Affiche les résultats de 1 à 8 sur 8
  1. #1
    Player
    Avatar de Vulcwen
    Inscrit
    mars 2016
    Messages
    256
    Character
    Vulcwen Mhasi
    World
    Zodiark
    Main Class
    Invocateur 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
    Avatar de Greedalox
    Inscrit
    juillet 2015
    Messages
    1 285
    Character
    Blufnix Greedalox
    World
    Diabolos
    Main Class
    Machiniste Lv 90
    I don't seem to be having any difficulty with my UI.
    (0)

  3. #3
    Player
    Avatar de Exiled_Tonberry
    Inscrit
    septembre 2015
    Messages
    1 660
    Character
    Sharl Llyntine
    World
    Jenova
    Main Class
    Mage blanc 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
    Avatar de Airget
    Inscrit
    mars 2011
    Messages
    2 612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botaniste 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 Avatar de Vhailor
    Inscrit
    fvrier 2012
    Messages
    761
    Character
    Deionarra Eidolon
    World
    Hyperion
    Main Class
    Élémentaliste Lv 50
    Citation Envoyé par Vulcwen Voir le message
    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)
    Dernière modification de Vhailor, 18/06/2017 à 04h05

  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
    Avatar de Draxxion
    Inscrit
    fvrier 2015
    Messages
    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
    Avatar de Eloah
    Inscrit
    janvier 2015
    Lieu
    Gridania
    Messages
    2 843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Érudit Lv 100
    Citation Envoyé par SendohJin Voir le message
    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.