Seeing so many great suggestions in this thread! Would it also be possible to have mouseheel up and down bindable?
Seeing so many great suggestions in this thread! Would it also be possible to have mouseheel up and down bindable?
Hey everyone,
We have some update to share with you all,
The dev. team is currently looking into these.- 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.
If you haven't already checked, we mentioned regarding this yesterday here.-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.)
Please look forward to it!![]()
Tony "Zhexos" Caraway - Community Team
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).
Last edited by Jpec07; 01-26-2016 at 01:08 AM.
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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.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).
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.
Totally agree![]()
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