



Arguing for an feature as optional doesnt by default make it worthwhile or worth the development time. If it gets added so be it, but I dont see the value in resources being used on it as opposed to elsewhere in the game. Nothing spiteful about it.
It's either spite or ignorance. Stuff like this doesn't divert resources from anything important; the developers who work on stuff like this aren't the same people that are handling important things like character balance and content creation. This could be implemented easily and would likely just give one of their menial developers something slightly more interesting than his usual routine busy work to do. These menial developers are literally sitting around doing nothing, waiting for little projects like this to pop up.






Something that people might not realise, particularly in combination with the game's tendency to have features designed primarily with the Japanese playerbase in mind, is that there would be very little use for this on the Japanese servers. It's incredibly rare to have any conversations in public - let alone more than one going on at a time. Outside of maybe an FC get-together, it would be very rare to be in a situation where you can't keep track of who around you is talking.
If this is something that would take time and untangling-of-coding to implement, it's quite likely it wouldn't seem worth the effort.
That's what waymarks and signs are for, though - a big <1> over the enemy's head conveys "attack this" well enough.I CONSTANTLY miss messages in chat when we're in the heat of a boss fight. My priorities are health bars, mechanics, CD's, cast bars, etc; all of which are in my immediate view. The chat box is rightfully out of the way. If a little text box with an "Over here!" or "Attack this" popped up in a relevant spot that would be far more noticable and make on the spot mechanic communication during a chaotic fight less annoying.
Also maybe look at which sound you have set for party chat notifications, and find the most attention-grabbing one.
(Side note on alert sounds: I discovered that they recently added an option to get alerts if someone directs an emote at you. It's fantastic for making sure you don't miss things.)

Chat bubbles is something I've been wanting ever since I started playing. I've noticed they tend to make players more sociable in other games, probably because it makes communication more interactive. Also, RPing in this game without chat bubbles is just awful.
You can't place a waymark over a stacking mechanic; or use one to communicate any kind of "stand here," or "spread out!" Also can have a little "Esuna please" pop up if someone eats some debuff to instant death mechanic. This would be way more versatile than the crappy waymark system.Something that people might not realise, particularly in combination with the game's tendency to have features designed primarily with the Japanese playerbase in mind, is that there would be very little use for this on the Japanese servers. It's incredibly rare to have any conversations in public - let alone more than one going on at a time. Outside of maybe an FC get-together, it would be very rare to be in a situation where you can't keep track of who around you is talking.
If this is something that would take time and untangling-of-coding to implement, it's quite likely it wouldn't seem worth the effort.
That's what waymarks and signs are for, though - a big <1> over the enemy's head conveys "attack this" well enough.
Also maybe look at which sound you have set for party chat notifications, and find the most attention-grabbing one.
(Side note on alert sounds: I discovered that they recently added an option to get alerts if someone directs an emote at you. It's fantastic for making sure you don't miss things.)


They have blown resources on useless crap before and are still trying to force us to use them (see: Diadem..)



Would certainly love it for RP purposes. They'd have to be careful about its implementation, however.
Family Medicine doctor.
Constantly learning.
Signature art by @simanokoB on Twitter. Thank you!
and who are You to decide about any resources
You are not game developer, and You have zero idea how it is
It's same with source code (people are telling that it's coz spaghetti etc) , is hat the hell!!! Did SE showed their code or something ?




Actually it's pretty straight forward to figure out how the team are allocating work internally,. Browsing over the credits and comparing it to how things have changed over the years is highly insightful. For example, I did a pretty detailed break down on why I felt that SE's job design team being overwhelmed with work was behind the issues we've seen with expansions in more recent years. A bit of experience and research goes a long way
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




