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  1. #1
    Player
    RobynDaBank's Avatar
    Join Date
    Sep 2021
    Location
    Wraeclast
    Posts
    1,521
    Character
    Hope Sunflame
    World
    Twintania
    Main Class
    White Mage Lv 100
    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

  2. #2
    Player
    Skivvy's Avatar
    Join Date
    Jun 2012
    Posts
    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)

  3. #3
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,590
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    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.

  4. #4
    Player
    Cach's Avatar
    Join Date
    Mar 2016
    Posts
    244
    Character
    Cach Mandrake
    World
    Hyperion
    Main Class
    Scholar Lv 100
    I don't necessarily disagree, but OP's example is literally the worst example to pick.

    There's a certain number of tiny keys for a certain number of doors and its very possible that parties don't get them all. Therefore is only logical and good design that the player has the option of backing out of opening a door.

    Not saying that every single door or lever needs this confirmation window, just wanted to point out that there are situations were is warranted.
    (3)

  5. #5
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,439
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Cach View Post
    I don't necessarily disagree, but OP's example is literally the worst example to pick.

    There's a certain number of tiny keys for a certain number of doors and its very possible that parties don't get them all. Therefore is only logical and good design that the player has the option of backing out of opening a door.

    Not saying that every single door or lever needs this confirmation window, just wanted to point out that there are situations were is warranted.
    Yeah Haukke isn't the best example. You do need two Tiny Keys to progress, one on each level. But you can pick up extras to get the optional doors. So it makes sense to ask if you really want to use the Tiny Key you have, since it may mean you have to go back and pick up another for the mandatory door or cell.

    I don't necessarily disagree with the OP either. If it's a situation where there's only one option, then I could see the suggestion being a nice QoL. They could stand to do it in WP with things like the grease, too.
    (1)

  6. #6
    Player
    Azuri's Avatar
    Join Date
    Dec 2021
    Posts
    769
    Character
    Azuri Aeru
    World
    Phoenix
    Main Class
    Red Mage Lv 90
    The actual fix to the problem is to Toto-Rak the rest of ARR dungeons and remove all the interactables entirely.
    (2)

  7. #7
    Player
    AngelCheese77's Avatar
    Join Date
    Sep 2017
    Location
    Gridania
    Posts
    999
    Character
    Bjartur Arnason
    World
    Coeurl
    Main Class
    White Mage Lv 97
    Quote Originally Posted by Cach View Post
    I don't necessarily disagree, but OP's example is literally the worst example to pick.

    There's a certain number of tiny keys for a certain number of doors and its very possible that parties don't get them all. Therefore is only logical and good design that the player has the option of backing out of opening a door.

    Not saying that every single door or lever needs this confirmation window, just wanted to point out that there are situations were is warranted.
    Need a key to open the first door to continue the dungeon in the beginning. You then have the green key after the first mini-boss to use on the door behind you. The green key only goes in that door
    (2)
    Last edited by AngelCheese77; 11-17-2022 at 02:46 AM.

  8. #8
    Player
    Imora's Avatar
    Join Date
    May 2021
    Posts
    1,233
    Character
    Imora Dal'syn
    World
    Phoenix
    Main Class
    Dancer Lv 90
    I just want it to default select Yes With a controller so I don't have to select it before mashing the button again.

    Currently the default selection is No.
    (1)

  9. #9
    Player
    PirateRyanG's Avatar
    Join Date
    Sep 2022
    Posts
    389
    Character
    Aserana Swian
    World
    Odin
    Main Class
    Conjurer Lv 90
    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.
    Yes. But when I explained why it likely isn't possible he gave me a ridiculous response. Something like 'hmm must be the wind'.

    He is so adamant that this must be done he ignoring or belittling comments that suggest why it may not be as easy as he thinks.
    (0)

  10. #10
    Player
    Solarra's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    887
    Character
    Sylbritt Muscadet
    World
    Cerberus
    Main Class
    Archer Lv 89
    Yes, it's annoying to have to confirm that you really do want to progress through a dungeon when the only alternative would be to stand in front of the door until you get booted out. Obviously you want to progress. It would be a small QoL change that I'd welcome, personally.

    As to Haauke Manor, they could change the tiny keys needed for progression to 'Large keys' or something so that it's clear what's optional to pick up and what is not. I can't think of anywhere else where the key/lever etc could be used to open optional areas as well.
    (3)

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