Page 18 of 28 FirstFirst ... 8 16 17 18 19 20 ... LastLast
Results 171 to 180 of 277

Thread: Aggro Icon

  1. #171
    Player

    Join Date
    Mar 2011
    Posts
    169
    Make it smaller or leave it out.
    Or the best choice: Put it in the "below" name-bar.

    People in behest or leves still don't pay attention anyways.
    (0)

  2. #172
    Player
    Rebellion's Avatar
    Join Date
    Mar 2011
    Posts
    15
    Character
    Master Rebellion
    World
    Masamune
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Baelari View Post
    I think the aggro indicator should be displayed with the difficulty indicator in the target widget. Perhaps just a red border on the difficulty icon, or a small red dot next to it. Right now, it's just ugly, and obtrusive.
    That sounds good to me
    (0)

  3. #173
    Player
    Umo's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    799
    Character
    Umo Heima
    World
    Ragnarok
    Main Class
    Black Mage Lv 80
    I've played FFXI and WoW and I don't like agro information. There are people telling that most of actual MMOs have that information, but that shouldn't force something to be implemented. We're not lemmings...
    IMHO this is not about "user friendly" environment; FOR ME it's more about making an easier way of exploring, taking away the fear/immersion factor. I dislike that.
    This is just my opinion, as valuable as everyone else's one.

    PD: Sorry for my written English. It's not my mother language...
    (0)
    English is not my mother language. I'm trying to do my best, so please don't be rude...

    ¡Únete a la Comunidad en español de FFXIV en MeWe!
    https://mewe.com/join/ffxivesp

  4. #174
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    118
    I get the points that some people are bringing up. Some people that play games can't or just don't want to figure things out for themselves. I think having the information in the game can be a good thing. As long as we have the choice to turn off the aggro indicator, npc markers, ingame tutorials (if we ever get them), and the such it will be good for everyone. I really don't get why we didn't have a toggle option to begin with. I thought that something like that would come standard nowadays.

    I'm just like a number of people on here, I don't want to know everything. I want to learn through my experiences. I like the uncertainty when I'm exploring, not being sure if the creature is going to nom on me or not. But, I understand that there are a number of people that don't like that. People that want information handed to them on a silver platter, which isn't a bad thing. The dev team can make it where it pleases both sides of this argument. I don't think that this is asking for too much.
    (0)

  5. #175
    Player
    AngryNixon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    To put it bluntly the addition of that icon seems like 'idiot proofing'.

    I have seen it posted a few times in this thread that people miss the sense of uncertainty that came from exploring the world. Accidentally pulling aggro was the most amusing part of FFXI. For example wandering around areas in the Sky zone and someone casting a spell and bringing the house down on themselves was hilarious. Avoiding aggro in FFXI with the three distinct types of aggro was an art in itself and was a very enjoyable robust part of the game. Here it's artless at best and now tacky on top of that since they're announced as aggro with ridiculous large red icons (that people still aggro anyhow).

    There should be no indication that it aggros at all. Try a little good old fashioned learning and go figure it out yourselves. Also... if you aren't sure a giant troll monster or a dragon is aggressive... uninstall the game. (yes, I'm aware there are grey areas where they might or might not be aggressive, to that I refer you back to "go figure it out")
    (0)

  6. #176
    Player
    Ranka's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    130
    Character
    Pascal Graces
    World
    Faerie
    Main Class
    Dark Knight Lv 90
    I don't know about you guys, but the icon makes me think I am playing minesweeper. O.o
    (0)


    It is not the quantity of friends you have that determines your worth, its the quality of friends that does.

  7. #177
    Player
    Twiddle's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    354
    Character
    Amelia Inverse
    World
    Excalibur
    Main Class
    Blacksmith Lv 60
    I think that the icon is a great idea, am all for exploration and all that and the icon helps to know what mobs to avoid and which are safe. Some people's "learn it your self" ideology, is others frustration. Best example, even at 50, there are thing that can easy kill you, so imagine you spent the last hour ruining from camp A to get to camp B and 3min before you hit camp a you come across a mob. With this icon you can know if you can pet the mob and move on, or take 3min extra to go around it, instead of having to rerun from the start.
    I do agree that we need a toggle on/off for the icons, not only for mobs but for quest npc. That way some can learn the hard way, some can cut out frustration.
    (0)

  8. #178
    Player
    Smashington's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    139
    Character
    Gnu Who
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    It's true that players in Leve parties and Behest still don't know what mobs aggro. Or they can't judge the aggro distance very well. Or they don't understand the concept of pulling. Or they just aren't paying attention. Or something.

    The Aggro Icon did not make players any better at avoiding aggro.
    (0)

  9. #179
    Player
    Kashius's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    Kashius Bamdonculous
    World
    Ragnarok
    Main Class
    Arcanist Lv 15
    Quote Originally Posted by Twiddle View Post
    I think that the icon is a great idea, am all for exploration and all that and the icon helps to know what mobs to avoid and which are safe. Some people's "learn it your self" ideology, is others frustration. Best example, even at 50, there are thing that can easy kill you, so imagine you spent the last hour ruining from camp A to get to camp B and 3min before you hit camp a you come across a mob. With this icon you can know if you can pet the mob and move on, or take 3min extra to go around it, instead of having to rerun from the start.
    I do agree that we need a toggle on/off for the icons, not only for mobs but for quest npc. That way some can learn the hard way, some can cut out frustration.
    In that scenario you just avoid the mob anyways. Not sure why the icon is even the lest bit necessary or useful. Exploration is part of these types of an MMO, as is learning the game's mob's traits. I think that the icon, in addition to being fugly as hell, is pointless.

    How is it difficult, or even less fun, to just avoid things if you don't know their stance (passive/aggressive)? Then as you continue playing you learn which mobs to avoid in which areas. Trial/Error and other players giving you information is all part of the experience - why dumb it down to such a degree? Is it a game breaker? No. Silly and unnecessary? Yes.

    And what camp takes an hour to run to? With the changes to Anima usage for TP and the ability to set favorites, you shouldn't have to run THAT long to get anywhere...
    (0)
    Last edited by Kashius; 03-10-2011 at 12:55 AM. Reason: Addendum
    -Kash

  10. #180
    Player
    Join Date
    Mar 2011
    Posts
    3,208
    Think ppl need to get off the exploration mindset. This game was suppose to be fore the "less time consuming" crowd. It takes time to learn what aggros and what don't. This time is taken away from enjoyment. Sorry I'd be for the removel of it, if I knew the community was a bit more helpful. I can't trust that with what happen in my last few days of playing ffxi.

    Guys, no one helps newbies anymore. Newbies get stuck and quit. And in reality just because you have a "i aggro" sign, don't really do much in taking away from the adventure. It just makes this game less time consuming.

    Players will still have to learn to avoid said aggro. So knowing what does and doesn't aggro is helpful. I used to play ffxi for 2 hrs a day, because I had to share a ps2 with my brother and had no wireless internet. Once I had to start exploring I wasted alot of time because of death. It wasn't fun.

    Luckily I did join a helpful Linkshell and got help. But no mmo is like that anymore. Everyone treats newbies like scum.
    (0)

Page 18 of 28 FirstFirst ... 8 16 17 18 19 20 ... LastLast