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  1. #1
    Player
    Jaleney's Avatar
    Join Date
    Apr 2012
    Posts
    6
    Character
    Jalena Windwalker
    World
    Omega
    Main Class
    Archer Lv 70
    Seeing so many great suggestions in this thread! Would it also be possible to have mouseheel up and down bindable?
    (0)

  2. #2
    Community Rep Zhexos's Avatar
    Join Date
    Apr 2015
    Posts
    348
    Hey everyone,

    We have some update to share with you all,

    Quote Originally Posted by Jpec07 View Post
    Just a few small QoL improvements:
    Inventory Search Let us search items in our inventory windows with a search box.
    Quote Originally Posted by Mykll View Post
    I'd be thrilled if I could fully preview a shield properly, instead of only looking at it while it is on my back. Can withdraw weapons on the preview, why not shields?
    Quote Originally Posted by Dante_V View Post
    - Add mini aetheryte location names to the map in Ishgard and other places. (Opening the map and hovering over an aethryte should show corresponding aetheryte name from the list) I can't tell you how many times I've had to play aetheryte roulette trying to teleport to a desired location in Ishgard.
    The dev. team is currently looking into these.

    -Please add a quantity option to the GC seal turn in. (itting there trying to get below cap buy buying coke 200 seals per piece and one at a time is tedious.)
    If you haven't already checked, we mentioned regarding this yesterday here.

    Please look forward to it!
    (36)
    Tony "Zhexos" Caraway - Community Team

  3. #3
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Zhexos View Post
    Hey everyone,

    {...}

    Please look forward to it!
    OMG! Zhexos-senpai noticed me! *swoon*

    In all seriousness, I hadn't checked on this thread in a long time, and had no idea my tiny thread for QoL suggestions would grow to be so huge--much less such a wonderful avenue for interaction with the devs. It's especially remarkable because I'm seeing ideas that were suggested here being added to the game. As I read through it this morning, I was able to watch an idea be suggested, then a few weeks later Zhexos comment saying it's being looked into--and then in 3.1 and 3.15, some of these ideas come to fruition.

    So thank you, Zhexos, for helping to foster this interaction and communication. It's truly awesome to see this kind of interaction, and I couldn't be more thrilled that it's happening on a thread I made.

    Anyway, back on topic, I'd like to elaborate some on the tab targeting item. Right now, tab targeting works by scanning the screen from left to right, looking for enemies as they have been rendered and are in view. But when comparing this to the enemy list, the order at which enemies are selected and/or displayed is incongruous and confusing.

    I'd like to propose that the enemy list be used as the standard order for tab targeting. It would probably make the process of selecting the next enemy less intensive and free up a few CPU/GPU cycles, because it wouldn't rely on the rendered environment, but would instead rely on the list of enemies that's sitting in memory - it would also make more sense from a UI perspective than the current left-right scan (which is at odds with the enemy list).
    (1)
    Last edited by Jpec07; 01-26-2016 at 01:08 AM.
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  4. #4
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Jpec07 View Post
    I'd like to propose that the enemy list be used as the standard order for tab targeting. It would probably make the process of selecting the next enemy less intensive and free up a few CPU/GPU cycles, because it wouldn't rely on the rendered environment, but would instead rely on the list of enemies that's sitting in memory - it would also make more sense from a UI perspective than the current left-right scan (which is at odds with the enemy list).
    Enemies only get added to the enemy list when they aggro your character, so it would need to account for enemies (or other targets) that haven't done so yet and aren't in the enemy list. I agree that it should be ordered better, though. I think a nearest to furthest pattern would generally be more useful than left to right. And the enemy list should then follow the same order.

    At least on controllers, it's already possible to target according to the enemy list, using L1 + up/down. If the keyboard doesn't have an equivalent to that, then it should.


    Quote Originally Posted by Jpec07 View Post
    So thank you, Zhexos, for helping to foster this interaction and communication. It's truly awesome to see this kind of interaction
    Totally agree
    (1)