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  1. #1
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100

    Positional attacks, indicator is bad.

    Right now the indicator for landing a positional attack is barely noticeable.
    When you land a positional attack, the sound is only a tiny bit louder than normal, most people don't even know that's a thing.

    Suggestion:

    Change the color of the combat text when landing positional attacks:

    (5)

  2. #2
    Player
    RinaB's Avatar
    Join Date
    Dec 2019
    Posts
    383
    Character
    Lily Jun
    World
    Seraph
    Main Class
    Dark Knight Lv 100
    I would like this as well and maybe give it a specific sound too. Unrelated but I would really like to change the effect of my combo buttons. The little lines going around the icon are really hard to see on some reaper abilities so I'd.like to be able to change it to maybe a solid pulsating orange box.
    (0)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,154
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    It is better UI/UX practice to mark FAILED positionals differently, not successful positionals. If you mark successful positionals, there is still no way to tell just by looking at the numbers if a normal colored attack is a missed positional or a non positional. If you mark failed positionals instead, then it's really easy to see which attacks are failed positionals.

    Take a look at these two schemes:

    Marking successful positionals:
    Twin Snakes 429
    Demolish 421(+)
    Bootshine 660
    True Strike 499
    Snap Punch 439
    Dragon Kick 309
    Twin Snakes 418
    Snap Punch 459(+)
    Bootshine 628
    True Strike 503
    Demolish 435(+)
    Dragon Kick 318
    Twin Snakes 400
    Snap Punch 420
    Bootshine 655
    True Strike 518
    Snap Punch 504(+)


    Marking failed positionals:
    Dragon Kick 325
    Twin Snakes 429
    Demolish 421
    Bootshine 660
    True Strike 499
    Snap Punch 439(-)
    Dragon Kick 309
    Twin Snakes 418
    Snap Punch 459
    Bootshine 628
    True Strike 503
    Demolish 435
    Dragon Kick 318
    Twin Snakes 400
    Snap Punch 420(-)
    Bootshine 655
    True Strike 518
    Snap Punch 504


    How many failed positionals were there? Without knowing the attack names or monk rotation, would you be able to tell which actions were failed positionals? The second example, with the failed positionals marked, is clearly much easier to interpret.

    It is also bad UI/UX to indicate things only by a change in color. There needs to be something different about the text. For example, add (-) to the end of a failed positional.
    (0)
    Last edited by Rongway; 11-04-2024 at 01:06 PM.

  4. #4
    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 Rongway View Post
    snip
    While you are correct on a technical standpoint, if you want to check your combat log there are external tools like FFlogs or xivanalysis to do that in great detail.

    The Floating Combat text has a different purpose, to quickly show information to the player what is happening in that moment, going through the combat log in the game is very tedious.
    Also it shouldconvey a feeling of reward for showing a different color when doing the attacks correctly, not punishing for doing it wrong.
    (0)

  5. #5
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,154
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Arohk View Post
    While you are correct on a technical standpoint, if you want to check your combat log there are external tools like FFlogs or xivanalysis to do that in great detail.

    The Floating Combat text has a different purpose, to quickly show information to the player what is happening in that moment, going through the combat log in the game is very tedious.
    Also it shouldconvey a feeling of reward for showing a different color when doing the attacks correctly, not punishing for doing it wrong.
    Whether you are reading the numbers in a log or as flying text is irrelevant; it is still easier to see in the heat of combat that you missed a positional if you mark missed positionals, not successful positionals. Choosing to mark successful positionals to establish a sense of reward is detrimental to the function of such marking as an interface. It is more important to be able to read quickly that you missed a positional.
    (0)
    Error 3102 Club, Order of the 52nd Hour

  6. #6
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    You seem to be the kinda guy that is against any sort of change in the game, even when it is a small improvement.
    (0)

  7. #7
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,154
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Arohk View Post
    You seem to be the kinda guy that is against any sort of change in the game, even when it is a small improvement.
    I'm against the addition of bad UI/UX under the guise of "small improvement". I definitely support marking missed positionals, which would be a big improvement, much better than marking successful positionals, as I have stated multiple times already along with explaining the reasoning.
    (0)
    Error 3102 Club, Order of the 52nd Hour