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  1. #1
    Player
    Vulcwen's Avatar
    Join Date
    Mar 2016
    Posts
    256
    Character
    Vulcwen Mhasi
    World
    Zodiark
    Main Class
    Summoner Lv 80

    Job-UI driven design...

    With the introduction of the job gauges, I'm noticing some obvious questionable design issues. It seems that job mechanics have been designed around the new UI, rather than the other way around.

    Eh.. how can we put this on a UI? Eh no idea.. well, let's remove the mechanic, makes it easier for us to display it on a gauge.
    If we put this on the UI as well, it gets really full and a mess.. Well, let's remove the mechanic.. or just keep it as buff.

    The idea of the gauges was to improve the information shown to the players, however because every job NEEDS a gauge, things that were more functional as buffs were moved to the UI, and some jobs still have buffs to monitor, which causes you to have to split focus between the buff bar and the UI, which actually makes it harder to track things.

    What are your thoughts about this?
    (1)

  2. #2
    Player
    Greedalox's Avatar
    Join Date
    Jul 2015
    Posts
    1,285
    Character
    Blufnix Greedalox
    World
    Diabolos
    Main Class
    Machinist Lv 90
    I don't seem to be having any difficulty with my UI.
    (0)

  3. #3
    Player
    Exiled_Tonberry's Avatar
    Join Date
    Sep 2015
    Posts
    1,660
    Character
    Sharl Llyntine
    World
    Jenova
    Main Class
    White Mage Lv 100
    The only jobs that Actually need gauges are RDM and perhaps MCH.
    Perhaps SAM as well.

    The rest just feel like huge CD timers.
    (0)

  4. #4
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    If you get creative it's not to bad. For NIN I put Huton above the enemy list and as for the ninja Scroll, it's covering the MP bar since it is a secondary resource for NIN and they don't use MP.
    (0)

  5. #5
    Player Vhailor's Avatar
    Join Date
    Feb 2012
    Posts
    761
    Character
    Deionarra Eidolon
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Vulcwen View Post
    With the introduction of the job gauges, I'm noticing some obvious questionable design issues. It seems that job mechanics have been designed around the new UI, rather than the other way around.

    Eh.. how can we put this on a UI? Eh no idea.. well, let's remove the mechanic, makes it easier for us to display it on a gauge.
    If we put this on the UI as well, it gets really full and a mess.. Well, let's remove the mechanic.. or just keep it as buff.

    The idea of the gauges was to improve the information shown to the players, however because every job NEEDS a gauge, things that were more functional as buffs were moved to the UI, and some jobs still have buffs to monitor, which causes you to have to split focus between the buff bar and the UI, which actually makes it harder to track things.

    What are your thoughts about this?
    I think it varies, but yes, for some jobs, it feels this way. RDM, for instance, feels like a very natural fit for the Job Gauge; WHM, on the other hand, feels like it was forced in. I don't think anyone would have felt overwhelmed by Lily stacks being represented as icons, and it would have been more convenient from a HUD perspective. That's not to say it doesn't work for WHM, it just kind of feels like a superfluous sparkly toy that I have to figure out how to integrate into my HUD rather than some badly-needed improvement.

    Edit:

    The only reason this is even a problem is that SE forced the Job Gauges to be visible, and removed the corresponding icons so that people have to rely on them. BLM, for example, had perfectly serviceable icons for Astral Fire and Umbral Ice, but now they're gone from the status bar screen. I'd have much rather seen the Job Gauges integrated as an optional component that presented the same information in a different way, rather than as an exclusive source of needed info.
    (1)
    Last edited by Vhailor; 06-18-2017 at 04:05 AM.

  6. #6
    as SCH i hate not being able to see my Aetherflow stacks on the Party List, that's where i focus a lot of my attention on who needs to be healed.
    (0)

  7. #7
    Player
    Draxxion's Avatar
    Join Date
    Feb 2015
    Posts
    231
    Character
    Draco'li Tayuun
    World
    Faerie
    Main Class
    Red Mage Lv 80
    I play SMN and now RDM. With RDM it feels manditory to use the gauge because how else do you track the mana levels. SMN though are just representations of already existing mechanics that you could track else where. So, I can see what the OP is saying as RDM feels designed around the gauge and SMN it is just a visual perk.
    (0)

  8. #8
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by SendohJin View Post
    as SCH i hate not being able to see my Aetherflow stacks on the Party List, that's where i focus a lot of my attention on who needs to be healed.
    Exactly i feel some of the new gauges distract more then help. Using Aetherflow now feels odd, they kept the tank symbols why not the others.
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.