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  1. #1
    Player

    Join Date
    Aug 2011
    Posts
    228

    Battle Command Design -PLEASE FIX IT

    I'm having trouble understanding why no steps have been taken to adjust the UI (if that's what it would be considered) for Battle Commands, such as weapon skills, engaging in battle, initiating a ranged attack, choosing and casting spells, etc.

    From the day FFs were released, they've ALWAYS been "console-based" games (maybe a handheld here and there too). And as far as I know, they've ALL clung to the same basic layout of the "Attack; Magic; Ability; Item" categorial design. So, why would they embrace a design that makes it so difficult for controller-using players (future console players) to access and use their battle commands.

    I understand that developer's like "change," but this icon/slot crap is just awful. At the very least, I want to see the choice* to go back to the traditional "Attack; Magic; Ability; Item" design. I want a simple, categorized design of my battle commands, not some ridiculous, "oooo pretty," 40-mile-long bar of icons that rely, solely, on picture association to determine what command I would like to access or execute.

    Does anyone else feel this way? or even know what I'm talking about? lol
    (32)

  2. #2
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    I agree with you, I don't really favor the action bar UI over a menu based UI either. But this is the norm in MMOs today.

    I hate to say it, but getting them to revert back to a menu based system just won't happen. Sorry =/
    (8)

  3. #3
    Player
    Brigandier's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    212
    Character
    Vile Brigandier
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Khal_Drogo View Post
    I'm having trouble understanding why no steps have been taken to adjust the UI (if that's what it would be considered) for Battle Commands, such as weapon skills, engaging in battle, initiating a ranged attack, choosing and casting spells, etc.

    From the day FFs were released, they've ALWAYS been "console-based" games (maybe a handheld here and there too). And as far as I know, they've ALL clung to the same basic layout of the "Attack; Magic; Ability; Item" categorial design. So, why would they embrace a design that makes it so difficult for controller-using players (future console players) to access and use their battle commands.

    I understand that developer's like "change," but this icon/slot crap is just awful. At the very least, I want to see the choice* to go back to the traditional "Attack; Magic; Ability; Item" design. I want a simple, categorized design of my battle commands, not some ridiculous, "oooo pretty," 40-mile-long bar of icons that rely, solely, on picture association to determine what command I would like to access or execute.

    Does anyone else feel this way? or even know what I'm talking about? lol
    I know that feel bro.

    I would kill to have the XI interface on XIV. A lot of the controls are the same, but the action bar page flipping is clumsy, and the macros cover up your spells/abilities when open so you can't see your recast times. I would much rather see a menu operated system that depends on use of macros for fast/repetitive actions, with a good way of seeing what abilities are currently cooling down.

    EDIT: Or a "usual" mmo setup like WoW or Aion where you have 3ish bars towards the bottom, all visible at once with good keyboard operation.
    (10)
    Account deactivated. Holding out for Guild Wars 2.

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    I get what you are talking about, but I play with controller, I do just fine.
    (13)

  5. #5
    Player
    Brigandier's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    212
    Character
    Vile Brigandier
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Rokien View Post
    I get what you are talking about, but I play with controller, I do just fine.
    Really, as a controller player, you have no suggestions whatsoever? Really?
    (3)
    Account deactivated. Holding out for Guild Wars 2.

  6. #6
    Player

    Join Date
    Aug 2011
    Posts
    228
    Quote Originally Posted by MeowyWowie View Post
    I agree with you, I don't really favor the action bar UI over a menu based UI either. But this is the norm in MMOs today.

    I hate to say it, but getting them to revert back to a menu based system just won't happen. Sorry =/

    Ya, I figured that's the reason they chose to go with it (to appeal to the MMO customer base). But, this isn't a "normal" MMO; it's FF!

    I don't know anything about programming, really, so I can't say for sure....but, do you think it would be that difficult to have an option that allows players to switch between either/or?

    Like, the action slots still work the same when you try to equip them, but you can choose "Design 2" for the action bar, and rather than see the action bar, you see a menu system like old FFs; and now all the actions you equipped in your slots from the action slot menu will simply appear in their respective categories:

    You're on MRD, for example, so all your WS are under "Ability; WS." Blood Bath (mrd)/Raging Strike (arc), for example, would be under "Ability; Job Abilities" and so on...Do you think that would be tough to implement?
    (2)

  7. #7
    Player
    DoctorMog's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    Because:

    World of Warcraft.

    /thread
    (6)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    I hated menu bar in FFXI, scrolling through so many spells. I prefer action bars as long as they are not as clunky as what we have currently.
    (17)

  9. #9
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    I've been playing since launch exclusively on gamepad and I've had no issues as of late with the changes they've made. I don't mind the current setup at all, I have no issues doing anything in combat.
    (6)

  10. #10
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Khal_Drogo View Post
    I'm having trouble understanding why no steps have been taken to adjust the UI (if that's what it would be considered) for Battle Commands, such as weapon skills, engaging in battle, initiating a ranged attack, choosing and casting spells, etc.

    From the day FFs were released, they've ALWAYS been "console-based" games (maybe a handheld here and there too). And as far as I know, they've ALL clung to the same basic layout of the "Attack; Magic; Ability; Item" categorial design. So, why would they embrace a design that makes it so difficult for controller-using players (future console players) to access and use their battle commands.

    I understand that developer's like "change," but this icon/slot crap is just awful. At the very least, I want to see the choice* to go back to the traditional "Attack; Magic; Ability; Item" design. I want a simple, categorized design of my battle commands, not some ridiculous, "oooo pretty," 40-mile-long bar of icons that rely, solely, on picture association to determine what command I would like to access or execute.

    Does anyone else feel this way? or even know what I'm talking about? lol
    (13)

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