I never said anything about good or bad players.
It's all about having everything you need visible, and learning from it. Turning these things off only promotes mistakes and sloppy actions, therefore limiting your potential.
Last edited by Ingolf; 08-28-2012 at 09:03 PM.
If both the action bar and the macro bar will be unified, will we have to set the macros for each class independently? Also, for macros that change jobs, this could take up an entire bar. How many bars will there be? Just the three, or will there be an endless cycle? I'm just a little wary about the amount of space my macros will take up - right now my actions take up three bars, so trying to fit in about 30 macros on top of that into a mere 30 slots will prove tricky to say the least.
I know "a large amount of slots to play with" was mentioned, but obviously if 30 are displayed at once then it would take a significant amount of cycling through bars to reach certain things, personally I'm kind of happy just having to press Ctrl ^_^:
doop doop
Well, one possibility would be to do away with forcing us to equip WS on our bar. This way you will be able to either equip the WS, or a macro that uses it (and possibly several others).
I'll miss having the macros bar and action bar separate though, no more saving navigation time by pressing one button on gamepad for me... I just hope the new crossbar system for gamepads will make up for it.
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I think those will be unescessary?If both the action bar and the macro bar will be unified, will we have to set the macros for each class independently? Also, for macros that change jobs, this could take up an entire bar. How many bars will there be? Just the three, or will there be an endless cycle? I'm just a little wary about the amount of space my macros will take up - right now my actions take up three bars, so trying to fit in about 30 macros on top of that into a mere 30 slots will prove tricky to say the least.
I know "a large amount of slots to play with" was mentioned, but obviously if 30 are displayed at once then it would take a significant amount of cycling through bars to reach certain things, personally I'm kind of happy just having to press Ctrl ^_^:
I mean, this is mere speculation, but with gearsets, you simply change your gearset and your entire class and gear changes, so there is no need to macro that, though you would need to open our status window.
Hi Rukkirii,Bump for UI changes!
In the current version of the game, the action bar and macro palette are independent from each other; however, in A Realm Reborn both the action bar and macro palette will be unified as a hot bar.
It will be possible to set actions, user macros, emotes, and other things and execute them by clicking on the hot bar. We are also planning to have a large amount of slots available for you to play with!
Sounds good, huh?
Thanks for the update.![]()
If you could pass along some feedback to Yoshida-san and the Dev Team regarding this UI change:
This is much slower than just hitting, say, "7" on your keyboard, and then quickly holding "CONTROL +7" to fire off a Macro on the Macro bar and get back to your Action Bar.
- As a Keyboard-Only user, I hope they consider a fast method to access Macros vs. your Action Bar Abilities with a Keyboard Only for this change:
Right now, I can hit any number (e.g., "1" or "5" etc.) and directly use an Action on the Action Bar, *and* I can quickly hold "CONTROL" or "ALT" key + any number and very quickly fire off a Cure Macro or whatever is needed in battle.
I fear that if we combine Action Bar and Macro Bars together... we'd get, say, 5 - 10 ROWS of Slots to use, but to get the equivalent of what I described above in 2.0, I would have to then:
Hit a number key for whatever Action / Weaponskill I need, then press UP ARROW or DOWN ARROW (presumably to move the active Action Bar) until I got the right ROW of buttons I needed with my Macro on it, and then hit the corresponding Number on the keyboard.
Not all PC players use Mouse; some use Keyboard Only, so I hope the UI / HUD Team takes this into consideration when they're redesigning 2.0's UI!
Thank you!![]()
Bump for UI changes!
In the current version of the game, the action bar and macro palette are independent from each other; however, in A Realm Reborn both the action bar and macro palette will be unified as a hot bar.
It will be possible to set actions, user macros, emotes, and other things and execute them by clicking on the hot bar. We are also planning to have a large amount of slots available for you to play with!
Sounds good, huh?I'm not to excited at all at being forced to play like the rest of the keyboard players. I'm a combination keyboard/ controller player because I love riding my chocobo with the FFxIv controller. Matching combos from in front of the mob to the side of the mob to the rear of it needs my complete focus and accuracy with controller(and its more fun for me) :3
I'm CONTENT with the independency of macro bar and actions bars. Please don't change it, it's a bad idea!
Making me have more macros to scroll on is so wrong(and a pain). Give us the choice to sort our macros and action where we want them. If I want to use my macros, it won't be found between my actions. I need only to press my trigger bottons for macros and click engage on the mob and the D-pad for actions. I think this is already well placed.
~'\[[_LEGACY_]]/'~TENTs because solo-friendly content forces me to want one!
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Depending on the control setup they could easily still let you use L2/R2 for getting to specific action bars quickly (like how in the 2.0 screenshots some bars are numbered but have an S meaning you need to hit shift for those actions).Well, one possibility would be to do away with forcing us to equip WS on our bar. This way you will be able to either equip the WS, or a macro that uses it (and possibly several others).
I'll miss having the macros bar and action bar separate though, no more saving navigation time by pressing one button on gamepad for me... I just hope the new crossbar system for gamepads will make up for it.
Of course if those buttons are used that wouldn't be the case but I think they have something figured out, the current bars are fairly unfriendly to everyone.
You will have more bars than there are now and you could just fill a bar entirely with CTRL + Number shortcuts making it just like you play now. You could fill some bars with Shift + Number or Alt+Number if you want. All the bars will just be visible on screen at all times so you don't have to cycle and you can see recast timers for everything.If both the action bar and the macro bar will be unified, will we have to set the macros for each class independently? Also, for macros that change jobs, this could take up an entire bar. How many bars will there be? Just the three, or will there be an endless cycle? I'm just a little wary about the amount of space my macros will take up - right now my actions take up three bars, so trying to fit in about 30 macros on top of that into a mere 30 slots will prove tricky to say the least.
I know "a large amount of slots to play with" was mentioned, but obviously if 30 are displayed at once then it would take a significant amount of cycling through bars to reach certain things, personally I'm kind of happy just having to press Ctrl ^_^:
Re: Macros on the bar, you will probably have to click on the empty slot and it will give you an option for macro'ing meaning you may have to do them for different classes, but the current version has copy/paste so I don't see why we wouldn't in ARR. There could also be a Macro book and we pull macros from there.
Last edited by Estellios; 08-29-2012 at 03:27 AM.
I would much rather have a changing number like. X player has 100 hate, Y player has 200 hate, Z player has 50 hate. Keeping the color would be nice as a general who is being hit, but the increased accuracy of who has how much hate would help tanks and hate management. No game out there has a rolling number lock listed for hate. Think this would be nice to have.We have a lot of good information to share in regards to upcoming UI changes, as well as those planned for version 2.0!
The bars next to the party member list in the 2.0 image are what you were requesting. However, we are currently planning to use a combination of numbers and colors to represent the different hate levels. For example, 1 or A (aggro) representing red, 2 representing yellow, and 3 and on representing green.
I apologize that most of my comments are about the 2.0 UI, but please continue to submit your feedback on the UI!
I also think that it might be a conscious choice of theirs to make hate levels visible but not clear as a way for you to know when your hate is high and you're about to rip it, but not to let you know wether you need one or two more thunder spells to get over the edge.I would much rather have a changing number like. X player has 100 hate, Y player has 200 hate, Z player has 50 hate. Keeping the color would be nice as a general who is being hit, but the increased accuracy of who has how much hate would help tanks and hate management. No game out there has a rolling number lock listed for hate. Think this would be nice to have.
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