Page 2 of 20 FirstFirst 1 2 3 4 12 ... LastLast
Results 11 to 20 of 199
  1. #11
    Player
    Cairn's Avatar
    Join Date
    Feb 2012
    Posts
    227
    Character
    Lil Cairn
    World
    Masamune
    Main Class
    Gladiator Lv 50
    Keep up the good work!
    (2)

  2. #12
    Player
    Antanias's Avatar
    Join Date
    Mar 2011
    Posts
    2,549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Rukkirii View Post
    We have a lot of good information to share in regards to upcoming UI changes, as well as those planned for version 2.0!


    Sorry for how long it has taken this to be implemented, but we’re glad to say that this will appear in patch 1.21a!



    We also have some information regarding the plans for UI updates and changes in version 2.0:


    In version 2.0, it will be possible to display in the party member list the actions and casting timers being used. We will also make it possible to display the casting timers for targeted opponents, so that battles will be much more exciting.
     

    The UI for controller-users will look completely different than that of a keyboard/mouse-user in version 2.0. The game pad UI will involve multiple sets of buttons (arranged like direction pads placed side-by-side) which should make maneuvering with the game pad easier. Of course many players are familiar with the current controls, so we plan on including this as well.


    Vastly different from the current specs, players will be able to select how many rows of the action bar are displayed.
     

    Players will be able to drag and drop items, macros, emotes and target settings!
     

    As seen in the 2.0 UI screenshot, players being targeted by a monster will have their party slot number displayed next to the monster’s name
     

    We plan on displaying a class icon in the party member list by default.

    To add to the 2.0 UI screenshot, the released screenshot is of a level 50 player in a full party. The T (Tank)/H (Healer)/A (Attacker)/B (Buffer) terminology may be unfamiliar for new players, but every player will be able to customize their UI to best fit their needs. 

    Monsters that are engaged in battle with a party are each assigned a letter based on the order that they were engaged in battle, and the letters will be displayed there. We're still discussing how we would like to implement this.
     

    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 hereby refer to 2.0's UI as the B.A.T.H. UI
    (5)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  3. #13
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    I haven't even started to read this topic and I'm already excited!!! UI is a real big thing for me. *foams at mouth, going back to read*

    edit: Finished reading, I was correct to foam at the mouth! *continues foaming and spazs out on the floor like a crazed fish getting harpooned*
    (1)
    Last edited by Fiosha_Maureiba; 03-24-2012 at 08:08 AM.

  4. #14
    Player
    Antanias's Avatar
    Join Date
    Mar 2011
    Posts
    2,549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Fiosha_Maureiba View Post
    edit: Finished reading, I was correct to foam at the mouth! *continues foaming and spazs out on the floor like a crazed fish getting harpooned*
    I have a ball of yarn or a plate of cookies to help cure that foaming symptom of yours.
    (0)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  5. #15
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Some great additions here, keep up the good work guys, I look forward to seeing all this in action when 2.0 hits :P

    Quote Originally Posted by Rogue View Post
    I certainly appreciate the effort that the devs are obviously putting in, however..

    Am i the only one who think that half the stuff in that list is a little over the top.. i mean in FFXI we never really knew how much hate the tank had.. but that was half the fun!! that is just one example..

    and then they go on to mention such things as



    all i have to say to this is- if every area wasnt a cluster #!#~ of 30+ mobs attacking the party at the same time maybe people would be able to see what is happening.. am-i-right? 

    its like when im trying to do a combo on a mob that is burried beneath a giant blob of other mobs.. there is no way i can tell which one i have targeted and so i cant tell which position to start my combo from.

    and i dont think having lots of numbers in the UI is the solution..

    the solution is to bring some order to the actual battles

    i feel like i wont be looking at what is on the screen but watching numbers on the UI.

    appoligies if i have the wrong end of the stick but this is what i understand from what i am reading.

    Welcome to the world of modern MMOs and gaming, 2012 is happy to have you !

    I welcome enmity bars and gauges, we have them right now and people still can't control their DPS properly, I can't imagine what it would be like if they couldn't see the icon flashing at all.

    is this really necesary? i mean to be honest if someone doesnt know that a paladin is a tank or white mage is a healer then i dont really want them in my party..
    You are talking about things you have no understanding about, I suspect and this is only a guess so I could be wrong that the T,H,B,C,A assigned to a class is to help the content finder pick classes to match make easier.

    As someone else suggested it could be used to /target T1 "Cure" for example.

    i just lol at the fact that people are lapping this up while the real game breakers like animation lock, damage from attacks when being out of range/dodging,
    animation lock is being fixed in 2.0, we will have separate animation for upper and lower body, being hit when out of range is a server lag thing which should be fixed also in 2.0.
    (4)
    Last edited by Jinko; 03-24-2012 at 08:43 AM.

  6. #16
    Player
    b0ats's Avatar
    Join Date
    Mar 2011
    Location
    PWL
    Posts
    244
    Character
    Entaro Tassadar
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    Multiple action bar display! TYVM
    (1)
    Currently playing: Fire Emblem Awakening & Tales of Xillia.

  7. #17
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Rukkirii View Post

    I really want to be able to visually know when I can use counter-related actions (phalanx, haymaker, etc.). I would like them to light up to make it easier to see!
    Sorry for how long it has taken this to be implemented, but we’re glad to say that this will appear in patch 1.21a!
    Hurray, maybe Phalanx will actually go off when I hit the button after the patch.

    Make the action bar buttons red out if the target is out of range/too far above/too far below etc, please.
    (0)

  8. #18
    Player
    RikkCavalier's Avatar
    Join Date
    Mar 2011
    Posts
    149
    Character
    Rikk Foixewesfv
    World
    Excalibur
    Main Class
    Dancer Lv 91
    Quote Originally Posted by Vaer View Post
    Hurray, maybe Phalanx will actually go off when I hit the button after the patch.

    Make the action bar buttons red out if the target is out of range/too far above/too far below etc, please.
    A little icon that pops so we can just hit "spacebar" or "enter" when those moves become available would be awesome sauce!
    (0)

  9. #19
    Player

    Join Date
    Mar 2011
    Posts
    106
    Rukkirii could you please mention the following ideas to the dev team, or find out if they are already in the works.

    1.) Being able to change the position party members show up in the party member list. For example, when I am healing it would be great if I could put the main tank at the top of the list in position one, and the off tank in position two, etc etc... Of course the other people in my party may have their own preferences, so any changes I made would only effect the display of my party member list.

    2.) Having my own name, HP, and MP bars showing up in the party member list, this would be seperate from my main bars at the bottom of my screen. This has been bugging me since day one.

    Thank you =)

    EDIT: Striked out the 2nd suggestion since it's already planned for V2.0
    (6)
    Last edited by Steggun; 03-25-2012 at 02:30 AM.

  10. #20
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    To the guys above, the JP version of this said the icons abilities blink when they are ready to use, I guess they missed that in translating when they did the English version.

    I would also agree with the above, being able to set where the players appear on the list would be great.

    Something like:-

    T1
    T2
    A1
    A2
    C1
    C2
    B1
    H1

    and allow us to use a pre set configuration so that any party you join will automatically display that way.

    They already confirmed we will appear in the party list in 2.0, if you look at the 2.0 UI it actually shows 8 people in the party list, 9 including Boco.

    Edit:- If you could just drag and drop the bars in the party list this could make it simple also. (would require the player to unlock the UI lock first of course)
    (2)
    Last edited by Jinko; 03-24-2012 at 10:01 PM.

Page 2 of 20 FirstFirst 1 2 3 4 12 ... LastLast