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  1. #1
    Player
    ChiefCurrahee's Avatar
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    Mar 2011
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    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60

    Gamepad & action bar (fatigued)

    In the old battle content forums I brought up the issue of selecting skills from the action bar with a gamepad turns tedious after the first few fights.

    I believe implementing an Auto Attack (AA) would help alleviate some of the unnecessary inputs for navigating the action bar. But thats not what this topic is about.
    I want to turn the discussion away from AA since it quickly turns away from constructive feedback and into flamefest between supporters non-supporters.

    I want to see this thread replied with ideas on how to better the UI (from a gamepad users standpoint) to reduce the amount of input needed to take actions during battle.

    If you believe the UI is fine the way it currently is as a gamepad user, do not reply. this is for ideas on how to change. If you like an idea quote it and respond with your support or additional ideas. If you don't like a proposal, write your own w/o a response to the ones you dislike.
    (0)

  2. #2
    Player
    ChiefCurrahee's Avatar
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    Mar 2011
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    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    I myself feel that currently the action bar becomes increasingly tiresome to navigate during battle.

    For example
    If you're action bar looks like this:

    1) basic attack 2) guard 3) TP move 4) TP move 5) Cure

    your battle scenario might go like this:
    1 1 2 3 1 1 3 4 1 1 5

    your required input on a gamepad is this:
    1 1 > 2 > 3 < < 1 1 > > 3 > 4 < < < 1 1 > > > > 5

    25 user inputs for 11 actions taken.

    I've read great ideas of setting the action bar into 3x3 square UI with your basic attack in the middle so 8 other skills are 1-2 inputs away

    your UI might look like this:

    TP move|Guard|TP move

    AltAttack|Basic |AltAttack

    Buff | Cure | Buff

    If we can set the defaulted position to the middle when no direction is pressed and a user uses the Dpad to select attack each attack is basically 1 move away. Now the tricky thing is, is switching palettes to accommodate 30 (i guess this set up only allows 27) slots. Do the R2 L2 or L/R triggers currently used for macros become inputs to change palettes? My vote would be to remove the "Emote" function from the controller and use that for palettes changes. 3 presses would take you through all 27 slots and back to original.

    P.S. the 3x3 grid UI idea credit goes to someone, other than myself. I just can't find the post to give credit where credit is due.
    (0)
    Last edited by ChiefCurrahee; 03-23-2011 at 09:20 PM.

  3. #3
    Player
    Fieros's Avatar
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    Mar 2011
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    188
    Character
    Snoz Berry
    World
    Leviathan
    Main Class
    Arcanist Lv 48
    Radial system looks good few posts down.
    (0)
    Last edited by Fieros; 03-25-2011 at 09:47 AM.
    Show your support - "Leve grinding without the run" http://forum.square-enix.com/ffxiv/threads/29139

  4. #4
    Player

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    Mar 2011
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    174
    I would propose an alternative where you don't select the abilities with the d-pad, but with the right analog stick. It would still control the camera by default, but when you hold your "action button" (left shoulder, or one of the triggers), you'd activate the skillbar, and the stick changes from camera control to ability selection.
    There are a few possibilities from here:
    - you could use the 8 directions of the stick without any modifications.
    - you could use a system where moving it into one of the 4 cardinal directions activates a sub-set of the action bar.
    Example: move the stick up, then left or right activates the upper half with 5 slots, move it down, then left or right activates the lower half with 5 slots, same with left and right, for a total of 20 skill slots.

    Overall, I would also propose to rebalance the number of action points to reduce the number of active abilities slightly. A gamepad simply has limits to how many skills you can comfortably access, and the game design should reflect that.

    This would have the side effect that people would be forced to be more selective in which abilities they slot, and would incentivise to actually specialize your abilities for a specific role.
    (0)
    Last edited by Naqaj; 03-23-2011 at 11:04 PM.

  5. #5
    Player
    REDace0's Avatar
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    Mar 2011
    Location
    #5 Mist 2, The Pande Cave
    Posts
    954
    Character
    Robert Redensa
    World
    Balmung
    Main Class
    Dark Knight Lv 70
    I really like the idea of one-press actions, esp. holding a trigger and moving a stick to select, then releasing a trigger. Right now the action bar is the main reason I can't play with a controller. I just can't switch actions nearly as fast as when pressing number keys.
    (0)

  6. #6
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    Mar 2011
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    How about a rotary system like the one you see in PS3 games like dragon age, or spare parts and the like. Take a page out of the RPGs that were designed specifically for controllers. I think a seperate UI is REQUIRED between keyboard and controller, and I am suprised that SE hasen't thought about this yet.
    (0)

  7. #7
    Player
    Dreamer's Avatar
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    Mar 2011
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    Balmung (USA, EST)
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    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Linnear View Post
    How about a rotary system like the one you see in PS3 games like dragon age, or spare parts and the like. Take a page out of the RPGs that were designed specifically for controllers. I think a seperate UI is REQUIRED between keyboard and controller, and I am suprised that SE hasen't thought about this yet.
    I support this. I'd like to see a radial menu similar to Neverwinter Nights 1 (the one released around 2002). Basically you press the and hold the attack button down(preferably a shoulder button so that both thumbs are left free) on your game pad. A 10-entry circular pinpinwheel pops up, and you can use your camera analog stick to move to the entry that's in the direction you press in. Once it's highlighted, let go of your attack button and it'll choose that attack and execute it. If it's a spell, it'll take you to the single/aoe selection as normal.

    Something like this:
    ```````````1-Wand
    ``````0-Shell`````2-Cure1
    ``9-Poison```````````3-Cure2
    ``8-Drown```````````4-Sacrifice
    ``````7-Thunder``5-SiphonMP
    ```````````6-Aqua
    I hope that makes sense.
    (0)

  8. #8
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    Funny thing is, Square was one of the first to use a radial menu system. Anyone remember Secret of Mana?
    (1)
    Last edited by Naqaj; 03-24-2011 at 09:53 PM.

  9. #9
    Player
    REDace0's Avatar
    Join Date
    Mar 2011
    Location
    #5 Mist 2, The Pande Cave
    Posts
    954
    Character
    Robert Redensa
    World
    Balmung
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Naqaj View Post
    Funny thing is, Square was one of the first to use a radial menu system. Anyone remember Secret of Mana?
    Yes! That game was awesome!
    (0)

  10. #10
    Player
    Soukyuu's Avatar
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    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Agreed on a radial menu.
    Thing is, I don't think they will implement this since they are fixed on having the same UI on each platform.
    (0)

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