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  1. #1
    Player
    Kafeen's Avatar
    Join Date
    Mar 2011
    Posts
    463
    Character
    Valega Kazenoko
    World
    Excalibur
    Main Class
    Fisher Lv 80

    Battle Reform: Enmity (07/06/2011)

    New enmity changes are detailed on : http://lodestone.finalfantasyxiv.com...b8f966e40a8058

    Patch 1.18 is scheduled to usher in large-scale changes to enmity calculation, which will be accompanied by the introduction of a new UI element displaying enemy enmity.

    Changes to Enmity Calculation
    Enmity is the element of the game that governs the target of an enemy’s hostility. Performing certain actions increases an enemy’s enmity towards you; the enemy will attempt to attack the player or NPC who has generated the highest amount of enmity. Skillful control of enmity forms the cornerstone of effective partying.

    The current method of enmity calculation has been deemed excessively complicated, rendering the employment of battle strategies problematic. This was made worse by having no way of checking the constantly changing enmity values. Patch 1.18 will see the simplification of the enmity system to one based on accumulated actions. Furthermore, a new UI element will be introduced that allows players to see their foes’ enmity levels at all times, making enmity control a far more tangible affair.


    Relationship Between Actions and Enmity
    Actions that generate enmity can be divided into two main categories: direct and indirect. The former refers to actions that inflict damage or enfeebling status effects upon a foe, while the latter encompasses those that heal or fortify an ally. Different actions will increase enmity to varying extents, with the strength of the delivery (such as damage dealt or HP restored) also playing a part in the calculation. Enmity will be reset for players who are KO’d or otherwise incapacitated from battle for a certain period of time.


    Making Enmity Visible
    In order to allow enmity control to be readily incorporated into battle strategy, an icon will be implemented which displays an enemy's enmity. This icon will appear to the left of the enemy’s HP gauge, and through a color scheme will inform players of their foe’s enmity level and behavior.

    No icon The enemy is not taking action against you.
    Green, orange, or red icon The enemy is taking action against you. Enmity level is indicated from low to high in the order of green, orange, and red, indicating a progressively greater likelihood that the enemy will target you.
    Blinking red icon You are incurring the highest level of enmity among targets engaging the enemy and are being targeted.
    Improvements to the enmity system are scheduled to continue in patch 1.19 and beyond. Abilities that affect enmity will also be subject to adjustments.
    (34)
    Last edited by Kafeen; 07-06-2011 at 08:30 PM.

  2. #2
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Hmm, on the other hand I like that they're addressing this.

    Enemity is hard to get a feel of because the spell effects are scaled up to the heavens and you're usually attacked by o herd of popcorn mobs.

    In XI such bars weren't needed because the battle was paced so you got a "feel" of your enmity from playing experience and it was easy to see the mobs next target based on it's movement.

    Anyway I can't wait to see how this works in the actual game. Dates SE?

    I'm not a casual player I play for short amounts of time but I like my games with depth.
    Maybe this feature is directed towards the casual players? Which of you casual players rather look at gauges than on-screen action? I'd like to hear your opinion on this.
    (7)
    Last edited by Seif; 07-06-2011 at 08:04 PM.

  3. #3
    Player
    Zanfire's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    821
    Character
    Zanfire Leoz
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    kind of pointless to me, almost like they need to tell you everything at this point, its exact level, if it agros, and now how much agro you have. Emenity in FFXI was just obvious, any halfway decent player understood how it worked and didnt need things like this.
    (28)

  4. #4
    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
    Has a lot of potential for interesting gameplay, I hope they designed it well.
    (42)
    ------------------------------------------------------------------------------------------------------

    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  5. #5
    Player
    Alcide's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    502
    Character
    Apathy Emerald
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Rentahamster View Post
    Has a lot of potential for interesting gameplay, I hope they designed it well.
    I would gladly read about this potential... because all I can think about is that it takes away part of the gameplay and of the fun.
    (18)

  6. #6
    Player
    Spitfire's Avatar
    Join Date
    Apr 2011
    Posts
    94
    Character
    Skylar Odo
    World
    Excalibur
    Main Class
    Marauder Lv 36
    Does the blinking light cause seizures?
    (9)

  7. #7
    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
    Quote Originally Posted by Alcide View Post
    I would gladly read about this potential... because all I can think about is that it takes away part of the gameplay and of the fun.
    It'll allow you to ride the line as close as possible, so you can go all out as a DPS character and execute your various -enmity skills when they will do the most good.
    (35)
    ------------------------------------------------------------------------------------------------------

    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  8. #8
    Player
    AlexiaKidd's Avatar
    Join Date
    Mar 2011
    Posts
    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    Revisions great they are needed, gauge to show it hmm not so sure. In FFXI this was never needed, like others said you learnt and got a feel for your job to manage enmity, if you dropped a huge cure bomb or massive weaponskill and the tank wasn't ready you pulled hate easy as that. I'll reserve judgement until I play it on this one I guess.
    (3)

  9. #9
    Player
    Corrderio's Avatar
    Join Date
    Mar 2011
    Posts
    1,335
    Character
    Corrderio Arseid
    World
    Siren
    Main Class
    Gladiator Lv 90
    Meh. Was hoping for something else info wise.

    It'll allow you to ride the line as close as possible, so you can go all out as a DPS character and execute your various -enmity skills when they will do the most good.
    "But XI didn't have it!"

    In case you're wondering, I'm being sarcastic.
    (11)

  10. #10
    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)

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