No but the PC Minimum Reqs. cannot be overshot...at least not before an expansion drops. Otherwise SE has false advertising on their hands when the game suddenly needs an extra GB of RAM to even run.Not being able to click on targets that are OOR is irritating as hell, I totally agree.
Dimming them like in WoW would be a start, so I can triage right away w/o trying to target the poor sucker 3x before realizing that he is too far away again.
I've got a PC with 8GB RAM, there is no reason at all that the limitations of some shitty ancient console-toaster should apply to my game... esp not in PvE scenarios...
Doubt a few UI changes would change anything in regards to the minimum specs.
Yes I hope that they up them with the xpac, but if they also have to support the PS3, PC minimum spec will be the least of their worries.
So-called "PS3 limitations" have absolutely no bearing on the topic being discussed here. Render order is render order, regardless of platform; the only difference on PS3 and lower-end PCs would be the total number of models displayable.
SE's made some strange choices as to which models have priority for rendering. Enemies related to the event (hunt mobs, FATE mobs, etc) and party members should always be top priority. Players outside your party, Chocobos, and freaking Minions can be invisible, for all anyone cares about them. SE has proven that they can adjust render priority, which is why S-ranked hunt mobs are now a lot easier to find than they used to be, so it's a mystery why there's still occasions when party members are not rendered.
A mystery, but not one that has anything to do with PS3.
If, for some reason, they can't get the rendering priority right, another option would be to let us target & use skills on party/alliance members through the party/alliance list regardless of the visibility of their 3D model.
They had basically the same problem with XI for the longest time. You couldn't target or use skills on someone if their model wasn't visible. And player models went invisible a lot with gear swap macros for practically every skill being the norm. Your casts on other players would constantly fail or get flipped to someone else. Took them a few years, but eventually they made it possible to target & cast on someone whether they were visible or not.
10 posts per page is only the default setting; it is bad, and you should feel bad if you haven't changed it.
Forum quirks and features explained: http://forum.square-enix.com/ffxiv/threads/161238
This would be very nice.If, for some reason, they can't get the rendering priority right, another option would be to let us target & use skills on party/alliance members through the party/alliance list regardless of the visibility of their 3D model.
They had basically the same problem with XI for the longest time. You couldn't target or use skills on someone if their model wasn't visible. And player models went invisible a lot with gear swap macros for practically every skill being the norm. Your casts on other players would constantly fail or get flipped to someone else. Took them a few years, but eventually they made it possible to target & cast on someone whether they were visible or not.
Not the same issue as XI, that was an unloading and reloading issue, they added a way to target not the player, but just their name in the party list.
Might want to use their language, start a petition on party member graphical and network culling, prioritise party members over everything else, that way they'll always be targetable. When objects are culled the client isn't even aware they exist, never mind have the ability to act on them.
Last edited by Cadwgan; 10-08-2014 at 10:43 PM. Reason: Info
Bumpity bump bump. This is something that really needs to be put into the game. It's a huge damper even since the first time I walked into a large scale fate in a party.
But.... I raise/heal partys member by the "member list", when I select the member on the member list,Over a year since launch, we've been asking the developers for two things:
Put priority on having party members resolve for large events so that we can actually raise/heal them.
Add a UI function that greys out, or visually shows us, which party members are too far away to be clicked on.
Please look into it.
my screen will target on that member as well... so if he is too far then i will not able to target him....
Unless you are asking to display ONLY your party PC, otherwise, in real large events when hundreds of PC stacking together... ^^;
The issue is that in large scale fates, you can't even target them through the members list unless their character model is rendered on your screen. The client will choose to render chocobos and other mobs/characters before rendering your own party.
Definitely want to see this. Really kills me when I can't heal or raise party members I know are nearby.
And the greying when out of range. Although the MP cost of a spell turns red when you target someone out of range... it's very hard to see. I'd waste much less time on the dragoon standing with a different alliance or whatever if they'd just gray out on the party list at >25 yalms.
Though... if we had a modable UI... you know, that thing SE said we'd get 6 months after release? ...we could do the second thing ourselves...
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