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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The other alternative is to put the visual indicator on the targeting circle, such that the flank/rear zone flashes when you land the positional correctly. If the boss has a full circle target that accepts positionals automatically, then the circle just lights up. A sound indicator could be nice as well, but it may be intrusive when superimposed on the baseline job sound effects.

    It would be good for newer players as well, because it reinforces proper play.
    (5)

  2. #2
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    I'd love that... maybe a "HIT!" icon right next to the damage.

    This doesn't fix how janky the netcode is when it comes to properly landing positionals during movement, but at least I'd know how many I missed when I thought I had a hit.
    (1)

  3. #3
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Xirean View Post
    At present the only way you would know if you got a positional correct is if you are parsing or starring at then numbers. I think it would be a great addition to add a sound effect or visual effect when you get a positional correct; similar to the sound effect when Bloodbath gives you health regen. Also make it optional in case anyone doesn't want it.
    Hitting a positional does have an audio indicator, but it is very sublte.

    Anyway, there is a plug-in to change the color of the combat text, it allows to change the color of positional hits as well.
    (1)

  4. #4
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,666
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I always love replies to people asking if they can have something in the game with "but you can already with a mod!".
    (7)

  5. #5
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Valence View Post
    I always love replies to people asking if they can have something in the game with "but you can already with a mod!".
    In this case, there are actually hit indicators for landing positionals. You can test it on dummies. The hit indication is specifically a sound, and the sound goes from something vibrant to something a fair bit flatter between a hit and a miss. It is, also, very easy to not notice unless you pay attention.

    Though, I'm personally in camp: "Remove positionals, they're not actually fun and are a massive drain on server resources to constantly calculate." Plus I believe boss design gets a lot better without them, but that's just me. I'm the kind of person who thinks Delubrum Reginae Savage is the best piece of content the devs have ever put out, and it has literally 0 positionals for the entire thing. Such a fun dungeon.
    (0)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,666
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I tried on MNK repeatedly, didn't see any hit difference in sound, and I'm far from deaf. No idea where people got that from. Maybe I should try on other jobs who knows...

    I also hate positionals and they're why I don't main melee, but a lot of people enjoy them so all the better for them. I wouldn't lie and say that not having clear feedback on them though, certainly doesn't help. It's just miserable to never truly know if you hit them or not.
    (2)
    Last edited by Valence; 09-27-2023 at 05:08 PM.

  7. #7
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Valence View Post
    I tried on MNK repeatedly, didn't see any hit difference in sound, and I'm far from deaf. No idea where people got that from. Maybe I should try on other jobs who knows...

    I also hate positionals and they're why I don't main melee, but a lot of people enjoy them so all the better for them. I wouldn't lie and say that not having clear feedback on them though, certainly doesn't help. It's just miserable to never truly know if you hit them or not.
    Just to test it, since I have time now, I went and looked at all the abilities on a dummy.
    • Samurai: Gekko and Kasha both do it, the sound effect gets 'flatter' like it's missing part of the higher pitched slashy sound thing.
    • Monk: My ears might be deceiving me, but I couldn't hear it for snap punch or demolish.
    • Dragoon: Chaotic Spring, Wheeling Thrust, Fang and Claw all have a sound effect. Chaotic Spring has so much happening it's easy to miss, the other 2 are subtle but there.
    • Ninja: Aeolian edge and Armor Crush both have it, with Aeolian Edge being much easier to notice than Armor Crush, but both are easier than dragoon. Trick Attack also has it but it's more a sound that's quieter than absent.
    • Reaper: This one's hard to tell on Gibbet and Gallows. It appears to have a sound effect, but for using a bordered gibbet/gallows, not for the positional requirement. And I'm not even sure about that.

    So, seems I'm half correct. I was mostly remembering Samurai since it's painfully obvious. The devs have no real standard on this and considering Reaper doesn't really have it and is a new class, it really is just a simple lack of standards. Samurai, Ninja, and Dragoon all have it, but Monk doesn't, which I'm guessing is a holdover from its old ARR design of: "Everything has a positional, this would get annoying to hear a messup every GCD," and Reaper doesn't have it, presumptively because the dev(s) responsible for this style of sound cue left the company or were moved to other departments. It's the only thing I can think of for losing a standard that existed up to at least stormblood.

    I can agree with the premise, there should be obvious indicators on positional hits. Audio (ability sound effect,) visual (animation,) and the number (different color.) A person shouldn't need a mod in order to know if they landed it, and people who are hearing impaired should be able to know they hit or missed the attack.
    (3)
    Last edited by Taranok; 09-28-2023 at 01:06 AM.

  8. #8
    Player
    ZiraZ's Avatar
    Join Date
    Dec 2021
    Posts
    536
    Character
    Zira Zira
    World
    Jenova
    Main Class
    Dragoon Lv 100
    Only a few of them have different sounds when landing it correctly, I know Snap Punch is a very distinguishable one, but either way I don't even understand why it's needed other than it being a nice touch and I'm all for it, but I'm rarely ever finding myself questioning if I they landed or not, the only positionals that are ever in question are when the boss spins late in the GCD, there's like 2-3 in P11s and 1 after Looper ends in TOP that I remember from recent fights, and the solution is almost always the same, try and land the future positional as if the boss has already turned around, 99% of the time if I'm missing positionals it's due to terrible RNG and/or bad TN planning on my part.
    (0)
    Last edited by ZiraZ; 09-28-2023 at 12:00 AM.

  9. #9
    Player
    Nicola_Kunu's Avatar
    Join Date
    Jan 2023
    Location
    Should have been Ul'dah or Limsa
    Posts
    58
    Character
    Nicola Kunu
    World
    Phoenix
    Main Class
    Paladin Lv 100
    I'm slightly deaf and sometimes am either listening to other music whilst playing, or in a Discord call.
    I'd appreciate a subtle visual effect to indicate a hit positional. It would be a helpful touch.
    (2)

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