


This has already been discussed for 2.0:
Hey guys! We spoke with Matsui and he let us know that the development team is thinking about implementing some type of visual display for weapon-related actions and magic spells for their AoE range and direction. Keep in mind that this is still in the discussion phase and may take some time and is also subject to change.
See this is one of those easy things SE can do to make the game better. But i do agree it should be client side or you'd have a mess. OP +1


Funny thing is, I suggested this EXACT same thing like six months ago, because FF12 was where I originally saw the concept put into actual game use and I got freaking flamed like hell for it lol So I let the thread die. But I'm a supporter![]()


No keep that shit away, tired of people and there hold my hand syndrom. Knowing the radius of your AoE skills is part of being proficient at your Class & Job. if you cant figure out after hours of playing White mage and Black Mage where your AoE's Falloff then you suck, just plain and simple.





Should also remove the hp and mp bars because if you dont know where your hp is at you also suck. Oh and cooldown counters? Get rid of them, in fact get rid of the whole skill bar - all the better.No keep that shit away, tired of people and there hold my hand syndrom. Knowing the radius of your AoE skills is part of being proficient at your Class & Job. if you cant figure out after hours of playing White mage and Black Mage where your AoE's Falloff then you suck, just plain and simple.
Being facetious because you said anybody that wants an aoe UI sucks.
Last edited by Shougun; 10-30-2012 at 06:31 AM.


now your just being stupid.





As I believe you are for posting just this.
UI is designed to help us, all the OP wants is a feature to better manage their skill - a skilled player can play better with this. It doesnt turn the game into easy mode - it allows game play to require higher skill because it is better learn able and therefore better expected.


the OP want spoon fed where his AoE is going to land. something you can do right now with enough skill and practice in your class therefor skilled player doesn't need this.As I believe you are for posting just this.
UI is designed to help us, all the OP wants is a feature to better manage their skill - a skilled player can play better with this. It doesnt turn the game into easy mode - it allows game play to require higher skill because it is better learn able and therefore better expected.
Wants wanted is clear no Learning Curve at all and im 100% against this.
Last edited by Valmonte; 10-30-2012 at 06:46 AM.
I hate to jump to Valmonte's defense, especially given his post was entirely negative and not in the least constructive; but there is a bit of personal preference to be noted here. Pride is a strong motivator, and being able to just barely clip that group when a less experienced BLM could not have is extremely satisfying. On the other hand, having to just guess how wounded you are is purely frustrating.
A better comparison would be between this and the Enmity meter. Both are replacements for the player's judgment ability when accomplishing their job, while not strictly being associated with life or death. Personally, I prefer leaving it up to the player to learn by experience, rather than explicitly shown to them. On the other hand, as I have noted previously, I don't think having these helping hands is a game breaking utility.
This is getting a little into the darker side of MMO psychology, but the more attached to a character players are, the more likely they are to continue playing. Collecting valuable items is one part, but pride in skills learned is an equally strong component, and should not be so easily dismissed.

I agree to a point. We should avoid addons which tell you "when" to do something, that's pretty much telling you how to play.I hate to jump to Valmonte's defense, especially given his post was entirely negative and not in the least constructive; but there is a bit of personal preference to be noted here. Pride is a strong motivator, and being able to just barely clip that group when a less experienced BLM could not have is extremely satisfying. On the other hand, having to just guess how wounded you are is purely frustrating.
A better comparison would be between this and the Enmity meter. Both are replacements for the player's judgment ability when accomplishing their job, while not strictly being associated with life or death. Personally, I prefer leaving it up to the player to learn by experience, rather than explicitly shown to them. On the other hand, as I have noted previously, I don't think having these helping hands is a game breaking utility.
This is getting a little into the darker side of MMO psychology, but the more attached to a character players are, the more likely they are to continue playing. Collecting valuable items is one part, but pride in skills learned is an equally strong component, and should not be so easily dismissed.
Having a targeting assist for AOE spells opens up lots of other benefits, such as ground cast AOE (pre-casting an AOE to hit a moving target) or putting magic effects down (barriers, setting an area on fire etc.)
Edit: And fluff wise, wouldn't a mage capable of summoning giant fireballs be able to control how large of an effect he/she wants? :P
Last edited by ShivenCasull; 10-30-2012 at 06:54 AM.
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