This is a terrible idea... aggro indicator.. mob levels.. AOE indicator!? This game gets eaiser everyday!
This is a terrible idea... aggro indicator.. mob levels.. AOE indicator!? This game gets eaiser everyday!
Morticous - Senior admin of.... well of nothing. (cool picture here)
And you can honestly tell me you dont use either of the former two? You dont like to see if you're flashing red, so you know whether to pick up hate gain or back off for better management. Or you dont like to see the level of what you're about to walk up into, so whether or not you need to scoot away before your face gets eaten off by a level 72 aggressive monster that just happens to be near the level 30 monsters you were killing a moment ago? Examples examples, but still.
Ohhhh its one of those guys, "I'll dismiss everything you say because I don't agree with it, even if others think they're 'valid' points I don't, so nya nya?" at least you're keeping a calm tone, but you can't dismiss everything said as invalid because you don't agree with it.
I use some of them because they are there and toggling a critical funcion that the rest of the world uses is not really an option but if it was up to me... the aggro thing around mob level would be gone.. mob level would be gone.. mob level color gone.. aggro indicator gone.. your idea gone.. along with any other hand holding functionality.. you can learn these things.. there is no need to be handed every answer... everyone got along in ffxi just fine without ALL of it. After dieing once or twice nobody needed to be told goblins aggro.... people managed hate especialy after stealing it and dying. People recognized the area they where in and that the mobs levels were likly very high.... you didnt need to be a brain surgeon to figure this stuff out.
Morticous - Senior admin of.... well of nothing. (cool picture here)
Distance to target and AoE indicators would be infinitely helpful. For those who don't want to use them, put it on /toggle. Let the rest of us enjoy the convenience.
Information display is a good thing. Knowing the range of an AoE or distance to target doesn't make any combat inherently easier, it just allows people to more accurately use their skills. Arguably, it allows people to play more skillfully as they can focus less on estimating distance/AoE range and more on using their skills properly in combat.
Just because people got on without it before doesn't mean we shouldn't have it now. Have you ever heard of innovation?
First Off: Some Definitions
The more 'aids' there are, the less 'skill' you will need. If there is somethign to tell you:
-- The range.. you will no longer have to use your own judgement, just the ability to read 'in range'
-- The AOE... you will no longer have to use your own judgement or take a chance..just look at the indicators
-- The Enimity... you will no longer have to judge based on experience or other clues that it is safe to keep attacking or not. Just look at the flashing bar.
The more 'aids' there are, the 'simpler' things become. That is the purpose of aids. Not to enable something that was not possible before, but to make it so ascertaining or accomplishing something is easier than before.
Now: The Effect
If there are a lot of 'aids', the argument can be made that the world is made more open to people who need the aids. In other words, lack of aids would drive away people who would need it. Some might argue they wish to restrict the world to people who do not need the aids. Others would argue they do not want the world restricted from them because they can't get the aids they need.
Another argument is that the more 'aids' there are, the less opportunities for personal skills to be used and made more apparent. Yes, there is an argument that one could disable all the aids, but if there is no benefit from it the reality is that it most likely will not be used. Example: Why drive 'manual' instead of 'automatic' if behaviour/performance/everything will be 100% the same.
A side-effect of this argument is that some people will want to keep the world more 'exclusive'. 'Weed' out those who do not have the 'skillz' to play without aids.
And finally, the last argument (that I can come up with) is that by spending time implementing more aids, the limited resources are not being used to add more content or fixes. Additionally, by adding more 'aids' they run the risk of adding more 'bugs'. So the tradeoff has to be questioned and answered.
Side note on enmity bar
At present, as far as I can tell, the ONLY way to judge enmity is by the bar. In Vana'diel, you could judge enmity by the way the creature would 'twitch' and sort of look like it was comming to you for a moment... a sign that you should back off (if you weren't the tank). We do not seem to get that here, so we have no choice but to look at that bar (or wait till we get hit then say: Yup, okey, I got hate now.....)
Now for me
I am not in favour of making things simpler. But I am understanding of those who, for whatever reason, may need things to be made simpler. Not everyone is good at visual cues or spatial geometry. Not everyone has a good gut feeling. Some people just plain have disabilities or inabilities to properly see things. Whatever the reason, I can fully understand people's needs for 'aids' (Let's keep in mind that this is supposed to be fun, and not real war here...)
That being said, I also appreciate 'challenges'. I can also accept that it is hard to make this world both 'easy' and 'challenging' at the same time, yet make all content freely available to everyone. Something has to give.
My understanding is that FFXIV is supposed to be a more 'challenging' world than other places out there... most of which are easy (and some downright super casual easy). If this is the case, I would like to encourage this world to stay on the challenging side, as there are a plethora of non-challenging-easy-mode-worlds out there already, and few challenging ones left to enjoy.
One final suggestion
For those who truly want the best of both worlds, it is possible to enable an /easymode option to turn on all aids, etc. But I think this should have limited use (only from Inn/House), and a penalty (-10% xp, -10% to all stats, can not equip double-melded+ equipment). This would keep it available for those who need aids, but still reward those who do not.
And one final final note (promise):
As for AoE Range Indicators.. as mentioned above... Although I can appreciate its usefulness to some people, I still submit that the limited resources of SE be put towards something that alot of people would benefit from (rather than just a few).
Thank you, and sorry for the long post.
Last edited by Asiaine; 04-24-2012 at 01:51 PM.
How does this hurt the game? It makes for bad players. Same as PLing someone to 50 in a week. I don't want a community full of noobs who don't know how to play their jobs or rely on 3rd party programs to do everything for them. Have you ever tried a pickup party in XIV? It's 100x worse than any pickup party I had in XI (mind you I quit before abyssea). All of these indicators don't make people better, they just make it easier to watch TV while you play or knit or whatever people do instead of pay attention and make the experience of partying better for everyone involved.
Adding a toggle won't do anything except make lazy players click a box. By the time 2.0 comes out with all these indicators we're going to need 3rd party programs just to REMOVE all of this nonsense and be able to see the mobs we're trying to kill.
NO THANKS!
Rather than play with the quotes..
1. Peptaru: I'm not dismissing anyone, I'm challanging you. You have an opinion, as do I. I have valid reasons for wanting mine to be expressed and reviewed, as do you. If you can't handle someone having different opinions and challanging Your opposition, then dont go into a thread as a nay sayer, it'll make life easier for you.
2. Asiaine: I liked your post, because you took quite a bit of considerable time and thought putting that one together. While it doesnt really pull for my idea, its giving the freedom of choice over to everyone, use it or dont and as you mentioned in your own thing about how emnity worked in XI. There is a difference, the hate does not work the same way in XI that it does in XIV, I've seen it on both sides, as tank and back line caster. I'd rather like to see a party deal with something, lets say..Garuda when it comes out with NO aggro bars. No way to really tell..did I just get aggro..am I about to die? Oh yes..I'm dead, guess so! Lets see that, then go back to that discussion.
3. Genome: What the holy hell is that screenshot from? It hurt my eyes.. as for making people lazy.. XI WAS lazy. There was NO skill needed. It was macro played, gear swaps was possibly the only thing you needed to know. Which piece made which attack more optimal and even then, macro it in. I used to fall asleep in parties on my war in parties in XI because, like I said, it was all macro played. Alternate three different macros, thats it. Now..how things have changed with Abyssea? I dont know, cant say, left long before WotG came to conclusion. And as for random pick up parties sucking, that can come from a couple of things, inexperience playing the game for a length of time, sometimes when you group with the same people for repeated situations, namely your LS, you begin to understand 'read' your LS mates behaviour before they do something, you can anticipate their actions, because of the situation you've been in before. Its not necassarily having to do with indicators, flashing lights or what have you. And sometimes, it does, I'm not saying that doesnt exist. I will garentee people who buy entire characters off RMT sites cant hold their own as you or I can in the same situation.
But again..I ask, that it be looked at, reviewed and if it can be done, great, if not or very low priority, then fine. But there's people on both sides of the fence, those who would like it, see the benefit and those who dont like it and say it'll damage the game. But my money is just as good as yours, so I say make it a toggle and let everyone be happy![]()
1. Range: You don't use your own judgement, it's just guesswork. You hit the skill and if you're in range it goes off, if not you get an error, move closer and try again. No real skill involved there, just guesswork.
2. AoE: Same as above, except if you're not in range it simply doesn't hit them. No skill involved in guesswork.
3. Enmity: Arguably, knowing what the hate situation is will allow a player to push the limits harder than before when they were simply guessing. Instead of wondering if they're close to pulling hate or not, they know and in knowing they can use that information to play more skillfully.
Even with the aid of various information displays, personal skill is still needed. It doesn't matter how much information you know if you don't know how to use it to your advantage. If you can't do anything with that information, you may as well not even have it. You need to know what you're doing to properly utilize the information that you are given.
Simply knowing the AoE range doesn't help you much if you don't pay attention or know the limitations of certain skills. Also some lesser known bits of info, like AoEs only hit up to 8 things at a time, are not made apparent and must still be learned anyway. The best way to utilize certain AoE skills despite their range is another personal hurdle that some must overcome. Simply knowing where it will hit is only half the issue.
Exactly, also again if a player doesn't know what to do with the information then it is useless. The enmity bar is really only useful if people know how to manage their enmity properly. Seeing red on the bar doesn't help you much if you don't know how to shed hate.
Actually FFXIV is still kind of aimed at a casual audience, more casual than FFXI at least. Things can still be challenging even with information displayed. Knowing something only does so much for you and the rest is up to personal skill/judgement. These things don't make combat inherently easier, they just display information which you must then use yourself. Figuring out the best way to use that information is what keeps it challenging.
That's an awful idea, I'm sorry. Punishing people for using an information display? No, I would not stand for something like that. Those who don't "need" them can be rewarded with a personal sense of superiority or something, don't punish people for using a feature in a game.
Putting an information display in doesn't take up a huge amount of resources. Compared to creating dungeons, quests, gear, etc... it's a pretty small thing. It requires a little testing but all it does is display information, not a lot can go wrong with that compared to other things.
Last edited by Arcell; 04-24-2012 at 10:41 PM.
Even if they don't make an indicator maybe someone will be able to make a UI Add-on that will be able to do about the same thing.
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