Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 52

Dev. Posts

Hybrid View

  1. #1
    Player
    Zenaku's Avatar
    Join Date
    Mar 2011
    Location
    FL,Hialeah
    Posts
    5,526
    Character
    Zenaku Yamada
    World
    Cactuar
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Zezlar View Post
    Sweet, so Square is going to go wake up our party members when they fall asleep during a 15 minute lockout.
    there no longer a 15min lock out for dungeon lol


    Also please add call there is enough player that support it so not sure why it not something you want to add to start with.
    (0)
    Tactics Ogre: Let Us Cling Together Autographed By "Akihiko Yoshida Tarot Card Sweepstakes Winner

  2. #2
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    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.
    Would it be possible to move actions such as phalanx to a type of charge system? Say after a shield block it the player would gain one charge or 'action point' up to a cap of say two and these points wear off in say a 30-60 seconds. Then add the expenditure of one of these points to the cost of using one of the reactionary moves. It keeps the same battle feel, allows the player to know when they can use such a move, and it has the upside of allowing players to use one of these skills some what at there discretion.
    (2)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  3. #3
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    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!
    I agree with others in this thread, I would like a <call> for when we are doing content and someone doesn't react when we ask if everyone is here, or if everyone is ready, it happened in FFXI a lot when people went afk a few calls later they came back.

    Perhaps a party leader only command so it doesn't get abused.
    (2)

  4. #4
    Player
    Ayamia's Avatar
    Join Date
    Mar 2011
    Location
    Lominsa
    Posts
    204
    Character
    Teramia Miraelis
    World
    Ragnarok
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Delsus View Post
    I agree with others in this thread, I would like a <call> for when we are doing content and someone doesn't react when we ask if everyone is here, or if everyone is ready, it happened in FFXI a lot when people went afk a few calls later they came back.

    Perhaps a party leader only command so it doesn't get abused.
    What if it's the party leader that's afking? I've seen that a lot.
    (1)

  5. #5
    Player HiirNoivl's Avatar
    Join Date
    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Camate View Post
    Greetings everyone!

    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.

    The Beta Test is right around the corner, so get amped and try out all of the new UI features when the time comes!
    Oh Camate! You're my fluffy hero! That was a long post!

    I quoted the parts I liked the most. I wonder what sort of beauty this UI will be.
    (0)

  6. #6
    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)

  7. #7
    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_

  8. #8
    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)

  9. #9
    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. #10
    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.

Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast