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We'll be getting info on new features next week.Follow

#1 Mar 24 2011 at 3:07 PM Rating: Good
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Hey, just wanted to give a heads up that we'll be getting info about the game next week.

On removing the aggro symbol

Gildrein;53385 wrote:
Hello everyone.

It's great to see lots of active discussion taking place and players are giving various feedbacks. By seeing how things are going, we are very glad about launching the forum.

We have forwarded the feedbacks to the Dev. team for a brainstorm and they are working on to give more specific details sometime next week. Please look forward to it. We are also considering about having the comments from other Dev. team reps to be posted as well.

We will continue to introduce the upcoming concepts of the game and looking forward to receive more feedbacks on the game!


On auto-attack

Gildrein;53390 wrote:
Hello everyone,

We have been continuing to poke Dev. teams to give more details on the upcoming change on FINAL FANTASY XIV so that we can give a glimpse of them to the players. As of now, we are hoping that we can give sneakpeaks to you all sometime next week. Hopefully the question on the size of the icon can be revealed, along with many other questions players are having. We will give an update once more details become available so please look forward to it!

Oh, and we are continuing to look forward to receive more feedbacks on the game from you all.





Edited, Mar 24th 2011 5:08pm by XenoKrates
#2 Mar 24 2011 at 3:38 PM Rating: Excellent
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568 posts
Great, let's just hope the news isn't the same old "we're thinking about stuff". It's about time for some news too. =)
#3 Mar 24 2011 at 3:44 PM Rating: Good
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266 posts
seiferdincht wrote:
Great, let's just hope the news isn't the same old "we're thinking about stuff". It's about time for some news too. =)

Indeed, I hope we get some pics. ^_^
#4 Mar 24 2011 at 5:36 PM Rating: Good
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213 posts
He mentions the size of the aggro marker, not simply removing it altogether. >_< It should go.
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#5 Mar 24 2011 at 5:48 PM Rating: Excellent
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BadJoRed wrote:
He mentions the size of the aggro marker, not simply removing it altogether. >_< It should go.


While I have a fairly good idea of what aggros and what doesn't by now, new players that jump in the game get frustrated when that mob just merrily strolls over and one shots them with no notification that they'll do so. This is actually something I remember a buddy of mine complaining about in particular when we played together in open beta.

Their best bet to make everyone happy would be a toggle for it to be displayed or not, but imo there should be some sort of marking mobs that aggro, although I admit they could do a vast better job of it then what we currently have.

@OP: Good find! Haven't logged onto the official forums today so I didn't come across that. Looking forward to what sneak peaks we'll get :D.

Edited, Mar 24th 2011 6:50pm by Ipwnrice
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#6 Mar 24 2011 at 6:48 PM Rating: Good
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Ipwnrice wrote:
BadJoRed wrote:
He mentions the size of the aggro marker, not simply removing it altogether. >_< It should go.


While I have a fairly good idea of what aggros and what doesn't by now, new players that jump in the game get frustrated when that mob just merrily strolls over and one shots them with no notification that they'll do so. This is actually something I remember a buddy of mine complaining about in particular when we played together in open beta.

Their best bet to make everyone happy would be a toggle for it to be displayed or not, but imo there should be some sort of marking mobs that aggro, although I admit they could do a vast better job of it then what we currently have.

@OP: Good find! Haven't logged onto the official forums today so I didn't come across that. Looking forward to what sneak peaks we'll get :D.

Edited, Mar 24th 2011 6:50pm by Ipwnrice

^_^ I'm thinking it'll be about companies and the battle system. The one shot kills could be fixed by putting level appropriate mobs in the noobie areas. I mean really? A level 20+ antling in a level 1 area? lol. Anyways, I think instead of a giant red marker they should have a different target symbol when you target them the little circle thing is red with maybe that red monster face in the middle or something (like the ones that the IT monsters have next to health bar).
#7 Mar 24 2011 at 6:59 PM Rating: Good
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I do hate the current aggro icon, it looks like the **** mobs are today's special.

That the game tells you which mobs aggro is great though, it is no different from it telling us if the mob is EP, DC, EM, VT or IT. If you are against one and ok with the other then your logic is flawed.

Also, before the aggro marker if you wanted to find out if a red mob aggroed and not risk getting blasted for 3k from-the-rear you could just come here, or yg, or whichever other DB site to find out. Where is the big change besides in lessening inconvenience?
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#8 Mar 24 2011 at 7:09 PM Rating: Good
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465 posts
Ilean wrote:
I do hate the current aggro icon, it looks like the **** mobs are today's special.

It looks like we're special.

If I were Yoshida, I'd tell them to put a (better) aggro indicator next to/around the color check system. But that would entail more work or logic than simply making what we have smaller, and that's kind of the deciding factor when it comes to FFXIV.

Edited, Mar 24th 2011 9:16pm by Coyohma
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#9 Mar 24 2011 at 9:10 PM Rating: Good
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568 posts
Coyohma wrote:
Ilean wrote:
I do hate the current aggro icon, it looks like the **** mobs are today's special.

It looks like we're special.

If I were Yoshida, I'd tell them to put a (better) aggro indicator next to/around the color check system. But that would entail more work or logic than simply making what we have smaller, and that's kind of the deciding factor when it comes to FFXIV.

Edited, Mar 24th 2011 9:16pm by Coyohma



I agree.

The problem isn't that new players get one shotted to death, it's that they get one shotted to death near the beginner camps and the enemy placement doesn't have a clear sense of progression in many common areas where players of all levels run around.

It's like somebody placed Qufim island mobs all around Ronafure woods. Doesn't make much sense does it?
#10 Mar 24 2011 at 9:39 PM Rating: Good
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Mobs could do some kind of grunt or hiss or something, in addition to turning towards you as if its about to attack. Then, give the player several seconds to run out of range and heed the warning. If the players moves away then the mob will not aggro. If the player ignores the threat, then the mob aggros.

For what its worth, this would be more realistic. In real life, if I accidentally approach a rattle snake, and it starts to perk up and rattle. I stop, turn and haul **** in the other direction to avoid getting bit.



#11 Mar 24 2011 at 9:47 PM Rating: Decent
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Mithsavvy wrote:
Mobs could do some kind of grunt or hiss or something, in addition to turning towards you as if its about to attack. Then, give the player several seconds to run out of range and heed the warning. If the players moves away then the mob will not aggro. If the player ignores the threat, then the mob aggros.

For what its worth, this would be more realistic. In real life, if I accidentally approach a rattle snake, and it starts to perk up and rattle. I stop, turn and haul **** in the other direction to avoid getting bit.


Never turn!

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#12 Mar 24 2011 at 10:08 PM Rating: Good
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266 posts
seiferdincht wrote:
Coyohma wrote:
Ilean wrote:
I do hate the current aggro icon, it looks like the **** mobs are today's special.

It looks like we're special.

If I were Yoshida, I'd tell them to put a (better) aggro indicator next to/around the color check system. But that would entail more work or logic than simply making what we have smaller, and that's kind of the deciding factor when it comes to FFXIV.

Edited, Mar 24th 2011 9:16pm by Coyohma



I agree.

The problem isn't that new players get one shotted to death, it's that they get one shotted to death near the beginner camps and the enemy placement doesn't have a clear sense of progression in many common areas where players of all levels run around.

It's like somebody placed Qufim island mobs all around Ronafure woods. Doesn't make much sense does it?


Yeah, we need some low level beastman in the starter areas instead of these level 30 ants and piests.
Mithsavvy wrote:
Mobs could do some kind of grunt or hiss or something, in addition to turning towards you as if its about to attack. Then, give the player several seconds to run out of range and heed the warning. If the players moves away then the mob will not aggro. If the player ignores the threat, then the mob aggros.

For what its worth, this would be more realistic. In real life, if I accidentally approach a rattle snake, and it starts to perk up and rattle. I stop, turn and haul **** in the other direction to avoid getting bit.


That would be pretty cool
#13 Mar 24 2011 at 11:37 PM Rating: Decent
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Ilean wrote:
I do hate the current aggro icon, it looks like the **** mobs are today's special.

Today's special: Headrip and Spinesnap Ogre, I wonder if it'll be friends with me...
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TERA looks tasty...
#14 Mar 25 2011 at 1:10 AM Rating: Good
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Riniaru wrote:
Ilean wrote:
I do hate the current aggro icon, it looks like the **** mobs are today's special.

Today's special: Headrip and Spinesnap Ogre, I wonder if it'll be friends with me...

lol! reminds me of the old day, passing around poison pots to level 1s in saruta so they could poison their weapons and kill faster...

XD
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