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  1. #1
    Player
    Raze's Avatar
    Join Date
    Mar 2011
    Location
    Margaritaville
    Posts
    407
    Character
    Glass Blades
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I'm all in favor of the icon! When mobs are attacking me I get flustered and need to be reminded they are attacking me.
    (2)

  2. #2
    Player

    Join Date
    Jul 2011
    Posts
    10
    I just skipped to the bottom, noticed there was nothing about the patch date, then stopped caring.
    (12)

  3. #3
    Player
    Join Date
    Mar 2011
    Location
    リムサ ロミンサ
    Posts
    1,084
    Quote Originally Posted by Billybongster View Post
    I just skipped to the bottom, noticed there was nothing about the patch date, then stopped caring.
    ^This ladies and gentlemen is why SE doesn't release information all the time because people will stop wanting to know what's IN the patch to WHEN the patch is going to be released.

    As for the enmity meter, I feel most people will adjust like they did when the Devs implemented the AggroIcon.
    (17)

  4. #4
    Player
    Linkurrra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Linkci Lunarpaw
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    If what generates enmity does not get adjusted there is absolutely a need for a gauge!
    As an archer it is so difficult to determine when I am getting close to pulling the mob on me! Alot of times, the mob will come towards me and I am not even shooting anything. It's almost like my individual enmity has a lingering value that diverts the mob towards me. Even when it's obvious that the tank is doing more damage.

    However if they make changes to how enmity is generated so that it is more predictable. A gauge wouldn't be necessary.

    What if they added an animation to add to mobs to turn their head towards their next target. Or a aggro symbol that briefly flashes before they switch targets?

    I dunno what would be best, but the game isn't fun either if things get so flashy with GUI and battle strategy effects that you can't tell whats going on, on the screen! Or it's just all flash and no battle :P.

    But from what I have seen so far and from an Archers point of view that does NOT want enmity! I want this gauge! and it should NOT be optional to turn off either.

    Because then you just have to explain to ppl on how to turn it on when they can't manage their enmity :P
    (0)

  5. #5
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Linkurrra View Post
    If what generates enmity does not get adjusted there is absolutely a need for a gauge!
    As an archer it is so difficult to determine when I am getting close to pulling the mob on me! Alot of times, the mob will come towards me and I am not even shooting anything. It's almost like my individual enmity has a lingering value that diverts the mob towards me. Even when it's obvious that the tank is doing more damage.

    However if they make changes to how enmity is generated so that it is more predictable. A gauge wouldn't be necessary.

    What if they added an animation to add to mobs to turn their head towards their next target. Or a aggro symbol that briefly flashes before they switch targets?

    I dunno what would be best, but the game isn't fun either if things get so flashy with GUI and battle strategy effects that you can't tell whats going on, on the screen! Or it's just all flash and no battle :P.

    But from what I have seen so far and from an Archers point of view that does NOT want enmity! I want this gauge! and it should NOT be optional to turn off either.

    Because then you just have to explain to ppl on how to turn it on when they can't manage their enmity :P
    they are changing the enmity formula, they have stated that it was too complex and they have simplified it on per action basis.
    (1)

  6. #6
    Player
    Kyra's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    384
    Character
    Kyra Narese
    World
    Hyperion
    Main Class
    Lancer Lv 70
    I dont really post on these forums much but I felt I had to reply to this topic.

    I really like this idea, its something ive always wanted to see in an mmo im playing and yet never have. One thing I really hate in mmos is guessing things and hidden stats and vagueness. To me if I have to guess about something or some stat is hidden from any view it may as well not exist to me and takes away a huge part of my "fun factor".

    Haveing an indication of your threat level is awesome, this single thing alone would now give me motivation to level up a tanking class. Also playing archer will become a whole lot more fun for me, I will be able visualy see just how hard I can ride a mob before pulling it off the tank and be able to select skills based on that instead of guessing.

    Also I am someone who really hates enmity reduce skills as I feel they do nothing.. I just guess that there working and hope for the best..... boring. I want to know some skill is working and adding this visual element of color changing agro icons will be be quite satisfiing to me. Seeing the mobs agro indicator going from orange to green after using one of my archer deagro skills, this gives me motivation to use that skill and satisfaction it is actualy doing something.

    I like that there removing the vaguness and guessing factors I really hate in mmos that to me is not fun.

    Overall I look forward to this, usualy enmity related stuff is zZzzzZzz when I read about it, just some hidden equations changed. But there making enmity interesting and fun. Good work.
    (10)
    Last edited by Kyra; 07-07-2011 at 12:04 AM.

  7. #7
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    377
    Quote Originally Posted by Kyra View Post
    I dont really post on these forums much but I felt I had to reply to this topic.

    I really like this idea, its something ive always wanted to see in an mmo im playing and yet never have. One thing I really hate in mmos is guessing things and hidden stats and vagueness. To me if I have to guess about something or some stat is hidden from any view it may as well not exist to me and takes away a huge part of my "fun factor".

    Haveing an indication of your threat level is awesome, this single thing alone would now give me motivation to level up a tanking class. Also playing archer will become a whole lot more fun for me, I will be able visualy see just how hard I can ride a mob before pulling it off the tank and be able to select skills based on that instead of guessing.

    Also I am someone who really hates enmity reduce skills as I feel they do nothing.. I just guess that there working and hope for the best..... boring. I want to know some skill is working and adding this visual element of color changing agro icons will be be quite satisfiing to me. Seeing the mobs agro indicator going from orange to green after using one of my archer deagro skills, this gives me motivation to use that skill and satisfaction it is actualy doing something.

    I like that there removing the vaguness and guessing factors I really hate in mmos that to me is not fun.

    Overall I look forward to this, usualy enmity related stuff is zZzzzZzz when I read about it, just some hidden equations changed. But there making enmity interesting and fun. Good work.
    This is a very good point, I always saw it from the opposite point of view, i-e how much hate you gain from your actions, but it also informs you the other way around
    (1)

  8. #8
    Player
    Junpei's Avatar
    Join Date
    Mar 2011
    Posts
    446
    Character
    Gunso Gunso
    World
    Ragnarok
    Main Class
    Gladiator Lv 60
    I'd really like to know if it's possible for mobs to be targeting different players with different attacks.

    For example, a Dragon type that has a tail attack and a bite attack, can target a player in front and in rear simultaneously.

    Or if there's a hydra of sorts that each head can mark an individual target. I feel mobs like this could offer a lot of variety in the combat system for special fights.
    (1)

  9. #9
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Bah. Any mmorpg with thread indicator didn't make tanking easier. I don't see the point.
    If you are a sucky tank, you suck even with indicator.If you're a sucky dd or mage, you'll still suck.Maybe spammers would have an easier life:
    >"The OMFGNM uses Sonorus Blast"
    >"FFFFFFF..."
    (4)
    Last edited by yukikaze_yanagi; 07-06-2011 at 08:38 PM.

  10. #10
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by yukikaze_yanagi View Post
    Bah. Any mmorpg with thread indicator didn't make tanking easier. I don't see the point.
    If you are a sucky tank, you suck even with indicator.If you're a sucky dd or mage, you'll still suck.Maybe spammers would have an easier life:
    >"The OMFGNM uses Sonorus Blast"
    >"FFFFFFF..."
    ^ This x10000000000!

    All it does is display informaiton. I've never seen a community cry so much about being shown vague information. Just because you have a vague idea of your enmity doesn't mean you know what to do with it. Good players will know how to raise/lower it accordingly and play well. Bad players will still just disregard it and screw it up. If you don't know how to raise/lower your enmity accordingly simply knowing the information will do NOTHING for you.

    I've been saying this with every new information display. It doesn't make the game inherently easier, it just allows you to see a little more information.
    (0)

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