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  1. #1
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50

    [Suggestion] Improving the new targeting system

    EDIT: Thanks for adding the dev tag! ^^ Think about this suggestion as a "target mode C" ^^

    Well, the current target system isnt that bad...the idea behind it was very good but the way it was implemented failed in taking full benefit of it. The change just made very troublesome to target self and often players mistakenly changed modes while changing targets, which often ended in death.

    A good way to fix it would be add a ON/OFF option to toggle between old and new system, right? Wrong! Having to chosse between "bad" and "worse" shouldn't even be an option.

    Now my suggestion:

    Using as base the way zoom was implemented for gamepad (great idea. Thumbs up for this one) i'd suggest to actually double the current targeting mode, leaving a mode for up/down and a mode for left/right.

    The idea is to let player set (and lock) a mode at up/down and a different one, unless one of them is set to "All" since they both can be set to "All", to left/right.

    To change modes, the player hold the autorun button and tap up/down to change up/down mode and left/right to change left/right mode. This would keep the modes locked so no more accidents would happen midfight.

    This might look even more weird than current one, but if you set "Friendly" or "Party" ("Party" when in party) at up/down and "Enemy" at left/right you might have an excellent performance targeting, because not only you will have 2 ways to target specific targets but also it will work VERY similar to FFXI targeting with gamepad.

    Also, for a even better performance, i'd suggest a more specialized version of "Enemy" mode. Just like "Friendly" has a specific mode for party members only, the "Party" mode, "Enemy" should have the "Claimed" mode that only targets monsters claimed by that party. This would allow player to target the correct monster (or one of the correct monsters if in a group but then only be targetingting monsters from that group) with a single tap, preventing people to mistakenly attack the wrong monster.

    Another important improvement would be removing auto-targeting from allies that target you for a skill or spell. Having the target going to the healer every time he casts a heal is terribly annoying since often he is behind you. So, in short words, auto-targgeting should work only when you are target from an enemy attack, skill or spell.
    (0)
    Last edited by Lienn; 03-26-2011 at 01:04 AM. Reason: Received dev tag

  2. #2
    Player
    Soda's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    86
    Character
    Soda Pop
    World
    Leviathan
    Main Class
    Marauder Lv 60
    Another important option that needs to be addressed with targeting is hopefully adding the feature of targeting the NEAREST target, not all targets in the vicinity. It's frustrating coming into a dungeon room full of monsters, tab targetting and accidently missing the monster I'm trying to tab target... then I have to tab target through everything else in the room to get back to my target that I missed originally.

    FIX:
    Allow us two keybind options in the user interface area: Target Next Target, and Target Nearest Target


    Another problem is I still feel that the indication that something is targeted in the game is still very shallow. In the heat of combat with lots of players and enemies, it's so frustratingly hard to see if I have my proper target selected.

    FIX: Add some sort of circle under the monster, similar to most modern target-type games, so we can see a more clear indication that we have selected the proper monster. Another reccomendation is to add the ability to toggle Nameplates. For those of you that don't know what nameplates are:

    http://static.wowace.com/content/ima..._nameplate.jpg

    See how easy it is to identify that target is selected? I'm not saying it HAS to be like that, but look how easy it is to see if the target is selected or not.
    (0)

  3. #3
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Soda View Post
    Another important option that needs to be addressed with targeting is hopefully adding the feature of targeting the NEAREST target, not all targets in the vicinity. It's frustrating coming into a dungeon room full of monsters, tab targetting and accidently missing the monster I'm trying to tab target... then I have to tab target through everything else in the room to get back to my target that I missed originally.

    FIX:
    Allow us two keybind options in the user interface area: Target Next Target, and Target Nearest Target


    Another problem is I still feel that the indication that something is targeted in the game is still very shallow. In the heat of combat with lots of players and enemies, it's so frustratingly hard to see if I have my proper target selected.

    FIX: Add some sort of circle under the monster, similar to most modern target-type games, so we can see a more clear indication that we have selected the proper monster. Another reccomendation is to add the ability to toggle Nameplates. For those of you that don't know what nameplates are:

    http://static.wowace.com/content/ima..._nameplate.jpg

    See how easy it is to identify that target is selected? I'm not saying it HAS to be like that, but look how easy it is to see if the target is selected or not.

    Not to be nit picky, but people need to actually read the players guide that's been on the lodestone since it launched.

    the system always targets the nearest target in your field of view. if you tab past your target, Shift Tab goes the opposite direction. and now you can us the arrow keys so whats the problem. People bitch about anything it seems,
    when it would just be easier to learn the targeting system in place. /rant.

    I will agree, and this is the only thing I still see wrong with the system as it stands now. the system needs to ignore mobs
    that are not actively aggressive toward yourself or your party. Once you hit a mob or a mob hit's you the system should automatically ignore all targets that are not trying to kill you.
    (0)

  4. #4
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Oh I also agree with putting the target reticle on the ground under the mob. being in the field of view is just plain ugly.
    (0)

  5. #5
    Player
    Shadowskill's Avatar
    Join Date
    Mar 2011
    Posts
    89
    Character
    Naberius Abaddon
    World
    Hyperion
    Main Class
    Dark Knight Lv 60
    They can take the targeting system as is, make switching the modes more user friendly, good way like they did with the controller zoom feature, Hold auto-run + D pad up)

    In addition add the features from FF11 <stnpc> <stpc> these would do the same thing, with the /assist function most all the targeting problems would be covered.

    To make the monster that is targeted more visible can highlight the name, or small arrow above the name itself, the addition of a circle under the monster for identifying as well above would be good or bad depending on how many monsters are being fought or size of the monster.

    So far the targeting system works fairly well, only issues come when trying to scroll through the party members (need press up or down, which switches the modes).

    The /assist function would help direct members to a single target based off of the person in charge of the selecting (Dynamis it was main tank)
    (0)

  6. #6
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Shadowskill View Post
    They can take the targeting system as is, make switching the modes more user friendly, good way like they did with the controller zoom feature, Hold auto-run + D pad up)

    In addition add the features from FF11 <stnpc> <stpc> these would do the same thing, with the /assist function most all the targeting problems would be covered.

    To make the monster that is targeted more visible can highlight the name, or small arrow above the name itself, the addition of a circle under the monster for identifying as well above would be good or bad depending on how many monsters are being fought or size of the monster.

    So far the targeting system works fairly well, only issues come when trying to scroll through the party members (need press up or down, which switches the modes).

    The /assist function would help direct members to a single target based off of the person in charge of the selecting (Dynamis it was main tank)
    I don't see why they have the stupid "modes" thing. Why can't they just do it FF11 way, like half the control scheme already does it.

    Up/down = PC
    left/right =NPC

    the modes is like ... not being FF11 for the sake of not being FF11 mentality again. Half ass originality.

    And yes, not having /assist commands is stupid, when it's already been invented.
    (0)

  7. #7
    Player
    Betelgeuzah's Avatar
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    Mar 2011
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    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    I don't see why they have the stupid "modes" thing. Why can't they just do it FF11 way, like half the control scheme already does it.
    Because as much as you may want it, this game is not FFXI and will not be. The game mechanics don't work the same way, and as such they can not simply replicate the old UI.
    (0)

  8. #8
    Player
    Soukyuu's Avatar
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    Mar 2011
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    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Betelgeuzah View Post
    Because as much as you may want it, this game is not FFXI and will not be. The game mechanics don't work the same way, and as such they can not simply replicate the old UI.
    I don't see anything wrong with mapping it as suggested by kukurumei. In fact, I thought that's how it was working atm (yes i wasn't ingame after the change)

    Name me which game mechanics you are referring to which prevent that mapping.
    It makes perfectly sense to do it that way. And I didn't even play FFXI (SURPRISE!)
    Just because something was the same as in another game doesn't mean it's bad. I'm getting tired of people screaming "this is not FFXI-2!!" over every little thing that gets suggested.

    SE already did try to do everything differently and you see to what it has led to.
    (0)
    Last edited by Soukyuu; 03-25-2011 at 03:03 AM.

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  9. #9
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
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    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Betelgeuzah View Post
    Because as much as you may want it, this game is not FFXI and will not be. The game mechanics don't work the same way, and as such they can not simply replicate the old UI.
    it took them 6 months to stubbornly mimic 70% of the FF11 UI, despite trying not to copy it "because the the mechanics don't work the same way". The shear fact is, after much R&D and wasting time and effort, they are "replicating the old UI".

    Face it, they're trying to build a car, without looking like a car, and when shit don't work, then end up reworking into looking like a car.

    Simple fact, it's not that they're FF14 UI not FF11 UI, it's that it's a pale broken imitation of it.

    If they can't even copy their own system, how does anyone expect them to supersede it.

    It's just stubbornness of the "Not be FF11". Take what works. In this case, instead of wasting 4 months "we need to improve UI". It ends up being exactly what FF11 tried to do and did better.

    up/down PC/NPC toggle, is a stupidly inferior version of left/right=NPC up/down=PC.

    that's why we keep asking for /assist /join /invite /st[n]pc. Because it freakin existed by their own creative minds (which is apparently not there to advise them)

    Did you know auto target next red monster in the Nov update? It's still crappier then the exact same system in FF11 target next red monster.

    In FF11: When monster dies, next attacking monster is automatically target locked, and also intelligently, in superseding order.

    In FF14: When next monster dies, the monster has to hit you first before you change target(with no target lock), and is superseded by you doing something like targeting locking yourself because your skill bar disappeared.

    And just to make it worse, unlike FF11, which is auto redirected, FF14, any skill you were doing is instantly canceled when monster dies. Which causes above problem to target malfunction.

    It's a measure of the state of the game when you can't even match yourself much less surpass it.
    (0)

  10. #10
    Player
    Betelgeuzah's Avatar
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    Mar 2011
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    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Name me which game mechanics you are referring to which prevent that mapping.
    How are you going to switch between skills in the action bar? XI had menu based combat, XIV doesn't. That's one of the reasons why it can not be replicated.

    I'm getting tired of people screaming "this is not FFXI-2!!" over every little thing that gets suggested.
    That's too bad, because at least half the time it is a valid point. Case by case.

    SE already did try to do everything differently and you see to what it has led to.
    I don't see where that led to. I did see where rushing the release of the game led though.

    Simple fact, it's not that they're FF14 UI not FF11 UI, it's that it's a pale broken imitation of it..
    The fact is, that XI was completely and utterly unacceptable for any modern mouse&keyboard users. XIV is miles better, although not good enough. Now they are slowly making the game less and less menu dependent as it should be, and that is definitely not the "FF11 way".
    (0)
    Last edited by Betelgeuzah; 03-25-2011 at 03:17 AM.

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