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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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    Bjartur Arnason
    World
    Coeurl
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    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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    Character
    Aserana Swian
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    Odin
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    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
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    The Goblet - 16th Ward, Plot 55
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    Deceptus Keelon
    World
    Behemoth
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    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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    Aserana Swian
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    Odin
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    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
    Remolia's Avatar
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    Jun 2022
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    Remi Poemi
    World
    Omega
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    Conjurer Lv 100
    Quote Originally Posted by Deceptus View Post
    "Do you want to use this key item (that has no other purpose) on this mandatory interactable that you need to progress?"
    Ofc not! Wot am I, a porter?? I have other players to this.
    (0)

  6. #6
    Player
    Gemina's Avatar
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    Mar 2016
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    Dravania
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    Gemina Lunarian
    World
    Siren
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    Scholar Lv 100
    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.
    OP actually did what I criticize so many others for not doing. Instead of just complaining, or making a suggestion that involves heavy resources then bailing out of the thread; they mentioned the issue, why it is one, provided a suggestion, and asked for feedback. Totally did everything right. Well, almost.

    Unfortunately, it's bit verbose, with the most important clause being mentioned last instead of first:

    "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!


    This alone opens and closes quite nicely. Don't need any of the other stuff.
    (5)

  7. #7
    Player
    AngelCheese77's Avatar
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    Gridania
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    Bjartur Arnason
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    Coeurl
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    White Mage Lv 94
    Quote Originally Posted by Gemina View Post
    OP actually did what I criticize so many others for not doing. Instead of just complaining, or making a suggestion that involves heavy resources then bailing out of the thread; they mentioned the issue, why it is one, provided a suggestion, and asked for feedback. Totally did everything right. Well, almost.

    Unfortunately, it's bit verbose, with the most important clause being mentioned last instead of first:

    "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!


    This alone opens and closes quite nicely. Don't need any of the other stuff.
    I stated the rest in case there were players who have forgotten about such a thing, or didn't know about it yet as they haven't gotten there.

    But thanks for the feedback!
    (1)

  8. #8
    Player
    AngelCheese77's Avatar
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    Bjartur Arnason
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    Coeurl
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    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.

  9. #9
    Player
    PirateRyanG's Avatar
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    Aserana Swian
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    Odin
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    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)

  10. #10
    Player
    hobostew's Avatar
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    Ul'dah
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    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)

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