Page 26 of 28 FirstFirst ... 16 24 25 26 27 28 LastLast
Results 251 to 260 of 277

Thread: Aggro Icon

  1. #251
    Player
    KrissKringle's Avatar
    Join Date
    Mar 2011
    Posts
    104
    Character
    Krystyn Eclipse
    World
    Balmung
    Main Class
    Carpenter Lv 50
    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.
    (0)

  2. #252
    Player

    Join Date
    Mar 2011
    Location
    Ul-Dah
    Posts
    43
    Maybe if it was smaller i would like it, or just the overall name is in red.
    (0)

  3. #253
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by ARoy View Post
    I'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.
    http://fantaji.com/pictures/7628
    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'
    (0)

  4. #254
    Player
    ARoy's Avatar
    Join Date
    Mar 2011
    Posts
    61
    Character
    Mira Aeolia
    World
    Sargatanas
    Main Class
    Gladiator Lv 28
    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.
    Did you not read this at all?

    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.
    (0)

  5. #255
    Player
    BadJoeRed's Avatar
    Join Date
    Mar 2011
    Posts
    124
    Character
    Theros Hiryu
    World
    Coeurl
    Main Class
    Warrior Lv 70
    bump!! because we need this icon removed. It's dumb.
    (0)

  6. #256
    Player
    Linkurrra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Linkci Lunarpaw
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    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.
    (0)

  7. #257
    Player
    Randis's Avatar
    Join Date
    Mar 2011
    Location
    Narche
    Posts
    741
    Character
    Randis Albion
    World
    Ridill
    Main Class
    Gladiator Lv 50
    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...
    (0)
    concept art - game development - Illustrations
    HD-Fortress.com

  8. #258
    Player

    Join Date
    Mar 2011
    Posts
    51
    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.
    (0)

  9. #259
    Player

    Join Date
    Mar 2011
    Posts
    2
    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...
    (0)

  10. #260
    Player
    Rowyne's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Rowyne Olde
    World
    Balmung
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by uomaru View Post
    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.
    (0)
    Last edited by Rowyne; 03-16-2011 at 03:22 PM.

Page 26 of 28 FirstFirst ... 16 24 25 26 27 28 LastLast