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  1. #11
    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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