Another one that uses "us" instead of "me" in his sentence.


Another one that uses "us" instead of "me" in his sentence.



I dont like the icon idea at all tbh, player should beable to control their eminity and not just spam button and wait for the machine to tell them the mobs will now take action on em
edit: I do belive player skill should be inrease as they play, but I think this is reverser in this game


Oh man the seizure-inducing goodness...
This will be a pretty nifty thing to have. Regardless of what some people in this thread are(rightfully) worried about, I don't see this as game-breaking. In fact, I see it as helping the game to be much more accessible to "casual" and "hardcore" players alike. While it's true that a "good"(more like time-hardened) FFXI player would know how much hate any given ability would incur, it's much easier to just be able to learn said attribute right off the bat, which incidentally would reduce the whole "dur I didn't know my curaga would do that, gais" during moments of truth at more high level play.
Not only that, but by ensuring that players have this info displayed beforehand, it isn't a stretch to believe that SE is now going to make enemy encounters different in terms of what enemies aggro to what, how much hate they'll take before they start wailing on mages, etc. In fact, expect things to get harder with this little add-on, especially if they're working on fixing enmity algorithms(Hallelujah) which will make programming specific enmity patterns easier on their end.
The more information we have available to us in-game, the better I say.
Addendum: It'll also be so much easier when trying to explain to new players(assuming we get anymore) what hate is and how they can manipulate it to their advantage, as opposed to before in FFXI when I'd basically say what amounts to "use the force".
Last edited by Malakhim; 07-06-2011 at 10:29 PM.
with these lodstone updates a couple paragraphs a week on one topic it will be late august before 1.18 comes out according to yoshi-p stating they are going to introduce the patch after all the lodestone updates...



I like this addition, I just hope the blinking light it's too "in your face" about the whole thing. Looking forward to seeing it in action.
I think this will help both the casual and the hardcore players, it it's toned down enough then it should effect any player. I agree it should be about watching the action unfold, but being able to gauge your actions and learn which causes the most hate will be a big plus. Eventually you won't even need this, but it's good that we are getting something along these lines.
... Edit:
On second thought, changing it from a blinking red to some kind of fire effect would be cool... However, I'll have to wait to see it in action.![]()
Last edited by Delmontyb; 07-06-2011 at 09:54 PM. Reason: Added another thought.
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I'm fine with it. The enmity icon doesn't matter much to me one way or the other. The main point to take away from the post, in my opinion, is the reformed enmity calculations. Coupled with, ideally, monsters that can actually stomp you into the ground it should be a nice change to hate balancing which, up until now, was pointless because it was erratic and the monsters weren't even strong enough to warrant it.
Arturia Rivaut - WIPE! - Besaid/Balmung


I wish people wouldn't get so personal and attack people who don't agree with them. It happens in almost every thread now. I wonder when people will realise how ineffective it is. The only thing it does is cause even more stir.
Personally, I'm a bit indifferent about the icon. I feel it's a bit uneccessary to use resources and time to work on a feature like that, but either way I don't think it will make or break the game. The most important info in this post, for me, is that there will be a much needed change to enmity algorithms.

Well I don't know, I suppose there's some excitement in pushing the limits. You see that red icon and think "How much can I get away with before it starts blinking?" I mean you never know how far is too far until you're already there. It's like a strange form of gambling lol.Changing the algorithms is good. Adding the meter seems pointless and taking some of the fun out of the game, watching your damage just in case you go OTT is part of the fun, I don't want to methodically be able to see exactly how much I can do. I would rather get a feel for it, more fun that way.
Just my two cents.
Last edited by Focant; 07-06-2011 at 10:54 PM.
Arturia Rivaut - WIPE! - Besaid/Balmung
Changing the algorithms is good. Adding the meter seems pointless and taking some of the fun out of the game, watching your damage just in case you go OTT is part of the fun, I don't want to methodically be able to see exactly how much I can do. I would rather get a feel for it, more fun that way.
Just my two cents.

Before I started playing FFXI, I read about enmity and how you should be careful not to get too much hate. So, I expected there to be an indicator telling you just how much hate you had.
Obviously FFXI didn't have that. But I'm glad FFXIV will.
I imagine that's why they made it a series of icons, instead of a progress bar. If you've got the red icon, you know you're close to the top - but you don't know how much wiggle room you've got left.
That actually *is* what they're saying. It's worded a little strangely, but you can tell from context that "Taking action against you" means you're on the hate list, and "being targeted" means it's biting your face.Originally Posted by Sigmakan
Or atleast a better implementation of this scale such as:
No Icon
Green Icon
Orange Icon
Red Icon
<~~enemy is attacking you~~>
Blinking Red
On a side note, I'm surprised to hear people say they didn't like the aggro icon. I mean, I do appreciate that you can toggle it off, but I love being able to run around and explore without checking a wiki every thirty seconds to see what will and won't kill me. I miss it when I play FFXI ;_;
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