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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,319
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    /autofacetarget can be both convenient and annoying. It's useful for most classes so that you don't press an attack and then it not hit because you are not facing it enough. It's annoying for healers though. On a healer, I macro my attacks like so.

    Code:
    /autofacetarget on
    /action "Ruin" <t>
    /action "Ruin" <tt>
    /autofacetarget off
    This makes sure that autofacetarget is off when healing so that I don't turn around while healing, which is a big problem if there is a gaze attack while healing, which actually happened in the one savage floor I healed. The problem with this is the attacks no longer queue, but it's something I'm willing to do so that I don't automatically face players while running just because I healed them.

    PvP is already being changed soon and UI elements can already be changed, hidden and resized in almost every way. You can even use different UI themes including the traditional blue one from a lot of FF games.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,013
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    To start with, they need to at least catch up with modders in regard to basic QoL:
    • An animation lock procedure that doesn't (doubly) punish players for their ping.
    • Additional option to only automatically face targets for actions that require you to face target, to hide your EXP bar at max level, and similarly obvious choices.
    • Showing shield (and predicted DoT) values on any and all HP bars.
    • Chat messages timing out and fading separately.
    • Consolidating abilities that would not (or, especially, cannot) be options at the same time anyways.
    • Improved targeting (especially, being still able to target enemies who are too tall for their nameplates to fit on your screen when playing in Ultrawide aspect ratio without having to back out the camera to max and aim up from the floor...)
    • Other UI improvements, including improved retainer and inventory interface, better world map, status effect filtering and prioritization, conditional UI elements, etc.
    • Job-specific, auto-swappable UI layouts.
    • Queuable macros (at least to their first usable action), so we can set up targeting schemes as we like.
    • ...so on and so forth....

    Thereafter, the big stuff:
    • Put in the time to develop systems to save time later (else we'll just end up with longer and longer delays between patch cycles). Challenge modes and developing a means of syncing old content up, for instance, could be huge -- as could be, say, player-made (obstacle/combat) courses.
    • Seriously reconsider avenues of time-gating and gear-treadmills as compared to just letting people do whatever's fun for them. (I realize gear progression can be a factor in that 'fun', but it's rarely the sole one.)
    • Take more risks, but only where willing to put in the full effort to flesh them out. Additionally, build those new things with an endgoal in mind (Step A prototyping for Step B, which acts in turn for Step C, etc.), but always in the interest of greater ambition, not to trickle out an initial plan over a longer amount of time.
    (6)
    Last edited by Shurrikhan; 02-21-2022 at 11:14 AM.

  3. #3
    Player
    Izar_Chillen's Avatar
    Join Date
    Nov 2019
    Posts
    427
    Character
    Jhuno Whatt
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shurrikhan View Post
    To start with, they need to at least catch up with modders in regard to basic QoL:[/LIST]


    Big time




    Currently we can because they dont


    Add:

    The ability to hide map/mini map icons of your choosing

    The ability to shows your personal debuffs and their time counters on your target enemy list, target and faceplate/hp bar

    The ability to make your debuffs on the target hp bar larger than others so its easier to see

    The ability to auto attack your target when non selected actually work

    The ability to auto dismount when using an action

    The ability to move the individual bars on the parameter bar HP/Mana and the HP/Mana text

    The ability to move the text on enemy/target cast bar

    The ability to show the HP of your target and your focus target

    The ability to show shields on your parameter bar and to choose the colour of the bar

    The ability to show timers on the party list for buffs/debuffs

    The ability to show with an icon size of your choosing who needs cleansing on each player on your screen, and to show how is raising who on the party/alliance list with the option to choose the colour of bar that highlights said raise actions over a party listee

    The ability to move the "toast" and Battle" messages anywhere you wish eg: Battlemessages : White bar dialogue you see in combat like in praetorium in the middle and upper area of the screen or the BnW text (toast) you get when say a retainer returns

    The ability to show the actual time left on your retainer ventures eg 24:00:00 rather than 1Hr it would show otherwise

    The ability to show what role is required as the ADV In need and for which duty as a chat/system generated message



    and many more


    the sorts of things this game should have as option anyways
    (1)

  4. #4
    Player kpxmanifesto's Avatar
    Join Date
    Sep 2014
    Posts
    1,037
    Character
    Last Starfighter
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    I just wish SE would fix the server tick rate if anything.
    (3)

  5. #5
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,191
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    For people complaining about tab-targeting, it took me a disappointingly long time to figure out how simple it is, just different than how it's handled in many other games. Other games I play, pressing Tab cycles targets based on distance, with Tab going near-to-far and Shift-Tab going farthest to closest. In FFXIV, it's simply left-to-right instead. Tab targets the next creature on the right, and Shift-Tab targets the one on the left. Cycling in FFXIV became so much more sensible once I realized that.
    (2)

  6. #6
    Player
    Kyragos's Avatar
    Join Date
    Feb 2022
    Location
    Gridania
    Posts
    5
    Character
    Khire Nelhah
    World
    Louisoix
    Main Class
    Bard Lv 90
    Quote Originally Posted by Striker44 View Post
    For people complaining about tab-targeting, it took me a disappointingly long time to figure out how simple it is, just different than how it's handled in many other games. Other games I play, pressing Tab cycles targets based on distance, with Tab going near-to-far and Shift-Tab going farthest to closest. In FFXIV, it's simply left-to-right instead. Tab targets the next creature on the right, and Shift-Tab targets the one on the left. Cycling in FFXIV became so much more sensible once I realized that.
    This is the default behaviour, yes. But you can change it in the character settings (control / target / target type) and it will behave exactly like these other games (tab to target nearest to farthest in front of you and shift + tab to target farthest to nearest). There are actually a few great QoL options that even some experienced players don't know about.
    (1)
    Last edited by Kyragos; 02-22-2022 at 01:48 AM.

  7. #7
    Player
    Shibi's Avatar
    Join Date
    Aug 2013
    Posts
    2,756
    Character
    Lala Felon
    World
    Zurvan
    Main Class
    Gunbreaker Lv 80
    Targeting needs work for sure. I ended up binding next/last target to my mousewheel. And alt-mouse wheel for zoom in/out. Still not perfect, and you still select that mob 150 yalms away, but it's faster for me.

    I'd like crafting from storage, as in Rift. Want to craft something, doesn't matter which retainer has it, the mats are just grabbed from them by the system when you craft.
    (2)
    やはり、お前は……笑顔が……イイ

  8. #8
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,319
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    What I find the most annoying is being able to click other players or chocobos in battles. I have no reason to be able to click them in battle, but it happens while clicking my abilities on the hotbar and then I miss a GCD because of it.

    The only thing that makes it feel unpolished is some abilities not being very responsive and others being too responsive, such as gap closers which executes two of them when I only intend to use one.
    (0)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  9. #9
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,701
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Focus more on developing content with longevity in mind. Be it on the easier or challenging side, arguably the biggest flaw FFXIV has (in my opinion, of course) is the utter lack of content longevity. Everything tends to have a finite life cycle that fizzles out within the same patch it's released. Eureka and Bozja have been the only real exceptions but both were a little too much on the safe side. Which segues into another problem: Take risks and innovate. While I actually liked Bozja well enough; particularly the Critical Engagements, it does boil down to yet another FATE grind. I'd like to see them be a bit more creative with this style of content. Take the upcoming Deep Dungeon. I really hope it isn't another reskinned Palace like HoH was but something a bit more expansive.

    Suffice it to say, I'd just like more of a focus on content longevity to keep me invested in a patch cycle.
    (5)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  10. #10
    Player Caurcas's Avatar
    Join Date
    Jan 2020
    Posts
    1,527
    Character
    Caur Kagon
    World
    Siren
    Main Class
    Dark Knight Lv 90
    Giving jobs identity back.
    (9)

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