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  1. #21
    Player
    Mizar's Avatar
    Join Date
    Sep 2013
    Posts
    17
    Character
    Rhaegal Dreadfire
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by 3Jane View Post
    Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
    Terrible idea.

    Let's turn the game from: Complex fights where you can design the encounter around the fact that there will be clear indicators for you to REACT.

    Your idea: Let's provide a guessing game for abilities or force people to watch cast bars and pay attention to even more stuff onscreen (animations, possible unclear/blocked) so that they can run to the forums to complain.
    (0)

  2. #22
    Player
    Surian's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    468
    Character
    Surian Bedivere
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    *bump*

    Still want to know if this is going to happen anytime soon or is atleast being worked on.

    Extremely anoying in some areas. Being able to set the color to a few additional options would quickly fix that :/
    (0)

  3. #23
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Poringing View Post
    I prefer if they changed the AoE markers to represent how dangerous it is, like:

    very feint yellow : estimated <20% HP damage
    (current) orange: estimated 20-50% HP damage and/ or mild DoT
    (slightly darker than previous) red: estimated 50-99% HP damage and/ or disabling debuff or severe DoT
    dark purple: estimated >100% HP damage and/ or lethal debuff
    Ew, no. This would just lead to DPS prioritizing their rotation over moving out of yellow/orange aoe's.

    They already facetank enough, thanks. :/
    (1)

  4. #24
    Player
    Kiroh's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,478
    Character
    Soube Miseux
    World
    Midgardsormr
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Mizar View Post
    Terrible idea.

    Let's turn the game from: Complex fights where you can design the encounter around the fact that there will be clear indicators for you to REACT.

    Your idea: Let's provide a guessing game for abilities or force people to watch cast bars and pay attention to even more stuff onscreen (animations, possible unclear/blocked) so that they can run to the forums to complain.
    Yeah, gods forbid you actually have to play a game instead of "press X now to dodge".
    (1)

  5. #25
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by 3Jane View Post
    Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
    As my FC mate said while we were discussing the current state of FFXIV:

    "When the hell did players need to have their hand held so badly?"

    This is coming from a guy who'd I'd call the farthest from "elitist". We had to drag him into coil >.>.
    (0)
    Last edited by Magis; 09-12-2014 at 03:18 AM.

  6. #26
    Player
    Raxion's Avatar
    Join Date
    Aug 2013
    Posts
    381
    Character
    Raxion Gunsoul
    World
    Brynhildr
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Poringing View Post
    I prefer if they changed the AoE markers to represent how dangerous it is, like:

    very feint yellow : estimated <20% HP damage
    (current) orange: estimated 20-50% HP damage and/ or mild DoT
    (slightly darker than previous) red: estimated 50-99% HP damage and/ or disabling debuff or severe DoT
    dark purple: estimated >100% HP damage and/ or lethal debuff
    While it would certainly be helpful, I don't think they'd be able to do that. Each job will take different damage from different abilities. It'd have to pre-calculate how much damage it's going to do to your specific character. I just don't see how that'd work.
    (0)

  7. #27
    Player
    Phyllo's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    786
    Character
    Phyllo Tia'ristel
    World
    Phoenix
    Main Class
    Machinist Lv 77
    Quote Originally Posted by Mizar View Post
    Terrible idea.

    Let's turn the game from: Complex fights where you can design the encounter around the fact that there will be clear indicators for you to REACT.

    Your idea: Let's provide a guessing game for abilities or force people to watch cast bars and pay attention to even more stuff onscreen (animations, possible unclear/blocked) so that they can run to the forums to complain.
    You do realize that lots of game have little to no indication other than the animation right?
    (0)

  8. #28
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    heres your quick change... have the code controlling the AOE cone read the colors on the ground (is it forest, sand what not) and choose a color that would contrast nicely against it. Nothing crazy that stands out (ruining the immersion) and looks super saturated like the AOEs in Ultima HM... but something toned down just a little.
    (0)
    "Try not. Do or do not. There is no try."

  9. #29
    Player
    Tetsaru's Avatar
    Join Date
    Jul 2011
    Posts
    331
    Character
    Tetsaru Arigashi
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    I've been wondering about this as well. I understand the need for allowing color-blind people to see the AOE markers, but at the same time, turning them from red to the present "cheddar cheese" color makes it more difficult for me, a NON-colorblind person, whenever I'm fighting something in the following scenarios:

    - desert areas
    - areas with those yellow-orange "calamity" crystals
    - when bards are using Flaming Arrow
    - when black mages use Flare or other fire spells

    I would just prefer some sort of option to change it, that's all. Have a toggle for "colorblind mode" in the options menu somewhere, like a lot of other games have, or set up some sort of RGB slider where you can select what color you want.
    (1)

  10. #30
    Player
    Phyllo's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    786
    Character
    Phyllo Tia'ristel
    World
    Phoenix
    Main Class
    Machinist Lv 77
    Quote Originally Posted by Tetsaru View Post
    I've been wondering about this as well. I understand the need for allowing color-blind people to see the AOE markers, but at the same time, turning them from red to the present "cheddar cheese" color makes it more difficult for me, a NON-colorblind person, whenever I'm fighting something in the following scenarios:

    - desert areas
    - areas with those yellow-orange "calamity" crystals
    - when bards are using Flaming Arrow
    - when black mages use Flare or other fire spells
    as a color blind myself, I can't see anything under the situations you talk about, so in the end I'm really wondering if they thought about color blind people when they made such changes, cuz sure it made things better when you're in dark environments than it was before but... It's like the one kind of place where we had almost no trouble seeing them >_> (I talked about it with other color blind people and we all agreed that it changed little to nothing in the end >_>)

    Not to mention that people have various levels of color blindness, in the end, the best option is to let the player himself set the colors like for the nameplates.
    (0)

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