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  1. #1
    Player
    catofsnake's Avatar
    Join Date
    Mar 2021
    Posts
    30
    Character
    Yozora Scala
    World
    Sargatanas
    Main Class
    Black Mage Lv 80

    Options for showing targetted markers in instance/design in future instances

    In some instanced battles, there are some mechanics where every single party member will get some sort of icon over their head, and the oncoming attack will require some level of coordination from everyone depending on those icons. But, at times it's hard to read your own when there's 7 other icons. Sure, it's possible to figure it out by spreading out and wiggling, but I think this could be cut out entirely with an option to only render your own marker and perhaps a party member's closely related one like in magnets, for example. Most mechanics that come to mind for me with markers almost all require little adjustment based on other party members. For mechanics that genuinely depend on knowing each person's mark such as the original Limit Cut or magnets, there could be an override of this function.

    I got this idea when I saw some of the mechanics in Delulbrum Reginae, with the Hot and Cold and queen's march only showing your own mark, giving it a lot more visual clarity than if it showed you everyone's.

    And; if this trips some unforeseen consequence in some specific fight I didn't remember; at least make mechanic icons render over party menu markers. I've been memed on before when I couldn't see whatever polarity I was because the (Target to Attack 1) marker was covering it, and I can't think of any situation where being able to see it would be more important than seeing the fight's marker.
    (1)

  2. #2
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,162
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    In some fights they handle this by giving everyone a debuff in addition to the overhead marker, and in those fights it's sufficient. If every overhead marker was also a debuff, I think we'd be fine.

    But there is one type of overhead marker that seems to present a noticeably widespread readability problem: number pips, e.g., the red and blue order markers in Diamond Weapon EX.
    • They're difficult to read behind overhead target /marking
    • Stacked party members' pips are even harder to read than stacked single markers
    • Pips take up more space above each character, requiring stacked members to move farther apart for clarity than they would need to move with single markers
    • Some humans are just really bad at telling 6, 7, 8 apart when they are represented with pips.
    These definitely need attention. Debuffs would make these better but really number pips as overhead markers are just a bad mechanic interface. Please use a simpler overhead marker that includes a numeral for these, in addition to adding debuffs with numerals.
    (1)
    Last edited by Rongway; 10-25-2021 at 06:28 PM.

  3. #3
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,792
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rongway View Post
    Please use a simpler overhead marker that includes a numeral for these, in addition to adding debuffs with numerals.
    Problem is, there are already number markers you can put on players. That's probably why they went with the dots in the first place.
    (1)

  4. #4
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,162
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Brightamethyst View Post
    Problem is, there are already number markers you can put on players. That's probably why they went with the dots in the first place.
    A bobbing pointer with a number over it would still be more readable than pips, as it would elevate the number so that it's not behind a /marking.
    (1)
    Error 3102 Club, Order of the 52nd Hour