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  1. #11
    Player
    LynxDubh's Avatar
    Join Date
    Oct 2023
    Posts
    215
    Character
    Lynx Dubh
    World
    Faerie
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Carighan View Post
    Sure. They could stop adding 20 new animations each expansion that just end up as solutions in search for a problem. /shrug

    But even if not, SQEX is not a 3-man indie studio. Asking for 20 small variations of existing animations (many of which are 2-step, so you can just abort after the first step + add an audio queue on top) is not a big thing for a large company, or should not be if not massively mismanaged and misorganized.
    They didn't even make 20 animations for *NEW* abilities for the whole healer role for DT's expac. What makes you think they would devote animation and coding resources for failure animations that you should not be seeing a majority of the time?

    Unless they are minor animation tweeks where you lose your flashy effects, and not different failure animations like the two examples you gave, It's absolutely not worth their time. And even still, a new universal failure que would be preferable to reworking everything.
    (0)

  2. #12
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,210
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Carighan View Post
    I'm not especially looking for audio feedback, but any feedback in the first place.

    In particular I'd argue the best thing wold be if you saw a different animation when you fail the positional, akin to how Ninjas get the failure for then Ten Chi Jin or Monks get the failure for Perfect Form. Make it part of the game's normal systems.
    I think positive reinforcement works better than punishment.

    I too want better feedback on positionals, and I'm not even a fan of them.
    (1)

  3. #13
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    814
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by mallleable View Post
    I think positive reinforcement works better than punishment.
    If the feedback is audio based, it has to happen when you fail it, as otherwise it could get annoying really quickly. Another solution would be an option that lets you choose to have the sound when either landing or missing them.
    (0)

  4. #14
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,125
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Aco505 View Post
    If the feedback is audio based, it has to happen when you fail it, as otherwise it could get annoying really quickly. Another solution would be an option that lets you choose to have the sound when either landing or missing them.
    Yeah, of course an option would be best but that'd be my reasoning for a failure audio queue, too: You want the normal result to be hitting it, which should not produce a sound.

    Also the game is already very strong on negative feedback (failing to avoid an AoE kills you, avoiding it doesn't do anything), so eh, what'd be one more.
    (0)

  5. #15
    Player
    jonimated's Avatar
    Join Date
    Jul 2013
    Posts
    87
    Character
    Azrael Belmont
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Aco505 View Post
    If the feedback is audio based, it has to happen when you fail it, as otherwise it could get annoying really quickly.
    I don't think this is necessarily true. We have visual and audio feedback any time we successfully perform a combo action and I've never really seen anyone complain about them being annoying. I would guess to say it's quite the opposite. Most people probably don't even notice it anymore, or never realized it was a thing in the first place.
    (0)

  6. #16
    Player
    kiotsukete's Avatar
    Join Date
    Feb 2014
    Posts
    91
    Character
    Kio Tsukete
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Sylvain View Post
    It could just be the text damage to have a different color. Or a + sign after.

    Like, you failed your positional you see 5293, you succeed you see 1402+
    Good idea, I think having the fly text change color if you successfully hit a positional would be least intrusive and also easiest for SE to implement. But for players with color blindness, a battle log message/symbol and optional audio cue might be more helpful.

    Also agree with the sentiment that it should be a positive feedback mechanism that happens on success, rather than negative feedback that happens on failure.

    It’d also be nice if target circles could have small marks to clarify exactly where flank and rear positional zones begin and end.
    (0)

  7. #17
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,907
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Just underline the damage numbers to indicate you're using the maximized potency on the GCD/Ability.
    Could work with GCDs that requires specific buffs as well.

    A sound cue isn't bad but what about people who don't play with sound on or are listening to music?
    (4)

  8. #18
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,125
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Oh the underline I like.

    Another idea would be to flash the quarter of the target circle briefly in a friendly color (green/white/etc) when hitting it correctly, and red if hitting it wrong (as in, flash the correct quarter). That way it'd also intuitively explain where to stand for it without ever having to explicitly tutorialize it.
    (1)

  9. #19
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    795
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    We already have the ability to turn off our character's animations so I don't see why it would be difficult to have a missed positional default to that state. Our characters are still going thru the motion of the skill but seeing the green rings of Aeolian Edge or just your character jumping and spinning would be really helpful for me. Plus this is something that could happen client side so no one else in the party would get a notification you missed anything in case bullying would be a concern .
    (0)

  10. #20
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,125
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by NobleWinter View Post
    We already have the ability to turn off our character's animations so I don't see why it would be difficult to have a missed positional default to that state. Our characters are still going thru the motion of the skill but seeing the green rings of Aeolian Edge or just your character jumping and spinning would be really helpful for me. Plus this is something that could happen client side so no one else in the party would get a notification you missed anything in case bullying would be a concern .
    Yeah I feel for a game that in such a backwards manner does so much clientside, the devs never use it to their advantage much.

    To their credit, unlike in a certain Guild Wars 2 which really really really needs it, I can fine-tune spell visuals. But like you said, we can only tune animation complexity, not use it for feedback during combat. Likewise, I wish they'd make abilities that visually produce multiple hits (much of what Viper does or say, DRK Carve&Spit) produce multiple small damage numbers in quick sequence on the client. Purely visual, it's actually a single hit for a single number, but the client shows it as syncing up to the multiple visual impacts you'd expect to produce.
    (1)

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