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  1. #131
    Player
    RajNish's Avatar
    Join Date
    Dec 2019
    Location
    Limsa Lominsa
    Posts
    392
    Character
    Asha Dakwhil
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Supersnow845 View Post
    How “accessible” do you make content for people who need such channels at the expense of the “average” player?
    1. Allow players to disable flashes and unnecessary special effects (which are not an indirect or direct indicator of an attack). This really painful for people with migraines or epilepsy.

    2. Replace AoE bombardment with more interactivity (picking something, pressing something, carrying it somewhere, standing in a certain cover, completing a quest within a fight). Revise damage mechanics from unavoidable or avoidable only by jumping out to avoidable through group actions and using abilities or environmental details, as was the case in ARR.

    3. Stop using the "remember the AoE order" approach; instead, consider alternating debuffs and buffs, such as removing debuffs by entering a specific field/location, same for getting buffs.

    4. Add more mechanics for interrupting, cleansing, shielding a teammate, and other features that will be more meaningful and no less interesting.

    5. Don't simplify classes to the point of being ugly, but give them more scope for working in a party, some unique skills that will affect game mechanics, and not just damage and the ability to survive it.

    6. Stop playing for speed and timers, it's better to do a regular DPS check and enrage, and one that depends not on the damage of the players, but on the execution of micro-mechanics.

    7. And finally, learn how to at least make trigger warnings, it’s not that difficult, put a caption on the screen.
    (9)

  2. #132
    Player
    Shistar's Avatar
    Join Date
    Dec 2021
    Location
    Housing update waiting room
    Posts
    714
    Character
    Arkaiss Crow
    World
    Phantom
    Main Class
    White Mage Lv 100
    Quote Originally Posted by RajNish View Post
    1. Allow players to disable flashes and unnecessary special effects (which are not an indirect or direct indicator of an attack). This really painful for people with migraines or epilepsy.

    2. Replace AoE bombardment with more interactivity (picking something, pressing something, carrying it somewhere, standing in a certain cover, completing a quest within a fight). Revise damage mechanics from unavoidable or avoidable only by jumping out to avoidable through group actions and using abilities or environmental details, as was the case in ARR.

    3. Stop using the "remember the AoE order" approach; instead, consider alternating debuffs and buffs, such as removing debuffs by entering a specific field/location, same for getting buffs.

    4. Add more mechanics for interrupting, cleansing, shielding a teammate, and other features that will be more meaningful and no less interesting.

    5. Don't simplify classes to the point of being ugly, but give them more scope for working in a party, some unique skills that will affect game mechanics, and not just damage and the ability to survive it.

    6. Stop playing for speed and timers, it's better to do a regular DPS check and enrage, and one that depends not on the damage of the players, but on the execution of micro-mechanics.

    7. And finally, learn how to at least make trigger warnings, it’s not that difficult, put a caption on the screen.

    I really like most of these.
    (1)

  3. #133
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,924
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by RajNish View Post
    1. Allow players to disable flashes and unnecessary special effects (which are not an indirect or direct indicator of an attack). This really painful for people with migraines or epilepsy.

    2. Replace AoE bombardment with more interactivity (picking something, pressing something, carrying it somewhere, standing in a certain cover, completing a quest within a fight). Revise damage mechanics from unavoidable or avoidable only by jumping out to avoidable through group actions and using abilities or environmental details, as was the case in ARR.

    3. Stop using the "remember the AoE order" approach; instead, consider alternating debuffs and buffs, such as removing debuffs by entering a specific field/location, same for getting buffs.

    4. Add more mechanics for interrupting, cleansing, shielding a teammate, and other features that will be more meaningful and no less interesting.

    5. Don't simplify classes to the point of being ugly, but give them more scope for working in a party, some unique skills that will affect game mechanics, and not just damage and the ability to survive it.

    6. Stop playing for speed and timers, it's better to do a regular DPS check and enrage, and one that depends not on the damage of the players, but on the execution of micro-mechanics.

    7. And finally, learn how to at least make trigger warnings, it’s not that difficult, put a caption on the screen.
    I really don’t disagree with any of these but how many of them are accessibility vs just simply “hard encounters easy jobs” mantra doesn’t work properly which is a super common reason given for why the jobs are so easy

    Again just trying to understand
    (5)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  4. #134
    Player
    Crafoutis's Avatar
    Join Date
    Apr 2022
    Location
    Ul'dah
    Posts
    188
    Character
    Crafoutis Lesalia
    World
    Exodus
    Main Class
    Warrior Lv 100
    I don't see a difference in this example between "Interact with this object in X seconds" versus "Move out of the orange in X seconds" as far as accessibility goes. It's the same finger effort in the same time period. Moving a character via joystick/keyboard carries no extra effort than pressing another ability.
    (0)
    WAR don't get changes because they don't need changes. They only need more enemies to cleave.

  5. #135
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    598
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    The first option that came to my mind was to add an option to the accessibility section to increase the duration of the orange marker by up to ten seconds. Certainly you can't prevent people abusing that but it would give people with slower reaction times more time to move, there could be an option for extra telegraphs too - Like a rotation marker on San d'Oria third boss. As I said, I know there's no stopping people who don't need those options switching them on but if it helps people who actually need them I don't see the harm.
    (1)

  6. #136
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,076
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Recoloring the AoE marker. Why is that not a thing yet?
    (4)

  7. #137
    Player
    RajNish's Avatar
    Join Date
    Dec 2019
    Location
    Limsa Lominsa
    Posts
    392
    Character
    Asha Dakwhil
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Supersnow845 View Post
    I really don’t disagree with any of these but how many of them are accessibility vs just simply “hard encounters easy jobs” mantra doesn’t work properly which is a super common reason given for why the jobs are so easy

    Again just trying to understand
    I never mentioned simplifying the jobs. I'm talking about a more intelligent combo mechanism (like in PvP, for example) and the addition of some unique skills. And it would be a good idea to remove the positioning for the melee.

    Quote Originally Posted by Crafoutis View Post
    I don't see a difference in this example between "Interact with this object in X seconds" versus "Move out of the orange in X seconds" as far as accessibility goes.
    I see the difference. I find it much more convenient to kill adds in a specific order, detonate bombs around the boss or collapse pillars on it, or go behind a wall to reflect damage, destroy the "supercomputer" cores and disable the power, or manipulate buffs and debuffs, than to endlessly and almost instantly run out of circles that are also difficult to see. The timer is different, but there's still plenty to do, and inactivity leads to a wipe.

    Roughly speaking, some people lack quick motor reactions, but they have tactical thinking. Let's not confuse dumbing down the game with making it accessible.
    (5)

  8. #138
    Player
    Crafoutis's Avatar
    Join Date
    Apr 2022
    Location
    Ul'dah
    Posts
    188
    Character
    Crafoutis Lesalia
    World
    Exodus
    Main Class
    Warrior Lv 100
    Quote Originally Posted by RajNish View Post
    The timer is different, but there's still plenty to do, and inactivity leads to a wipe.
    If the timing is the same, the quick motor reactions are the same is my point, I pointed that out specifically.

    Your scenario changed the words in my mouth, you weren't refuting what I said, you painted a new scenario to refute.
    (0)
    WAR don't get changes because they don't need changes. They only need more enemies to cleave.

  9. #139
    Player
    RajNish's Avatar
    Join Date
    Dec 2019
    Location
    Limsa Lominsa
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    392
    Character
    Asha Dakwhil
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Crafoutis View Post
    If the timing is the same, the quick motor reactions are the same is my point.
    Quote Originally Posted by RajNish View Post
    The timer is different, but there's still plenty to do
    It seems you've confused yourself and come up with the same timing. I'll leave you to argue with yourself. ¯\_(ツ)_/¯
    (3)

  10. #140
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,262
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    One thing I'd like that mobile FFXIV does is have a clear indicator for when an aoe goes off on the aoe markers themselves by having the pulsing effect timed to match it (GW2 also has been doing this afaik)

    (from myhappy's videos)

    Also maybe because I use a lala I can rarely see the nametag on most bosses because they're placed above their head and most bosses are just enormous, so having cast bars on those haven't really helped much
    (1)
    Last edited by Azurarok; 10-23-2025 at 02:45 PM.

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