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  1. #31
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Kio View Post
    Please reconsider implementing <Call> or /buzz feature. It is essential to have a method to grab attention of distracted players especially if they have other optional sound effects turned off in their settings (such as tell notice).
    I'm going to be sincere.
    If a player has their notice sound effect turned off, they are definitely going to have their call sound effect turned off or downright mute the game. People who are annoyed enough by game sounds to turn off a simple notification WILL turn off the game's sounds at a player-controlled notification sound.
    Same with people who are annoyed at /call, they're just going to turn their sound off, much to their detriment as there is much to listen in the game that is more important than that sound.
    (2)

  2. #32
    Player
    Kaizuko_Hakupac's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    132
    Character
    Kai Zoku
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    <call> is very useful

    "The main reason why is that we will be setting the game up and making adjustments so that everyone can play smoothly without needing to rely on these kinds of sounds"

    well yeah but still somethings cant be controlled, like when a party waits on someone to get his items, he takes 10-15 mins, and someone else in party fell asleep waiting, or is nodding off, THIS cant be controlled by players or the team,

    so <call> in that case would be VERY useful, but.. if the Tell sounds are a replacement to that.. well see ^^
    (1)
    / (╯°□°)╯︵ ┻━┻ Щ(ºДºщ);

  3. #33
    Player
    Kirito's Avatar
    Join Date
    Aug 2012
    Location
    ウルダハ
    Posts
    957
    Character
    Max Wind
    World
    Balmung
    Main Class
    Marauder Lv 55
    Quote Originally Posted by Camate View Post
    Greetings everyone!

    I have a few updates to give you in regards to various aspects of the UI for A Realm Reborn.

    First, in regards to chat log font, we received a bit of feedback stating that in screenshots, as well as the Alpha Test, the font felt a bit too small. We will be making it possible to change the size of the font in the chat log config settings, and instead of just having "small," "medium," and "large" font options, it will be possible to indicate a specific font size.

    Next, we will be adding notification sounds so that when you are invited to party or linkshell, or receive a trade request you can recognize them quicker. We are also currently looking into making it possible to change the sounds for tells in the config.

    There were a few questions asking if there would be a feature where you can make sounds that other players can hear via macro or the chat log, similar to the "calls" from FINAL FANTASY XI; however, we currently do not have any plans to implement this kind of feature. The main reason why is that we will be setting the game up and making adjustments so that everyone can play smoothly without needing to rely on these kinds of sounds. However, if there are enough players that feel strongly about this feature, we will look into it again.

    When it comes to UI organization, by using the HUD layout mode you will be able to move various aspects of the UI around to your liking, including buff effects and such. It will also be possible to configure the action bar so that it is constantly displayed, and you can make it so multiple action bars are displayed at the same time.

    Just a quick note on buff effects while on the topic; in the Beta Test buff effects will be indicted on your character's stats, but in the future we are planning to show the effects from buffs separately from your character's normal stats.

    Finally, for weapon skills like Phalanx that can only be used when fulfilling certain criteria, we received some feedback that mentioned it was difficult to know when these weapon skills can be used and how long they had left before they could execute them. Due to this we are looking into ways to make it easier to recognize, and one example of what we are looking to do is displaying a specialized UI.

    The Beta Test is right around the corner, so get amped and try out all of the new UI features when the time comes!
    right around the corner? I'm thinking next week with a comment like that.
    (0)

  4. #34
    Player
    Antanias's Avatar
    Join Date
    Mar 2011
    Posts
    2,549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Camate View Post
    When it comes to UI organization, by using the HUD layout mode you will be able to move various aspects of the UI around to your liking, including buff effects and such. It will also be possible to configure the action bar so that it is constantly displayed, and you can make it so multiple action bars are displayed at the same time.

    The Beta Test is right around the corner, so get amped and try out all of the new UI features when the time comes!
    Will there be an option like in 1.0 to have the action bars not up when not in combat?
    (0)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  5. #35
    Player
    Manticore's Avatar
    Join Date
    Jun 2012
    Posts
    45
    Character
    Femme Fatale
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    I would really like a "Ready Check" feature.

    Something like the party leader presses "Ready Check"
    -A small dialog box appears in the center of your screen asking "Are you ready?"
    -Clicking yes puts a dot next to your name that turns green
    -Not clicking or clicking no puts a red dot next to your name

    This would help out greatly considering endgame events and other things that take time, you have people AFK or are not paying attention etc
    (1)

  6. #36
    Player
    shal_zee's Avatar
    Join Date
    Mar 2011
    Location
    U'ldah
    Posts
    104
    Character
    Shal Zee
    World
    Masamune
    Main Class
    Conjurer Lv 50
    Please, would like to request for <call> like in FFXI. Thank you!
    (1)

  7. #37
    Player
    Leonesaurus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    369
    Character
    Jerbird Leone
    World
    Excalibur
    Main Class
    Lancer Lv 70
    I agree with the other guys and gals in here: Me and my friends who play FF XIV love the <call> feature that was in FF XI and hope to see it make a turn to show up in XIV's world!

    One suggestion for <calls> would be to allow the customization of several jingles and tunes to choose from and maybe allow players to create their own jingles for friends and party/linkshell members to hear! Just a little idea. But yeah, anyway, I'm in the same boat to vote for bringing <calls> back for XIV! :P
    (0)

  8. #38
    Player
    WHS's Avatar
    Join Date
    Dec 2011
    Posts
    610
    Character
    Lord Rulkar
    World
    Hyperion
    Main Class
    Thaumaturge Lv 60
    I've been playing lotro in the time off just till we all start beta and ffxiv gets fully back online. I played it long time ago around 2007. What I am noticing right off the bat is I'm 39 with bad eyesight. I love mmo's but seeing the stuff is getting more challenging for me. In lotro I can scale other things besides chat log font. I can make the minimap or radar bigger or the names of objects on screen larger. My vitals can also be made larger. So I can see better much health and mana I have . I know this is not what everyone needs but it is something I and probably more then they care to admit could benefit from. This is by now way a change to the game I think should be earth shattering just more helpful. I for one need and want a more scalable UI. Please let us make things larger on screen while keeping 1080p resolution. Thanks.
    (0)

  9. #39
    Player
    LastAim's Avatar
    Join Date
    Mar 2011
    Posts
    41
    Character
    Zelulu Wahlulu
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Liniont View Post
    I've been watching the alpha videos over and over and I've noticed how big the UI is. I was wondering if there would be an option to scale each individual piece of UI according to player specifications. I understand it being alpha a lot of the features aren't present in the build. So I figured I'd place my wants here for the UI customization.

    This pertains to each individual UI piece
    ---------------------------
    I would like to Scale everything to a smaller size

    I would also like to be able to move each piece of UI around as I see fit

    I would like to be able to remove elements such as the extra HP/MP/TP bars (this requires a little be of explaining) I would prefer to have the HP/MP/TP bar thats associated with the party window in the upper left hand corner, instead of the stand alone one in the lower center of the screen. Also if I move the Party UI window to say the Lower right hand corner it would be nice if the functionality switched from bottom to top instead of top to bottom. For example; once I move the window to the lower Right hand corner my HP/MP/TP bar will go to the bottom and when I add party members they would begin to add from bottom to top right above my HP/MP/TP bars.
    I agree with you there.

    Quote Originally Posted by Camate View Post
    Greetings everyone!

    I have a few updates to give you in regards to various aspects of the UI for A Realm Reborn.

    When it comes to UI organization, by using the HUD layout mode you will be able to move various aspects of the UI around to your liking, including buff effects and such. It will also be possible to configure the action bar so that it is constantly displayed, and you can make it so multiple action bars are displayed at the same time.

    The Beta Test is right around the corner, so get amped and try out all of the new UI features when the time comes!
    The thing I've noticed is that there was nothing that says that the UI will be scale-able. I dont have a high resolution screen and the UI was pretty big. The party set up took up one half and the quests UI took a huge chuck of the other side. I hope that the UI can be scaled aside from just being able to move them around. Even if i can move them around..it would be useless if I got no space to move it too.
    (0)

  10. #40
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Camate View Post
    Finally, for weapon skills like Phalanx that can only be used when fulfilling certain criteria, we received some feedback that mentioned it was difficult to know when these weapon skills can be used and how long they had left before they could execute them. Due to this we are looking into ways to make it easier to recognize, and one example of what we are looking to do is displaying a specialized UI.
    For this, may I suggest having the combo ability icon associated from fulfilling its requirements to appear above or somewhere near the target enemy. This way if the player wants, they can see it easier, and they can simply click on it with the mouse.

    Not sure if anyone understands, but I'll try to explain better if I have to.
    (0)
    Last edited by Andrien; 02-05-2013 at 01:16 PM.

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