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[dev1135] UI Adjustments (09/12/2011) Follow

#1 Sep 12 2011 at 2:50 AM Rating: Good
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Good read on what's upcoming

http://forum.square-enix.com/ffxiv/threads/23536-dev1135-UI-Adjustments?p=333193#post333193

First impression on the list is that a lot of 'minor' holes will be plugged ...

Edited, Sep 12th 2011 4:53am by Genkineko
#2 Sep 12 2011 at 3:08 AM Rating: Decent
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What I like: Ambient sound slider. What I don't: Same UI structure that is torture for a keyboard/mouse.
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#3 Sep 12 2011 at 3:16 AM Rating: Good
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Finally they are allowing you to lock the widgets in place! This has frustrated me so much since release
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#4 Sep 12 2011 at 3:59 AM Rating: Good
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Someone on the official forums just commented:
Quote:
that looks so epic. what could anyone possibly say that is negative about this lol


...

Perhaps one could say that a game where changes to the UI are considered "epic" is likely to suffer from a serious lack of epicness.
#5 Sep 12 2011 at 5:14 AM Rating: Excellent
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Rinsui wrote:
Someone on the official forums just commented:
Quote:
that looks so epic. what could anyone possibly say that is negative about this lol


...

Perhaps one could say that a game where changes to the UI are considered "epic" is likely to suffer from a serious lack of epicness.



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#6 Sep 12 2011 at 6:05 AM Rating: Excellent
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Hey, /tell chime is in, that's cool!
Otherwise, its stuff that should have been implemented a while ago. Still glad its being addressed at all, hopefully they'll surprise us and announce a overhaul to the party search feature next....one can dream!
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#7 Sep 12 2011 at 6:18 AM Rating: Excellent
I wonder if being able to set the text size will make using system fonts more reasonable.
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#8 Sep 12 2011 at 6:30 AM Rating: Good
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MerylStryfe wrote:
Hey, /tell chime is in, that's cool!
Otherwise, its stuff that should have been implemented a while ago. Still glad its being addressed at all, hopefully they'll surprise us and announce a overhaul to the party search feature next....one can dream!


One can keep on dreaming too!
#9 Sep 12 2011 at 7:08 AM Rating: Excellent
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The Good:

<stnpc>, <stpt>, <stenemy>, <stenmity> targeting placeholders added. <3

The Bad:

Not much, really. Pretty good updates overall, but...

The Ugly:

How Come? has been added to the auto-translate dictionary of questions. How many of us can speak proper english to know when to use How come? instead of a simple Why? (which was also added.) This can serve no purpose but the further confusion of our fellow JP players. lol
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#10 Sep 12 2011 at 7:20 AM Rating: Excellent
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* The following keys will remain fixed.
0 -9


Dear SE,

Seriously, cut this **** out.

Sincerely,
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#11 Sep 12 2011 at 7:53 AM Rating: Decent
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I am quite pleased, all around.

Also, given that they're adding auto-translate for all of the weather conditions - gloomy, foggy, &c. - do you think that they're going to make weather actually affect something soon!? :D
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#12 Sep 12 2011 at 8:45 AM Rating: Good
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KaneKitty wrote:
I am quite pleased, all around.

Also, given that they're adding auto-translate for all of the weather conditions - gloomy, foggy, &c. - do you think that they're going to make weather actually affect something soon!? :D



I believe one of the JP comm reps recently said they weren't going to add an option to turn off weather effects because of upcoming affects they'll have.
#13 Sep 12 2011 at 8:48 AM Rating: Excellent
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FenrirXIII wrote:

The Ugly:

How Come? has been added to the auto-translate dictionary of questions. How many of us can speak proper english to know when to use How come? instead of a simple Why? (which was also added.) This can serve no purpose but the further confusion of our fellow JP players. lol


- {Can I join your linkshell?}
- {No thanks.}
- {How come?}
- JP onry
- {Why?}
- JP button
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#14 Sep 12 2011 at 8:54 AM Rating: Excellent
If you can only select enemies that have enmity against you, how do you select a mob before battle starts?
#15 Sep 12 2011 at 8:55 AM Rating: Excellent
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I'm quite happy with being able to compare stats of gear you're looking at to what you're wearing. Hopefully, it'll take into account optimal rank and represent the stat penalty for nonoptimal gear.
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#16 Sep 12 2011 at 9:10 AM Rating: Good
SmashingtonWho wrote:
If you can only select enemies that have enmity against you, how do you select a mob before battle starts?
I'd laugh my balls off if they accidentally implemented it this way.
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#17 Sep 12 2011 at 9:37 AM Rating: Good
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SmashingtonWho wrote:
If you can only select enemies that have enmity against you, how do you select a mob before battle starts?


<stenemy> for all attackable mobs.

<stenmity> for those with hate.
#18 Sep 12 2011 at 10:14 AM Rating: Excellent
I'm not going to use a macro to select every mob.
#19 Sep 12 2011 at 11:05 AM Rating: Good
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Sephrick wrote:
KaneKitty wrote:
I am quite pleased, all around.

Also, given that they're adding auto-translate for all of the weather conditions - gloomy, foggy, &c. - do you think that they're going to make weather actually affect something soon!? :D



I believe one of the JP comm reps recently said they weren't going to add an option to turn off weather effects because of upcoming affects they'll have.


So long as it doesn't effect crafting... might be nice to see some mob spawn changes by weather. Maybe elemental damage shifts, Water, Lightning, or Ice damage getting something like a 10% hidden buff while it's raining.
#20 Sep 12 2011 at 11:07 AM Rating: Decent
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SmashingtonWho wrote:
I'm not going to use a macro to select every mob.


I beleive the point was to use the macro to keep from targeting outside of agroed mobs for parties, not to have to use it to target every mob.
#21 Sep 12 2011 at 11:22 AM Rating: Excellent
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Sephrick wrote:

I believe one of the JP comm reps recently said they weren't going to add an option to turn off weather effects because of upcoming affects they'll have.


Isn't this kind of silly though? I mean, turning off weather effects doesn't turn off the weather - just the extra processing power it requires to produce the visual effects. For a game that already is out of the reach of a lot of folks due to spec requirements, you'd think they would be looking at every conceivable way to tone it down and let it run on the widest selection of machines possible.

Some of the decisions just make me wonder if SE really does design in a vacuum.

Good to see they are have at the UI again though. I've put the game down until next patch once more because I can't keep fighting the UI. It's still not quite "there" yet.
#22 Sep 12 2011 at 12:08 PM Rating: Decent
Edited by bsphil
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So when is 1.19 expected to go live? Any insight?

Sephrick wrote:
I believe one of the JP comm reps recently said they weren't going to add an option to turn off weather effects because of upcoming affects they'll have.
What happened to the weather icon from FFXI? That removed any need to force weather effects. Given FFXIV's poor optimization, I can't see why they'd want to force graphical options like weather.



Edited, Sep 12th 2011 1:14pm by bsphil
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#23 Sep 12 2011 at 12:20 PM Rating: Excellent
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Torrence wrote:
Sephrick wrote:

I believe one of the JP comm reps recently said they weren't going to add an option to turn off weather effects because of upcoming affects they'll have.


Isn't this kind of silly though? I mean, turning off weather effects doesn't turn off the weather - just the extra processing power it requires to produce the visual effects. For a game that already is out of the reach of a lot of folks due to spec requirements, you'd think they would be looking at every conceivable way to tone it down and let it run on the widest selection of machines possible.

Some of the decisions just make me wonder if SE really does design in a vacuum.


This statement is especially true in light of FFXI, where weather always affected gameplay and could still be toggled.


Edited, Sep 12th 2011 2:20pm by KaneKitty
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#24 Sep 12 2011 at 12:27 PM Rating: Good
I wish I could toggle weather effects in real life. lol

Edited, Sep 12th 2011 2:28pm by StateAlchemist
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#25 Sep 12 2011 at 12:34 PM Rating: Good
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SmashingtonWho wrote:
If you can only select enemies that have enmity against you, how do you select a mob before battle starts?


From what I understood when I read that section, it's a toggle option that you don't have to have on, so you can either have it on and target engaged enemies only, or have it off and engage whatever you want.
#26 Sep 12 2011 at 1:29 PM Rating: Excellent
Serielley wrote:
SmashingtonWho wrote:
If you can only select enemies that have enmity against you, how do you select a mob before battle starts?


From what I understood when I read that section, it's a toggle option that you don't have to have on, so you can either have it on and target engaged enemies only, or have it off and engage whatever you want.

This all seems very complicated. Multiple targeting systems? A lot of different ways to target particular types of things? And no description of what anything is in game. I've never even touched any of the targeting stuff, I just hit TAB til I get to the right target, unless I am healing then I just use the F-Keys.

I still don't understand all the different targeting systems as it is and they are adding more. I wish they would just make it simpler.

Edited, Sep 12th 2011 3:30pm by StateAlchemist
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#27 Sep 12 2011 at 2:21 PM Rating: Good
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all this is pretty cool for the UI, but i'm a little dissapointed that this is all they are doing in regards to the UI for now. i was seriously hoping for alot more, but i guess we will have to wait a little longer for it.
#28 Sep 12 2011 at 2:59 PM Rating: Good
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"Objects such as aetherytes and summoning bells will be made directly targetable."

Ah yes, the first time i ran up to a gate and had no idea how to activate it...
#29 Sep 12 2011 at 3:01 PM Rating: Good
Serielley wrote:
SmashingtonWho wrote:
If you can only select enemies that have enmity against you, how do you select a mob before battle starts?


From what I understood when I read that section, it's a toggle option that you don't have to have on, so you can either have it on and target engaged enemies only, or have it off and engage whatever you want.


It's nice for the support roles to have this on. The main puller/leader/tank will obviously need to select un-aggroed mobs.

It would make sense if this feature only activates after your party has a mob or group engaged.

This does not keep you from smacking the mob next to you when scrolling through targets (due to auto attack).
#30 Sep 12 2011 at 3:05 PM Rating: Excellent
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esque wrote:
I'm quite happy with being able to compare stats of gear you're looking at to what you're wearing. Hopefully, it'll take into account optimal rank and represent the stat penalty for nonoptimal gear.


Me too.

Although I'd like to see "this armor for this level" across the board, FFXIV's system can work with changes like this.

The problem is (and I don't know if it still exists) that higher level armor always gives higher stats relative to your level. And it shouldn't.

As a level 15 character with level 30 armor ALWAYS shows better stats (on the armor) compared to a level 15 piece of gear. It shouldn't. The armor should be coded so that the level 15 gear shows better stats than your level 30 gear (for your level).

Here's how the game works now:

  
     Level 15 - Test Sabatons 
                STR +5 
                DEX +6 
                AGI +4 
 
     Level 32 - Uber Test Sabatons of the Knight 
                STR +32 
                DEX +21 
                AGI +19


Which ones are you going to pick? The ones with the higher stats, especially if it could be better than your level 15, not to mention it looks cooler.

That's why it should look like this instead:

  
     Level 15 - Test Sabatons 
                STR +5 
                DEX +6 
                AGI +4 
 
     Level 32 - Uber Test Sabatons of the Knight 
                STR +32 (Currently +4) 
                DEX +21 (Currently +3) 
                AGI +19 (Currently +3)  


Here you see that oh, I'm losing 1 STR, 3 DEX and 1 AGI if I go with the higher level gear.

Sorry for going off, this has been a pet peeve of mine for a while.


#31 Sep 12 2011 at 3:08 PM Rating: Excellent
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I still have no idea why we can't just have an interaction button. I believe that's what they were trying to do with the whole "use the menu to interact deal" it used to be how you bought stuff, and even talked to NPCs ( I believe. ) Square-Enix are traditionally console developers, I have no issue with this being a better experience with a controller, even though a lot of people do. Ideally, they should just have two entirely different play skews.

Regardless, I would really just like to be able to walk up to an npc, vendor, aetheryte, door, whatever, and hit X and have it open/buy/talk/use, etc. It's long been a staple of console RPGs to be able to do this, putting it in the menu however, is silly, and it's another case of half committing to an idea that really did a lot of damage early on.

I find it just as unintuitive and irritating to have to target an NPC to talk to them, as I do to press one menu button and click interact. This is honestly just going to irritate me when trying to use the Aetheryte and there's people standing all around it. I realize it's a change most people want, but why we can't have an interact button, or the confirm button automatically "interact" when near something like an NPC/aethryte, in addition to the ability to target and click confirm is beyond me.

I just hope that an unannounced change coming with these UI updates is the ability to adjust party size window. WHY can we not adjust this? We can adjust our own health bar area, but not our party's? I'm really sick of it being so tiny compared to my own, and would like to be able to adjust it, and perhaps flip it so that we can change between party members stacking up and down.
#32 Sep 12 2011 at 4:48 PM Rating: Decent
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Quote:
Item names will be color-coded based on rarity.

Borderlands!
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#33 Sep 12 2011 at 5:02 PM Rating: Excellent
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TauuOfSiren wrote:
Quote:
Item names will be color-coded based on rarity.

Borderlands Diablo!

#34 Sep 12 2011 at 6:08 PM Rating: Excellent
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Kierk wrote:
esque wrote:
I'm quite happy with being able to compare stats of gear you're looking at to what you're wearing. Hopefully, it'll take into account optimal rank and represent the stat penalty for nonoptimal gear.


Me too.

Although I'd like to see "this armor for this level" across the board, FFXIV's system can work with changes like this.

The problem is (and I don't know if it still exists) that higher level armor always gives higher stats relative to your level. And it shouldn't.

As a level 15 character with level 30 armor ALWAYS shows better stats (on the armor) compared to a level 15 piece of gear. It shouldn't. The armor should be coded so that the level 15 gear shows better stats than your level 30 gear (for your level).

Here's how the game works now:

  
     Level 15 - Test Sabatons 
                STR +5 
                DEX +6 
                AGI +4 
 
     Level 32 - Uber Test Sabatons of the Knight 
                STR +32 
                DEX +21 
                AGI +19


Which ones are you going to pick? The ones with the higher stats, especially if it could be better than your level 15, not to mention it looks cooler.

That's why it should look like this instead:

  
     Level 15 - Test Sabatons 
                STR +5 
                DEX +6 
                AGI +4 
 
     Level 32 - Uber Test Sabatons of the Knight 
                STR +32 (Currently +4) 
                DEX +21 (Currently +3) 
                AGI +19 (Currently +3)  


Here you see that oh, I'm losing 1 STR, 3 DEX and 1 AGI if I go with the higher level gear.

Sorry for going off, this has been a pet peeve of mine for a while.


I really hope that they implement it this way. It would just be an almost useless system otherwise, with menus showing a piece of gear "giving" you stats that, well, it doesn't actually give you at all.

... but, somehow, I think it's going to be done incorrectly. (._. )
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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#35 Sep 12 2011 at 7:21 PM Rating: Excellent
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The more I think about it, the more I'm actually rather worried about them color coding items.

FFXIV's itemization, much like FFXI's does not follow a strict tier-ing system the way western MMOs often do. Sometimes the rarer, or higher level item, pales in comparison to the more common, lower level item. Many players will ignore this in order to be in "all blues" in the common western MMO mindset.

It could (and most likely, will) also artificially inflate and deflate the value of certain items, will all crafted gear be white now, or any crafted gear not made with an NM drop material?

I think merely having a solid stat comparison system, as we've always had in single player FF games would have been more than sufficient to help give players an idea of what is better or worse.

Edited, Sep 12th 2011 6:23pm by RamseySylph
#36 Sep 12 2011 at 7:44 PM Rating: Excellent
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RamseySylph wrote:
The more I think about it, the more I'm actually rather worried about them color coding items.

FFXIV's itemization, much like FFXI's does not follow a strict tier-ing system the way western MMOs often do. Sometimes the rarer, or higher level item, pales in comparison to the more common, lower level item.


That's a very good point. I just hope people will be able to differentiate between stats and actually realize what is better for them. The whole process is insanely convoluted by the fact that gear gives different stats based upon one's level, and relates back to potential problems with the forthcoming "compare gear" option.
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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#37 Sep 12 2011 at 8:18 PM Rating: Excellent
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In reality, gear should display by default what stats you would get out of it at your current level, with a mouseover/button toggle to display optimal item stats. Color and opacity used to indicate these changes and optimal vs non-optimal.

As with most of FFXIV's flaws, they're not in the design, they're in the presentation and execution.
#38 Sep 13 2011 at 8:52 AM Rating: Good
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StateAlchemist the Eccentric wrote:
Serielley wrote:
SmashingtonWho wrote:
If you can only select enemies that have enmity against you, how do you select a mob before battle starts?


From what I understood when I read that section, it's a toggle option that you don't have to have on, so you can either have it on and target engaged enemies only, or have it off and engage whatever you want.

This all seems very complicated. Multiple targeting systems? A lot of different ways to target particular types of things? And no description of what anything is in game. I've never even touched any of the targeting stuff, I just hit TAB til I get to the right target, unless I am healing then I just use the F-Keys.

I still don't understand all the different targeting systems as it is and they are adding more. I wish they would just make it simpler.

Edited, Sep 12th 2011 3:30pm by StateAlchemist


I agree. There should really just be one targeting system that's also used to select and interact with items in the world. I'm not really sure what they were trying to accomplish by having multiple systems, but for now I just find the one that works for me and I stick with it.

I just discovered too that you can have two different types of targeting indicators (reticles). I was completely unaware of it. It's almost overkill in a lot of ways.
#39 Sep 13 2011 at 10:38 AM Rating: Good
Serielley wrote:
I just discovered too that you can have two different types of targeting indicators (reticles). I was completely unaware of it. It's almost overkill in a lot of ways.


I didn't notice this until I seen my roommate using it. I do not like the one that floats above you. It's a giant eye sore on my screen. And having both displayed at once is definitely overkill. lol
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#40 Sep 13 2011 at 11:43 AM Rating: Good
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StateAlchemist of Amestris wrote:
Serielley wrote:
I just discovered too that you can have two different types of targeting indicators (reticles). I was completely unaware of it. It's almost overkill in a lot of ways.


I didn't notice this until I seen my roommate using it. I do not like the one that floats above you. It's a giant eye sore on my screen. And having both displayed at once is definitely overkill. lol


It is funny how we are all different. Me and my friends all felt sooooo relieved when I noticed this and showed it. I absolutely hated the "default" targeting cursor and honestly it was almost so bad I could have just quit again because of it. Now with the new one I don't think about it anymore, which is definitely a good thing.

Having both is overkill imo, but I am really happy they added a second option and considering you like the old one it feels like a good decision to have them both.
#41 Sep 13 2011 at 12:17 PM Rating: Good
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Sephrick wrote:
TauuOfSiren wrote:
Quote:
Item names will be color-coded based on rarity.

Borderlands Diablo!



It all comes back to WoW (Yes I know Diablo is pre WoW)

I'm betting "relics" will probably be purple.
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#42 Sep 13 2011 at 12:41 PM Rating: Decent
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Belcrono wrote:
StateAlchemist of Amestris wrote:
Serielley wrote:
I just discovered too that you can have two different types of targeting indicators (reticles). I was completely unaware of it. It's almost overkill in a lot of ways.


I didn't notice this until I seen my roommate using it. I do not like the one that floats above you. It's a giant eye sore on my screen. And having both displayed at once is definitely overkill. lol


It is funny how we are all different. Me and my friends all felt sooooo relieved when I noticed this and showed it. I absolutely hated the "default" targeting cursor and honestly it was almost so bad I could have just quit again because of it. Now with the new one I don't think about it anymore, which is definitely a good thing.

Having both is overkill imo, but I am really happy they added a second option and considering you like the old one it feels like a good decision to have them both.


Ditto on the hating the old one, I hated how it was actually on the target, obscuring the character, much bigger fan of a floating indicator.
#43 Sep 13 2011 at 1:58 PM Rating: Good
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Torrence wrote:
Sephrick wrote:

I believe one of the JP comm reps recently said they weren't going to add an option to turn off weather effects because of upcoming affects they'll have.


Isn't this kind of silly though? I mean, turning off weather effects doesn't turn off the weather - just the extra processing power it requires to produce the visual effects. For a game that already is out of the reach of a lot of folks due to spec requirements, you'd think they would be looking at every conceivable way to tone it down and let it run on the widest selection of machines possible.

Some of the decisions just make me wonder if SE really does design in a vacuum.

Good to see they are have at the UI again though. I've put the game down until next patch once more because I can't keep fighting the UI. It's still not quite "there" yet.


this exactly.
whats wrong with adding a small icon signify the current weather so you dont miss out on its affect so you can turn the actual weather effect off allowing you to run the game alot smoother.
oh wait we do have one of those...
then i dont get it.
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#44 Sep 15 2011 at 7:10 PM Rating: Excellent
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http://forum.square-enix.com/ffxiv/threads/23539-dev1135-UI-Adjustments-(09-12-2011)?p=339207#post339207

Another Yoshi post detailing his reasoning behind the colour-coding of Optimal Rank and Name (rarity)

Bayonne wrote:

Yoshida made a comment about the upcoming classification of equipment using a color-coded system in the upcoming patch that I wanted to share with you all.


Naoki_Yoshida wrote:

The best part about this new feature is that a "simplified universal language" for the player community will be established. MMORPGs have a real time aspect compared to stand alone RPGs for consoles, thus have more complex specs. If the MMORPG carries on for a long time, thousands of items may be implemented.

As the number of items increases, their names tend to become longer, and if the items can be upgraded, statuses will increase, so the whole situation becomes very complicated.

Players who are new to Eorzea will not know which items to choose out of the many possibilities when trying to equip gear to strengthen their characters. Especially for suggested gear, it is difficult to distinguish whether the gear is appropriate or not.

Therefore, new players may ask their fellow LS members or experienced players questions such as:
"Which gear should I equip?"
"I got this weapon during a quest, but is it strong?"


In this instance, it is very difficult to type in an item with a very long name or explain to a new player the effects of a weapon. We would like new players to simply enjoy Eorzea quickly, and learn the more complicated nuances over time.

It would be best to provide simple answers such as:
"Um, you should be fine if you equip items that are green to you! "
"When your gear becomes weak, it will turn grey, so you should look for new gear when that happens! "
"As long as you do that, in the early stages it is OK to select your gear based on appearance! "
"Items that have their name displayed in blue are very good, so don’t sell them or throw them away!"


MMORPGs are games that cannot function without the player community. I think that it is very important for these games to have a "concise universal language that is easy to understand."

Thus if we allow the option to turn this feature ON/OFF, a universal language will not be established. If this setting is not at least set to ON by default, there would be no purpose in implementing this.

The fact that all of you are playing Final Fantasy with passion and pride is very clear to us developers. We, the development team, and the operations team will continue to develop/operate the game with passion and pride.

We understand very well, that some players will have the opinion:
"I don’t want the aesthetic aspect of the game to be hindered by making the game too colorful!"

However, we believe that implementing this feature is necessary so that the "Final Fantasy MMORPG" is easier to understand and friendlier for the players.

I am sure that conversations similar to the ones I have posted will take place over chat following implementation. When that happens, I will be happy if you think back on this post.
#45 Sep 15 2011 at 7:32 PM Rating: Good
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I'm perfectly fine with item rarity being color-coded and item levels also indicating at a glance when you're in or out of the level range. Those things appear deep in menus that are generally seldom visited during gameplay, so the immersion hit (lol at that..) is minimal at best.

There are people who seriously complained against that..?
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#46 Sep 15 2011 at 7:36 PM Rating: Decent
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Quote:

"I got this weapon during a quest, but is it strong?"

Should you really be operating a computer if you have to ask questions like these? I mean, you can read, right? The only excuse I can think of is that you are just completely oblivious to the fact that items are scaled down to your rank.
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#47 Sep 15 2011 at 7:45 PM Rating: Excellent
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1,949 posts
Omena wrote:
Should you really be operating a computer if you have to ask questions like these? I mean, you can read, right?

What's better, 180 attack, 170 accuracy 2.6s delay +5 str, or 175 attack, 180 accuracy 2.5s delay?


Edited, Sep 15th 2011 9:45pm by Docent42
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FFXIV: Cloe Delisle Scholar, officer of the SWAGGER Free company, Sargatanas server.
#48 Sep 15 2011 at 8:02 PM Rating: Good
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3,962 posts
Docent42 wrote:
Omena wrote:
Should you really be operating a computer if you have to ask questions like these? I mean, you can read, right?

What's better, 180 attack, 170 accuracy 2.6s delay +5 str, or 175 attack, 180 accuracy 2.5s delay?


Edited, Sep 15th 2011 9:45pm by Docent42


Hold on, let me get out Ye Olde Excel spreadsheet...

Casual player's best friend! Smiley: dubious
#49 Sep 15 2011 at 8:47 PM Rating: Good
I always prefer accuracy and delay over attack and str (thats just my thing though)
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#50 Sep 16 2011 at 6:50 AM Rating: Excellent
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Quote:
I always prefer accuracy and delay over attack and str (thats just my thing though)

I guess you missed the point.
#51 Sep 16 2011 at 7:08 AM Rating: Good
RedGalka wrote:
Sephrick wrote:
TauuOfSiren wrote:
Quote:
Item names will be color-coded based on rarity.

Borderlands Diablo!



It all comes back to WoW (Yes I know Diablo is pre WoW)

I'm betting "relics" will probably be purple.
I didn't play EQ but EQ2 gear text color coded based on its 'rarity'. So if anything, it's not just a Blizzard thing.
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