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  1. #1
    Player
    Teakwood's Avatar
    Join Date
    Oct 2011
    Posts
    589
    Character
    Vai Greystone
    World
    Zalera
    Main Class
    Arcanist Lv 90
    Holy crap, awesome news

    Wonder how this'll affect Bard and landing different songs on different party members, though. Still, awesome news!
    (0)
    7UP!


  2. #2
    Quote Originally Posted by Teakwood View Post
    Holy crap, awesome news

    Wonder how this'll affect Bard and landing different songs on different party members, though. Still, awesome news!
    Hehehee strategy. Anyway, all they have to do is allow 2 songs per bard like XI and there's zero issues.
    (0)

  3. #3
    Player
    VanillaLatte's Avatar
    Join Date
    Aug 2012
    Posts
    63
    Character
    Vanilla Latte
    World
    Aegis
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Elexia View Post
    Hehehee strategy. Anyway, all they have to do is allow 2 songs per bard like XI and there's zero issues.
    Yes, or there will be issues with brd as sometimes it's better to have different songs for different players in the group.
    (1)

  4. #4
    Player
    Suirieko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    674
    Character
    Suirieko Mizukoshi
    World
    Lamia
    Main Class
    Lancer Lv 70
    Honestly, I'd rather them show the distance indicator than the AoE attack range indicator. This is making the game a little too easy, but to each their own.

    Oh, and before some of you even begin to tout "They'll make it so you can turn it off." that means nothing. If it's there, may as well have it on. this is the same case with aggressive mobs indicator, a lot of people were upset about it because they feel it makes the game easier and ruins exploration (which is true, it eliminates the fun out of exploring, by making things less unknown).

    Being spoon fed displays isn't what makes a player a better player, but actually learning from the mistakes and problems from the previous fights and applying it to the next fight is what makes the players stronger. I can agree that it can be tricky to judge the distance from the mobs (case in point, coincounter in Aurum Vale), but that can be easily combated with a distance indicator, rather than displaying the AoE attack range.

    Secondly, I personally always like the challenge and the guess work of judging what the attack range of each bosses will be. Does giving us the ability to toggle this display changes that? No. I'm going to have to play it on because people I'm going to play with will expect me to have it on.

    In the long run, this is good news for those who don't play as much or as well as others do, and makes it less likely for parties to fail due to players not able to judge distance, so I guess I'm indifference about it.
    (8)
    Suirieko Mizukoshi of Excalibur Lamia


  5. #5
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Suirieko View Post
    Honestly, I'd rather them show the distance indicator than the AoE attack range indicator. This is making the game a little too easy, but to each their own.

    Oh, and before some of you even begin to tout "They'll make it so you can turn it off." that means nothing. If it's there, may as well have it on. this is the same case with aggressive mobs indicator, a lot of people were upset about it because they feel it makes the game easier and ruins exploration (which is true, it eliminates the fun out of exploring, by making things less unknown).

    Being spoon fed displays isn't what makes a player a better player, but actually learning from the mistakes and problems from the previous fights and applying it to the next fight is what makes the players stronger. I can agree that it can be tricky to judge the distance from the mobs (case in point, coincounter in Aurum Vale), but that can be easily combated with a distance indicator, rather than displaying the AoE attack range.

    Secondly, I personally always like the challenge and the guess work of judging what the attack range of each bosses will be. Does giving us the ability to toggle this display changes that? No. I'm going to have to play it on because people I'm going to play with will expect me to have it on.

    In the long run, this is good news for those who don't play as much or as well as others do, and makes it less likely for parties to fail due to players not able to judge distance, so I guess I'm indifference about it.
    Cracks under your feet is an indicator, yet people still die from eruptions.
    (5)

  6. #6
    Quote Originally Posted by DeadRiser View Post
    Cracks under your feet is an indicator, yet people still die from eruptions.
    Indeed, the cracks are an indicator specific to the boss, but that's not for every attack. Garuda has no AoE indication on range of attacks, just that hiding behind a rock will protect you. Moogles have zero range indication. Buffalos have zero range indication and so on. You'd logically think standing under a big ass foot is a bad idea, but a lot of MMO gamers need a marker to know that xD.

    This is more of a "Every attack that is AoE will be clearly marked" type of deal, rather than certain attacks that are hazards are marked. Eruption and Plumes are just arena hazards, Ifrit's swinging can hit multiple people so that's technically something that will get an AoE marker lol. So changing the flow of battle really depends on how far they take it and what they consider to be an AoE attack worthy of displaying the range or not.
    (0)

  7. #7
    Player
    Suirieko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    674
    Character
    Suirieko Mizukoshi
    World
    Lamia
    Main Class
    Lancer Lv 70
    Quote Originally Posted by DeadRiser View Post
    Cracks under your feet is an indicator, yet people still die from eruptions.
    Ifrit isn't even what I had in mind at all, and of course there's endless excuses about Ifrit and Eruptions anyway (IE Server lags) issues that should be solved, we'll see how many new excuses in 2.0.
    (0)
    Suirieko Mizukoshi of Excalibur Lamia


  8. #8
    Player
    Jacien's Avatar
    Join Date
    Mar 2011
    Location
    Lore Library
    Posts
    949
    Character
    Jacien Visenad
    World
    Sargatanas
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Suirieko View Post
    Honestly, I'd rather them show the distance indicator than the AoE attack range indicator. This is making the game a little too easy, but to each their own.

    Oh, and before some of you even begin to tout "They'll make it so you can turn it off." that means nothing. If it's there, may as well have it on. this is the same case with aggressive mobs indicator, a lot of people were upset about it because they feel it makes the game easier and ruins exploration (which is true, it eliminates the fun out of exploring, by making things less unknown).

    Being spoon fed displays isn't what makes a player a better player, but actually learning from the mistakes and problems from the previous fights and applying it to the next fight is what makes the players stronger. I can agree that it can be tricky to judge the distance from the mobs (case in point, coincounter in Aurum Vale), but that can be easily combated with a distance indicator, rather than displaying the AoE attack range.

    Secondly, I personally always like the challenge and the guess work of judging what the attack range of each bosses will be. Does giving us the ability to toggle this display changes that? No. I'm going to have to play it on because people I'm going to play with will expect me to have it on.

    In the long run, this is good news for those who don't play as much or as well as others do, and makes it less likely for parties to fail due to players not able to judge distance, so I guess I'm indifference about it.
    (4)

  9. #9
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Suirieko View Post
    Honestly, I'd rather them show the distance indicator than the AoE attack range indicator. This is making the game a little too easy, but to each their own.

    Oh, and before some of you even begin to tout "They'll make it so you can turn it off." that means nothing. If it's there, may as well have it on. this is the same case with aggressive mobs indicator, a lot of people were upset about it because they feel it makes the game easier and ruins exploration (which is true, it eliminates the fun out of exploring, by making things less unknown).

    Being spoon fed displays isn't what makes a player a better player, but actually learning from the mistakes and problems from the previous fights and applying it to the next fight is what makes the players stronger. I can agree that it can be tricky to judge the distance from the mobs (case in point, coincounter in Aurum Vale), but that can be easily combated with a distance indicator, rather than displaying the AoE attack range.

    Secondly, I personally always like the challenge and the guess work of judging what the attack range of each bosses will be. Does giving us the ability to toggle this display changes that? No. I'm going to have to play it on because people I'm going to play with will expect me to have it on.

    In the long run, this is good news for those who don't play as much or as well as others do, and makes it less likely for parties to fail due to players not able to judge distance, so I guess I'm indifference about it.
    Guess work isn't skill or challenge, it's guessing. The display of information means nothing if the player doesn't know what to do with it or isn't skilled enough to act on it. Information is just that, nothing more. It's not dodging attacks for you, it's just telling you whether or not you're in range. Being spoonfed information doesn't make you a better player and by the same token it doesn't make you a worse player. Just like the aggro indicator it means absolutely nothing if you don't know how to use that information.

    A visual display isn't better or worse than a range number skill wise. It's just different ways of displaying information for the same reason.

    In fact for something like the Nael Darnus hard mode fight, a visual indicator of his AoEs would do you little good as they go off too fast for you to react. The range number add-on that some used was the only way to make sure you were always at the appropriate range, no matter what the attack was. Some would say it requires less skill as you don't even have to react to it.
    (2)

  10. #10
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Could be fun, could be pointless.

    My only concern is that they don't supplant graphic indicators with simple symbols for each one. I happened to like the visual queues for both the cracks and the tornadoes for their respective primal. I don't want that to be replaced by tiny red circle outlines.

    As far as its impact on the game's playstyle. Seeming the game is faster paced in the future, I'm ok with this.
    (1)

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