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  1. #1
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    495
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80

    Evolved Mode Positionals Need Stronger Visual and Sound Feedback

    With the new changes shown for Evolved Mode, especially the idea of rear, and flank positional attacks, I really hope FFXIV adds stronger visual and sound feedback when these attacks are executed correctly.

    If positionals are going to become more noticeable in the new combat direction, then they should also feel more satisfying to land.

    For example, if I hit a rear positional, I want the game to clearly show me that I landed a proper rear attack. This could be done through a distinct sound effect, a different hit impact, a small animation change, or a unique visual effect.

    The same should apply to flank attacks. A successful flank hit should not feel exactly the same as a rear hit. Each direction should have its own feeling and feedback.

    Right now, even when positionals work mechanically, the feedback can feel too subtle. You know it worked because of the damage or job mechanics, but you do not always feel it through the animation, sound, or impact.

    I think this kind of feedback would make melee jobs feel much better to play. Positionals are not only about optimization; they are also about game feel, satisfaction, and skill expression.

    It does not need to be too flashy. Even small details would help a lot, such as:

    * a different hit sound for rear attacks
    * a different hit sound for flank attacks
    * a unique visual spark or impact effect
    * a slight animation emphasis
    * a clearer UI confirmation that the positional was successful

    If Evolved Mode is trying to make combat feel cleaner, more readable, and more modern, then strong positional feedback would be a great step in that direction.

    Landing a rear or flank attack should not only be correct on paper. It should feel correct in the player’s hands.
    (3)

  2. #2
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    1,095
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Viper Lv 100
    This is actually something I agree with. In general this game feels really bad at giving the player information, it took how long for us to be told if an attack was dealing physical or magical damage to us? and we still don't have an easy way to measure distances, we always have to vibe it out, despite how many effects are reliant on distance.
    (0)

  3. #3
    Player
    Sekundessounet's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    250
    Character
    Sekundes Dullahan
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Yes, very much that. Especially in mechanics where the boss moved as you pressed the button, making you unsure of if your positional landed or not. The idea of a different animation is kinda cool, although I guess it would add volume to the "character action skins" they're planning. But visuals yeah, I mean, we already have a visual and sound effect when you hit the next attack in a combo (which is useless nowadays tbh), so we could easily do that for positionnals.
    (1)

  4. #4
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,680
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Talking about positionals

    2 things they have already mentioned:
    1. More leeway on executing positionals, this is likely so that, if you hit a positional just as the boss turns, it will still count.
    2. They are adding more visual feedback to let the player know they have hit the positional.
    (2)

  5. #5
    Player
    undull1's Avatar
    Join Date
    Aug 2021
    Posts
    110
    Character
    Momori Mori
    World
    Twintania
    Main Class
    Red Mage Lv 93
    I think changing character action animations is a step too far due to the amount of variances but in my head it would go like "Small visual energy burst by the monster with maybe each melee DPS getting a different colour. Then a satisfying *Thud* or *Ch-CH* sound?

    I have always been anti-positionals on the basis of them being unfinished due to lack of feedback and unclear hit zones, better feedback and a scaling back of true north would legit fix most of my complaints
    (0)

  6. #6
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    1,095
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Viper Lv 100
    Quote Originally Posted by undull1 View Post
    I have always been anti-positionals on the basis of them being unfinished due to lack of feedback and unclear hit zones, better feedback and a scaling back of true north would legit fix most of my complaints
    I have been anti-positional because so many fights don't feel like designed with them in mind, and you WILL miss positionals just to do mechanics, take any given fight, including a lot of non-Savage/Extreme, you will find extended lengths where shit is just happening and True North will only take you so far, making it completely impossible to reliably hit your positionals, to the point many people (rightfully) don't care, and if you get them you get them, if you don't get them, oh well, and it feels like a frustrating part of the optimization process because it feels, not completely, but a sizeable part out of my hands.
    (0)

  7. #7
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,437
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    it'd also make combat feel chunkier. Ff14's attacks feel too floaty, not enough impact when you land moves. Some feedback when you're playing well would be awesome
    (0)