I am currently unhappy with the aggro icon because it displays on mobs that are too low to aggro me. I would gladly accept an aggro icon that displays only on mobs that will aggro you at your current rank.
I am currently unhappy with the aggro icon because it displays on mobs that are too low to aggro me. I would gladly accept an aggro icon that displays only on mobs that will aggro you at your current rank.
Maybe if it was smaller i would like it, or just the overall name is in red.
http://fantaji.com/pictures/7628I'm kinda new to MMOs in general, and as I didn't bother to read the entire thread, just the initial page, I don't know if it's been said already or not, but this really just strikes me as an attempt to look 'pro'.
Nobody, and I mean absolutely nobody likes playing a game where they have to explore this huge game world for hours on end with the danger of suddenly getting one-shotted by some absolutely evil creature and sent back 20-30 minutes worth of running around. Given the current Anima system, which can easily be depleted early-game in the interest of cross-country leves, that just makes it all the more harder on the new players; especially if they do not see what it was that killed them and it happens more than once. Then they wrongly learn just to avoid an area completely, as apparently, they aren't wanted there.
Now, maybe you rank/level fifties enjoy walking by Big McOneshot Sir Killyou monsters without knowing they will do so because you have high stats, a large variety of skills and super expensive equipment that mitigates it to maybe two or three hits, but I can easily see this turning someone off to the game.
You may try to say that the big, bad, holocaust monsters look the part.
No. They generally do not.
In most RPGs, especially Final Fantasy games, each area has monsters around a certain strength level. Some of them look bigger and meaner than others. They may or may not be harder to kill and deal more damage than the smaller, less intimidating creatures.
Only in the extremely rare case will random monsters be so extremely powerful that it can take you out in one hit, usually, in my experience, they aren't even random - they're indicated by special over-world sprites/models that must be approached and manually engaged by the player. Example: The Weapons sub-bosses from VII.
Aggro icon is a godsend. Giving an option to turn it off, I suppose I can see, but the default option should always be ON, and I can't believe anyone thought it was a bad idea.
IDK if you will be able to view it or not, but that doesn't look appealing to me. And it's kinda common sense that a mean looking mob will run you down. I mean when you see a bull-dog or cheetah, do you run past it or go up to and and say 'oh look how many spots you have mr. kitty'
Did you not read this at all?You may try to say that the big, bad, holocaust monsters look the part.
No. They generally do not.
In most RPGs, especially Final Fantasy games, each area has monsters around a certain strength level. Some of them look bigger and meaner than others. They may or may not be harder to kill and deal more damage than the smaller, less intimidating creatures.
To me, all of the monsters in this game look mean, with maybe the exception of marmots/mice/squirrels and now that I've seen them, Ewes and whatever palette swaps they have. The dot on their names and all that crap displaying at once doesn't bother me at all; If you're gonna complain about this, why not complain about name displaying in general? It's one thing for the game to be reminding us that yes, that there series staple is called a "bomb", but when the only difference between thistletail marmots and star marmots is their name and level (now size I suppose) does it really matter? They're all 'squirrels' to me.
bump!! because we need this icon removed. It's dumb.
I think the Aggro icon is ugly. I think they are more subtle ways of indicating a mob is aggro. I don't need a big blazing starburst to show me.
Why not have red text, or no indication unless you click on them.
Most NPC's pulse a glow to show they are highlighted. Why not make this pulse glow red?! Then it is a surprise till you actually manually click on the character.
It's subtle, doesn't get in the way or detract from the game. Doesn't clutter the game UI. It's like /con in FFXI but without the manual method of actually typing the command or reading the result.
The aggro icon is fairly ugly, looks like a sun and does not fit with the rest of the interface...
a small subtle icon, maybe a skull or something would be much better.
IMO no icon needed, it should be a part of the learning experience to find out of enemies are aggro or not.
I rather enjoyed it no knowing...
concept art - game development - Illustrations
HD-Fortress.com
They should just just make the color of the name red if it aggros and yellow if it doesn't, or something to that effect. The icon is an eye sore.
Donno if it's been mentioned yet, but maybe aggro vs. non-aggro mobs can be distinguished via the dots on the mini-map/radar? Make non-aggro mobs appear as yellow dots and aggro mobs as red dots should work...
Actually, I think that would annoy those who are clamoring for more 'mystery' even more, since that would show us where the greatest concentration of aggroable monsters are and give those who are looking for the easy way through the path of least resistance.
I agree with Skeeter, I'd like to see aggro monsters names in red, and neutral monsters names in yellow. But since I doubt that will happen, I'll take the second option, some sort of icon. I don't care where it goes or what it looks like. It's fine if I have to click on the monster to see it. But please don't remove it.
I don't agree with the argument that all aggro monsters look vicious. And making the game more newbie-friendly and giving it pick-up-and-play quality can only be a plus.
Last edited by Rowyne; 03-16-2011 at 03:22 PM.
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