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    234
    Character
    Kharlan Lynare
    World
    Excalibur
    Main Class
    Dark Knight Lv 70
    If you're bothered by this information being shown in the game, yet under any circumstance you ever looked up enemy levels or aggro/linking conditions on the FFXI wiki, then you're a hypocrite.

    If you're bothered by other people being able to read the information without trial and error, then you've been in denial: people have been looking at this information for the longest time.

    If you honestly were one of the few that did not look up this information, then good news: Nothing has to change. Toggle the feature off.

    With the option to toggle this feature, I don't see how anyone can be complaining about lack of immersion after thinking about it rationally, unless you want to argue that accessing an out-game website is somehow more immersive than staying in the game. Nothing has really changed.
    (5)
    Last edited by solracht; 04-01-2011 at 04:21 AM.

  6. #166
    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
    I'd rather have the aggro icon not be viewable at all, since part of the skill in playing is knowing the bestiary and if a mob aggros or not. I don't think many people look that info up - it's mostly supposed to be common knowledge. However, having the option be toggleable is a decent compromise.

    On the other hand, looking up mobs' levels is very common, so I'm glad that this info will be viewable. Knowing monster levels is critical in figuring out which mobs are best to kill for SP, so having this information be more accessible is a good thing.
    (0)

  7. #167
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Personally I think a bestiary instead of icons could get all this information across in a far better way. Check out my suggestion here!

    Blam!
    (2)
    Last edited by Jynx; 04-03-2011 at 09:30 AM.

  8. #168
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    341
    Quote Originally Posted by solracht View Post
    If you're bothered by this information being shown in the game, yet under any circumstance you ever looked up enemy levels or aggro/linking conditions on the FFXI wiki, then you're a hypocrite.

    If you're bothered by other people being able to read the information without trial and error, then you've been in denial: people have been looking at this information for the longest time.

    If you honestly were one of the few that did not look up this information, then good news: Nothing has to change. Toggle the feature off.

    With the option to toggle this feature, I don't see how anyone can be complaining about lack of immersion after thinking about it rationally, unless you want to argue that accessing an out-game website is somehow more immersive than staying in the game. Nothing has really changed.
    It blows my mind that for some people a toggle doesn't seem to be enough. No it HAS to be MY WAY for everyone that plays or i'm not happy >.>
    (2)

  9. #169
    Player
    MysteryG's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    43
    Character
    Vehrune Wolfram
    World
    Hyperion
    Main Class
    Conjurer Lv 30
    Quote Originally Posted by Jynx View Post
    Personally I think a bestiary instead of icons could get all this information across in a far better way. Check out my suggestion here!
    Blam!
    Whoa! I think you're on to something! It would be killer to have an in-game list of monsters you've slain and learned about, or even died from. There's plenty to learn with every mistake! It could even have a nifty checklist of a few NM's from each monster family to hunt down. Super cool idea. Who doesn't love a Poke'dex.
    (0)
    "Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." (G. K. Chesterton)

  10. #170
    Player

    Join Date
    Mar 2011
    Posts
    7
    Quote Originally Posted by DNO View Post
    out of all the things wrong with this game we got the dev team working on a stupid icon!?? i do not hate SE to much anymore for making a bad game i hate all you people bitching all the time.
    I agree, so many people moan that the game needs radical change and then when something simple and useful like an aggro icon is added they moan that the devs have killed the game. Personally all I what to see are some areas with mobs that need to be tackled by parties and a few more missions (not quests). Last thing I want is a load of crappy quests that you need to complete like in WOW and Rift. That would be going too far but an agrro icon isn't really that big of a deal.
    (0)

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