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  1. #1
    Player
    AngelCheese77's Avatar
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    Sep 2017
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    Gridania
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    990
    Character
    Bjartur Arnason
    World
    Coeurl
    Main Class
    White Mage Lv 94

    Suggestion: Use Door/Device Automatically if Key is in Possession (Dungeons)

    I would like to start a discussion and hopefully get SE on board about this.

    As many might know, when in a dungeon you may need to find a key or other item used to make a door or device work. These keys or devices show as steps in your Duty Information about the dungeon:



    Now, when one approaches the door or device that needs the key or item, you then R-Click on the door/device which then gives a pop up if you wish to use the key/item on it:



    This in turn Interacts with the door or device and uses it.


    I propose that when anyone in a dungeon has the needed key or item for a door or device, it uses it instantly, and remove the pop-up that appears. It is an unnecessary step, as there is always the required amount of keys in a dungeon to open all doors, and you will always find the item needed to use a device. I am uncertain if this is in regards to just ARR dungeons, but they've done some revamps of some, so why not add this?

    If you would like to also add your voice here, do so! Give a Like so SE notices. And if you want to send a message through the System > Support Desk > Contact Us > Leave a Suggestion, here is a template you can use!
    ~~~~

    Title: Use Door/Device Automatically if Key is in Possession (Dungeons)

    Please change it so that when anyone in a dungeon has the needed key or item for a door or device, it uses it instantly, and removes the pop-up that appears. It is an unnecessary step, as there is always the required amount of keys in a dungeon to open all doors, and you will always find the item needed to use a device. I am uncertain if this is in regards to just ARR dungeons, but they've done some revamps of some, so why not add this?

    Thank you!
    (17)
    Last edited by AngelCheese77; 11-17-2022 at 02:48 AM.

  2. #2
    Player
    PirateRyanG's Avatar
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    Sep 2022
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    389
    Character
    Aserana Swian
    World
    Odin
    Main Class
    Conjurer Lv 90
    This entire post likely took you more time to write than the combined amount of time it would take you to press all of the "YES TO OPEN LOCK" boxes that you will ever encounter in FF14.
    (9)

  3. #3
    Player
    Deceptus's Avatar
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    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
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    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by PirateRyanG View Post
    This entire post likely took you more time to write than the combined amount of time it would take you to press all of the "YES TO OPEN LOCK" boxes that you will ever encounter in FF14.
    The point is in a modern MMO, or any game in general, this mechanic shouldn't even exist.

    "Do you want to use this key item (that has no other purpose) on this mandatory interactable that you need to progress?"
    (28)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  4. #4
    Player
    PirateRyanG's Avatar
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    Sep 2022
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    Character
    Aserana Swian
    World
    Odin
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Deceptus View Post
    The point is in a modern MMO, or any game in general, this mechanic shouldn't even exist.

    "Do you want to use this key item (that has no other purpose) on this mandatory interactable that you need to progress?"
    It is likely tied into another system elsewhere in the game. That is why it isn't removed from dungeons.

    I bet if this were removed, something elsewhere in the game (likely another agreement box) would break. Therefore, it isn't worth the time or effort to remove it.

    There are multiple times throughout the single-player part of the story that you are faced with the same pop-up, and you really need that pop-up there. The code likely just sees a door, checks whether you have permission to open it, and then you say "yes" when you have permission. It doesn't see itself as a door in a dungeon.
    (2)

  5. #5
    Player
    AngelCheese77's Avatar
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    Sep 2017
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    Gridania
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    990
    Character
    Bjartur Arnason
    World
    Coeurl
    Main Class
    White Mage Lv 94
    Hm ... do you hear something? ... just a breeze.

    Quote Originally Posted by Deceptus View Post
    The point is in a modern MMO, or any game in general, this mechanic shouldn't even exist.

    "Do you want to use this key item (that has no other purpose) on this mandatory interactable that you need to progress?"
    Exactly! I don't recall this being in the later expansions in dungeons, just an old relic from ARR. And if they felt the multiple paths weren't needed, why not update the doors and devices?
    (7)
    Last edited by AngelCheese77; 11-15-2022 at 11:16 PM.

  6. #6
    Player
    hobostew's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    459
    Character
    Astrid Arkwright
    World
    Brynhildr
    Main Class
    Monk Lv 90
    SE UI team love their menus.

    Also it's not a relic from ARR era cause one of the current expert roulette dungeons has a thing to click after the first boss for absolutely no reason. They've had teleporters where you just run over them before but here? NOPE.
    (3)

  7. #7
    Player
    PirateRyanG's Avatar
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    Sep 2022
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    389
    Character
    Aserana Swian
    World
    Odin
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by AngelCheese77 View Post
    Hm ... do you hear something? ... just a breeze.



    Exactly! I don't recall this being in the later expansions in dungeons, just an old relic from ARR. And if they felt the multiple paths weren't needed, why not update the doors and devices?
    There are plenty of cases after ARR where you need "permission" to enter something and you talk to a door-like object (normally the Gate Protector person).

    They could remove the doors, I guess. But sometimes you get funny situations where like in Haukke Manor, somebody doesn't pick up the final key, assuming the others have done. Leading to a mildly amusing situation of running around that final section again. Less amusing when our same group failed to pick up the bloodstained cloth to break the seal, though. That was a long-run back.
    (0)

  8. #8
    Player
    RobynDaBank's Avatar
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    Sep 2021
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    Wraeclast
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    1,521
    Character
    Hope Sunflame
    World
    Twintania
    Main Class
    White Mage Lv 90
    Quote Originally Posted by hobostew View Post
    SE UI team love their menus.

    Also it's not a relic from ARR era cause one of the current expert roulette dungeons has a thing to click after the first boss for absolutely no reason. They've had teleporters where you just run over them before but here? NOPE.
    Clicking to move in some way isn't only in Stigma Dreamscape. It's even in Heavensward at Sohr Khai for example.
    (0)
    Mortal Fist

  9. #9
    Player
    Skivvy's Avatar
    Join Date
    Jun 2012
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    4,178
    Character
    Boo Box
    World
    Rafflesia
    Main Class
    Sage Lv 100
    Would love this SO much. If a key/item can only be used in one place, in a completely linear dungeon, it just feels clunky. But as others have said, SE seems to really love their menus and prompts.
    (3)

  10. #10
    Player
    DPZ2's Avatar
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    Feb 2015
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    2,571
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 95
    The reason it is there is because players can skip actually opening doors. In Haukke Manor there are a number of Tiny Keys that players can ignore because they know the direct path keys are not the Tiny Keys, but those keys still open cell doors with opponents and treasure chests available.

    Why create another separate system to 'open' something when (a) it already works and (b) it has been taught to players for the at least the first 50 levels in-game? The system we have now is actually 'interact with dungeon', which is taught to players from the moment they first enter Sastasha and codified during the Hall of the Novice training.
    (4)
    Last edited by DPZ2; 11-16-2022 at 01:48 AM.

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