Could we get an option to stop chat auto scroll as soon as we scroll up to see older messages? It's a nightmare trying to link hunts when people are shouting "invite" and linkshells are spamming too. I just want to stop the text from moving.





Could we get an option to stop chat auto scroll as soon as we scroll up to see older messages? It's a nightmare trying to link hunts when people are shouting "invite" and linkshells are spamming too. I just want to stop the text from moving.
Graphics
MSQ
Viper





(and enable chat bubbles for players as an option so I can tell when someone mentions something to me while I'm looking at the game instead of a small square in the bottom of my screen.)
Chatting in the game is actively hostile to socialization. :T
It's why I avoid it even tho I don't want to.
~sigh~

Would love to see additional macro slots added. We're getting a lot of different jobs now and I've had to copy my macros out and replace manually for what I play.
a striking dummy you can use that shows your skills total damage every time. would i be pushing my luck if you also added an option to decide whether or not those skills crit or direct hit
I was actually thinking about this the other day. Since DPS meters are not officially supported, having an edition of SSS where the dummy is immortal and displays a running total over its head of the total damage and calculated DPS values applied to it since it last left combat. This version of SSS wouldn't have a time limit, and dummy enmity could be reset exact as normal dummies can. Resetting enmity would also reset all cooldown, ideally, though may have to exit and re-enter for that, if it's not easy to simply reset CDs on command within the game engine.
While we're on the subject of combat feedback, can we get the option to add DoT ticks to the scrolling combat text? And also have them display in the combat log on a source-filter rather than target-filter? Currently, you can only get information on DoT ticks if you enable display of "Damage engaged enemies are dealt", which includes all damage from every single source. I just want to know how much damage my DoTs are doing.
And for that matter, can the combat log provide more detail about events? Just off the top of my head, the combat log currently does not list the source or name of spells/skills at all, just "X took Y damage". It doesn't list damage types (ie, physical, magic, etc, relevant for things like Feint, Addle, Fey Illumination, etc). It doesn't list the source of debuffs, nor does it indicate when debuff have, gain, or lose stacks. For debuffs expiring, you can only filter globally for all engaged enemies, rather than only listing when debuffs you applied fade.
Specifically on DoTs, since the source of the damage isn't listed, I cannot differentiate between damage my DoT did and damage literally any other DoT or ability from anyone else did, as it's all just listed as "X takes Y damage".
And critically important, the timestamps in the combat tab need to have millisecond precision (ex 20:26:32.945).
Really, I'd just like the in-game combat log to work roughly like WoW's. That lets me check things, in-game, like "does this buff apply to this DoT?", "what killed me, so I can avoid it next time?", "what debuffs did I have when I died?", "who applied debuff X to target Y?", "how did my raid buff usage or cooldown usage align with the other raid buffs used?", "did I get that damage reduction cooldown off before that raid hit?", etc.
All of this information is available using log uploads, but those are technically against the TOS. They're also difficult to use for proper deterministic testing of specific mechanics, rather than simply logging a boss fight and analyzing that ad-hoc. If we have an in-game combat log, it might as well be useful for answering questions about combat, and currently is is completely useful for answering those questions about 98% of the time, purely due to lack of information in it.
Can we please please have vendor UI revamped ?
Sometimes there's so many submenus and you have no idea which one's for what so you just go back and forward between them
Something along the lines of that
Submenus on the left, and the contents of them on the right and you just toggle between them
[IMG][/IMG]
Last edited by UngaBunga; 10-17-2021 at 08:13 AM. Reason: Image link


I'm not really sure why there have to still be two separate Prize Exchange sections honestly.Can we please please have vendor UI revamped ?
Sometimes there's so many submenus and you have no idea which one's for what so you just go back and forward between them
Something along the lines of that
Submenus on the left, and the contents of them on the right and you just toggle between them
[IMG][/IMG]
This, so much!Can we please please have vendor UI revamped ?
Sometimes there's so many submenus and you have no idea which one's for what so you just go back and forward between them
Something along the lines of that
Submenus on the left, and the contents of them on the right and you just toggle between them
[IMG][/IMG]
Actually, to add on that, I would love some kind of streamlining of the vendor token items that aren't in the currency menu. Sometimes there are a some unecessary and redundant steps to purchase an item, for example:
a) Boss drops token X.
b) You need 10 token X to purchase Y
c) You need Y + 10 Z (purchased with 1000 Tomestones) to get your weapon.
Step b) feels completely unecessary and even confusing for new players, since you need to keep going back and forth 3 different vendors to figure out what you need.





Current endgame gearsets do this because it's expected that you will probably be able to get the base item long before you can afford to augment it.This, so much!
Actually, to add on that, I would love some kind of streamlining of the vendor token items that aren't in the currency menu. Sometimes there are a some unecessary and redundant steps to purchase an item, for example:
a) Boss drops token X.
b) You need 10 token X to purchase Y
c) You need Y + 10 Z (purchased with 1000 Tomestones) to get your weapon.
Step b) feels completely unecessary and even confusing for new players, since you need to keep going back and forth 3 different vendors to figure out what you need.
Once they move to poetics the base items can be augmented with tomestones rather than upgrade tokens, or the augmented item can be purchased with tomestones outright.
Error 3102 Club, Order of the 52nd Hour
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