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  1. #41
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by RitsukoSonoda View Post
    No they didn't include it because of the toxic behavior that stems from parsing. Which is one of the things we're seeing from 3rd party parsers and that FFLogs website.
    I think people want to pretend that parsing is causing more issues than it really is. I have played since 2013, and I have never had a player say anything about DPS in a group I have been in, outside of asking if some one was parsing and what there specific DPS was. I have never seen toxic behavior from parsing. Maybe other people have had different experiences, but that has been mine.

    The most common third party tools people complain about the most are things you can do with a couple stop watches and a calculator.
    (8)

  2. #42
    Player GaiusDrakon's Avatar
    Join Date
    Dec 2021
    Posts
    397
    Character
    Gaius Drakon
    World
    Jenova
    Main Class
    Summoner Lv 100
    Quote Originally Posted by IdowhatIwant View Post
    I think people want to pretend that parsing is causing more issues than it really is. I have played since 2013, and I have never had a player say anything about DPS in a group I have been in, outside of asking if some one was parsing and what there specific DPS was. I have never seen toxic behavior from parsing. Maybe other people have had different experiences, but that has been mine.

    The most common third party tools people complain about the most are things you can do with a couple stop watches and a calculator.
    In-game, sure. I've almost never seen parsing toxicity in-game. Outside of the game, definitely not.
    (0)

  3. #43
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Status filter. So you can filter out buffs or debuffa you really don't care about.

    Or example if I'm a ninja. Why do I care if the blm has thunder up or the scholar has bio up. Filter those out. but I do want to see chain strat or even another ninjas whatever tr8ck is now called. as its more important to me.

    Secondly a simple range finder.
    Tell me how far I am from the boss. Smal tool but usefull in situations where the boss can do a donut with a 6 yalm radius. Or a circle with a 5 yalm radius. Leaving a nice 1 yalm gap in between as a safe space..
    (3)

  4. #44
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Parameter UI (HP/MP/Target type):
    - let us split HP, MP and Target Type UI elements similar to how we can split Buffs, Debuffs and tertiary effects so we can position or display them separately
    - let us display Barrier HP (Adloquium, The Blackest Night, etc) in our Parameter UI in the HP gauge.

    Party LIst:
    - let us display Buff / Debuff durations in the Party List; this will make solving mechanics or understanding mistakes in execution a lot easier.
    - "maybe" display an active / inactive Enmity Stance (Iron Will, Defiance, Grit, Royal Guard, Mighty Guard) with an additional element, like a glowing border or differently coloured corners on the job icon
    ---> This is relevant for freeing up space for buffs / debuffs in the party list.

    Hotbars / Actions & Traits:
    - a setting to enable 1-button combos similar to PVP counterparts
    - the option to create combo sequences on your own (EX: Ikishoten -> Ogi Namikiri (if under Ogi Namikiri Ready) -> Kaeshi: Namikiri -> returns to Ikishoten)
    ---> this would put the work of creating logical action sequences in the hands of the player.
    [ ! ] this could also risk creating 1-button opener macros, so it should contain limitations.

    Floating Text, Target action gauge:
    - with actions that specify damage types for mitigation purposes we need a streamlined way to identify an action's damage type that doesn't require comparing damage numbers or reading cryptic combat text.
    ---> will affect ease of use of the following actions: Feint, Addle, Dark Mind, Dark Missionary, Heart of Light, Camouflage (parry), Fey Illumination
    ---> will affect how we treat mechanics for these roles: Caster + Healer (weak to physical), Maiming (higher physical defense), Melee + Physical Ranged (less magical defense)
    (1)

  5. #45
    Player
    Azuri's Avatar
    Join Date
    Dec 2021
    Posts
    769
    Character
    Azuri Aeru
    World
    Phoenix
    Main Class
    Red Mage Lv 100
    "Please look forward to it"... in 8.0.
    (4)

  6. #46
    Player
    OM3GA-Z3RO's Avatar
    Join Date
    Aug 2020
    Posts
    209
    Character
    Celestria Thurmand
    World
    Zodiark
    Main Class
    Dark Knight Lv 90
    ~Damage Info~
    Physical and Magical Damage numbers and cast bar are in specific color and the damage number tells you which enemy hit you with it.
    (3)

  7. #47
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    749
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Caitlinzulu View Post
    If you condense the combo to one button why have the combo at all.
    Some combos are just plain linear without any sidepaths. However, interupting it does give disadvantages. These are perfectly fine for condensing. Note that resetting a combo by starting a new one could actualy be a desired effect (no idea if any class has this already), and in this case it should be at least 2 buttons (1 to reset, 1 to continue).

    The only skill that not condensing a combo does is get players to use more buttons and mess up because of that.

    Essentialy you only have like 10-18 buttons in easy reach depending on the settings (whether you have easy management for 5 or 6 main buttons, and how many modifiers you can easily apply).
    Modifier keys might make it look like you have more, but it usualy isnt as easy as it might appear (some modifier keys make certain buttons harder to reach like for example ALT+5 and CTRL+1 do require additional movement due to button distance and position). Condensing buttons makes more buttons get easy to reach.
    There is also the part of fat fingering, which often happens when moving your hand to reach those buttons. More buttons often causes this. Although players can sometimes compensate by adding gaps in the bars (which then moves buttons even more often out of easy reach).

    But there is a point where condensing everything gives issues, and thats mainly in the lower levels where not everything is unlocked yet. Revealing that a new step is unlocked in a combo is normaly easy as its a new button. But when condensed this feature is lost, which especialy in the learning phase is actualy a problem. Players arent very likely to notice this, and especialy when constantly bouncing between high and low level dungeons, this becomes messy. Sure the button image can change, but i do not consider this a good way.

    For this reason i think some classes simply need a primary combo that never gets condensed, while everything besides that, that can be compressed, should be. Uncondensed abilities also gives a certain feeling to a class in what sort of expectations to get. Since if the main combo requires 3 buttons, you are generaly going to expect a lot more combo's. While if those are condensed, its more likely to be expected that its not going to matter as much.
    (0)

  8. #48
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by UkcsAlias View Post
    Some combos are just plain linear without any sidepaths. However, interupting it does give disadvantages. These are perfectly fine for condensing. Note that resetting a combo by starting a new one could actualy be a desired effect (no idea if any class has this already), and in this case it should be at least 2 buttons (1 to reset, 1 to continue).

    The only skill that not condensing a combo does is get players to use more buttons and mess up because of that.

    Essentialy you only have like 10-18 buttons in easy reach depending on the settings (whether you have easy management for 5 or 6 main buttons, and how many modifiers you can easily apply).
    Modifier keys might make it look like you have more, but it usualy isnt as easy as it might appear (some modifier keys make certain buttons harder to reach like for example ALT+5 and CTRL+1 do require additional movement due to button distance and position). Condensing buttons makes more buttons get easy to reach.
    There is also the part of fat fingering, which often happens when moving your hand to reach those buttons. More buttons often causes this. Although players can sometimes compensate by adding gaps in the bars (which then moves buttons even more often out of easy reach).

    But there is a point where condensing everything gives issues, and thats mainly in the lower levels where not everything is unlocked yet. Revealing that a new step is unlocked in a combo is normaly easy as its a new button. But when condensed this feature is lost, which especialy in the learning phase is actualy a problem. Players arent very likely to notice this, and especialy when constantly bouncing between high and low level dungeons, this becomes messy. Sure the button image can change, but i do not consider this a good way.

    For this reason i think some classes simply need a primary combo that never gets condensed, while everything besides that, that can be compressed, should be. Uncondensed abilities also gives a certain feeling to a class in what sort of expectations to get. Since if the main combo requires 3 buttons, you are generaly going to expect a lot more combo's. While if those are condensed, its more likely to be expected that its not going to matter as much.
    Only one job could get away with a combined combo button, which is Reaper.
    More info Here.
    (1)

  9. #49
    Player
    Chawan's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    47
    Character
    Chawan Spiritweaver
    World
    Faerie
    Main Class
    White Mage Lv 90
    All i can think of is i want for ui is darker mode maybe a color wheel picker so we can choose the colors we desire the ui to be.. the ability to change the color of my class change buttons and basic macro buttons would be nice. Maybe let us choose the accent color too.. i would much prefer a cooler toned color instead of red.
    (1)

  10. #50
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,378
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    The damage type display is a must. Displaying the difference between physical and magical damage is huge especially when we have mitigations that specifically mitigate magic vs physical.
    (4)

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