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Do we need UI changes?Follow

#27 Oct 03 2013 at 12:35 PM Rating: Excellent
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Loris wrote:
Pawkeshup the Meaningless wrote:

Quest tracking needs to be fixed. It's still not selectable which quests you can track and which you can't. I miss that from the beta, that was a royal snafu.


Not sure why they took this off. Its so annoying having 15-20 quests, and the ones you AREN'T doing are showing currently active.


Edited, Oct 3rd 2013 10:43am by Loris


I've turned my off until the make some changes to it. That'd be my wish for a UI change too, or separate it from info on leves & FATE. I'd rather have those two show up when I need, because honestly I just don't see a need for the quest tracker.

Edited, Oct 3rd 2013 2:36pm by GongJr
#28 Oct 03 2013 at 12:40 PM Rating: Excellent
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diiablo wrote:
The one thing I'd love to see for the Controller/XHotbars:

Add a third grouping per XHotbar activated by holding down both triggers. If they did this, I'd never have to swap XHotbars mid-battle again.


I'm on PS3, and I'd love to see an option like this. When I started, the 16 slots per XHotbar set seemed like a lot more space than they turned out to be.

I've been using the Weapon Sheathed/Weapon Drawn option for my set up. It helps with keeping stuff like Chocobo Whistle, Protect, and the Summons in easy to reach places that don't get in the way during battle.

I'd really love the option to add custom hotbars even if I can't easily click on them. My Bard has 5 buff skills crammed into one macro, and it would be nice to have the hotbar space just so I could easily see the cooldowns on these.
#29 Oct 03 2013 at 12:40 PM Rating: Excellent
Pickins wrote:

Is there any way to rate a post higher than excellent? Smiley: nod


Rating posts that are excellent still contribute to the users' overall Karma score, so feel free to rate up something that is already excellent Smiley: thumbsup


Edited, Oct 3rd 2013 1:41pm by Wint
#30 Oct 03 2013 at 12:45 PM Rating: Excellent
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Wint wrote:

Rating posts that are excellent still contribute to the users' overall Karma score, so feel free to rate up something that is already excellent Smiley: thumbsup


That's good to know. Thanks for the info!
#31 Oct 03 2013 at 12:55 PM Rating: Excellent
http://ffxiv.zam.com/wiki/Feedback_Status_%28FFXIV%29#Wiki

Here is the version Wint put in a Wiki. Feedback Status list. The direct link server is down right now.

EDIT: Oh I see, this is from the ETA forum as Phase 3 feedback. The BETA forum is closed now of course.

Here is the relavant reponse form back then:

Quote:

Q: Since I can use a keyboard and mouse on PS3, I would like to be able to use the default Windows UI there as well.

Status: Working as Intended

Response: Using the keyboard and mouse as controls is currently possible. It's not possible to use the same UI, however, due to display lag and resolution issues. Though, we do support the mouse controls, so please try it out
.


Edited, Oct 3rd 2013 2:59pm by Gnu
#32 Oct 03 2013 at 1:03 PM Rating: Excellent
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Quote:

Q: Since I can use a keyboard and mouse on PS3, I would like to be able to use the default Windows UI there as well.

Status: Working as Intended

Response: Using the keyboard and mouse as controls is currently possible. It's not possible to use the same UI, however, due to display lag and resolution issues. Though, we do support the mouse controls, so please try it out
.


I suppose I was wrong about it not being due to PS3 limitations. That's a shame.
#33 Oct 03 2013 at 1:22 PM Rating: Good
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Item management could still use some tweaking. It is kind of a pain in the *** to move things between pages right now. It would also be nice if key items would automatically 'hand over.'
#34 Oct 03 2013 at 2:04 PM Rating: Good
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A few things i would love to see a adjustable square map same as the circle compass map but square shaped and size adjustable

Instead of tabs just one big bag for my inventory and for my retainers

Being able to close or pick quest

And if the grind would do more of a snap in place when i drag them on top and beside each other
#35 Oct 03 2013 at 2:06 PM Rating: Good
I like the tabs. I can sort my stuff into organized sections. Food on page two, crafting materials on page three, everything else on page four. New stuff drops onto page one and can be sorted later.
#36 Oct 03 2013 at 2:13 PM Rating: Decent
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I actually wouldn't mind better item sorting actually. The auto-sort does some weird stuff, I'd love to be able to choose how it sorts. I don't mind organizing my stuff (one of my retainers has an inventory screen that is beyond ****), but when I'm out and about murdering wildlife, I'd love it to autosort to a system I recognize rather than having to test out and figure out how their autosort works.
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#37 Oct 03 2013 at 2:23 PM Rating: Good
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On PC once you've added the hotbars you want, you can turn off "Direct Chat" and you will be able to map keyboard shortcuts to your additional hotbars. Very handy for things like mounts where you don't need them while in combat but don't feel like dragging the mouse around after removing your hands from the controller.

I put all of my food/potions/mounts/return/teleport on a vertical bar that is mapped to my keyboard but I use the controller crossbar for combat. Great for marking as well 1 2 3 4 = 1 2 3 4 :) no menu navigation and doesn't tie up spots on my cross bar.
#38 Oct 03 2013 at 2:39 PM Rating: Excellent
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sandpark wrote:
-No on the fly team synergy mechanics requiring synchronicity bewteen players, no skill chains.


Found the old-school '04 era player. Skillchains weren't used once late CoP/ToAU came out and people finally realized how inefficient and wasteful they were. Outside of "The Hills are Alive" BCNM or SAM self-SC there isn't much point to them anymore as the bonus they give is negligible, the resist rate is ridiculously high, and you end up doing more damage over time just ignoring them.

Nice concept in theory, doesn't work out in practice.

~~~

For me, I want my UI to have:

- Numerical cooldowns on the icon. It's *already* displayed on the tooltip so there's absolutely no good excuse why this isn't a toggled option.
- My debuffs to actually pop, stand out, and BE THE FIRST shown on my screen. A slightly green text doesn't help when it's the same size and jumping all over the place.
- Actual gear comparison on mouse-over. DEF/M-DEF and DMG/M-DMG ONRY doesn't cut it.
- Fixed quest tracker like mentioned above.
- The. Ability. To. Turn. Off. Other. People's. Damage. On. The. Fly-text. Display.
- Personal one: the ability to have an All-In-One-Bag. Four separate tabs is only nice when you can actually have all four open at once; when you're restricted to one tab and trying to move stuff over it's a royal pain in the ***.
#39 Oct 03 2013 at 2:47 PM Rating: Good
Don't forget getting your 300 skillchain points to unlock WSNM Smiley: schooled
#40 Oct 03 2013 at 2:52 PM Rating: Good
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I'd be happy to be able to scale UI elements. It'd let me reposition a few things I'd prefer in certain spots, but is currently unfriendly due to other icons being in the way that I generally don't want to move too far. Basically, I don't need the hotbars as big as they are.

Edit: And wtf I missed my 10k ding. ;_;

Edited, Oct 3rd 2013 4:52pm by Seriha
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#41 Oct 03 2013 at 2:55 PM Rating: Excellent
Quote:
I'd be happy to be able to scale UI elements.


THIS! I was just about to write this.

Especially for the PS3 version, some of the UI elements don't need to be nearly as big as they are, especially when playing on screens 50" and up. I'd gladly shrink a lot of my UI elements by half.
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#42 Oct 03 2013 at 3:11 PM Rating: Decent
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Viertel wrote:
sandpark wrote:
-No on the fly team synergy mechanics requiring synchronicity bewteen players, no skill chains.


Found the old-school '04 era player. Skillchains weren't used once late CoP/ToAU came out and people finally realized how inefficient and wasteful they were. Outside of "The Hills are Alive" BCNM or SAM self-SC there isn't much point to them anymore as the bonus they give is negligible, the resist rate is ridiculously high, and you end up doing more damage over time just ignoring them.

That's a problem with enemy design in later XI areas and here in XIV. If enemies boss or trash didn't die in 3 seconds and actually resisted normal weaponskills, then you're right there is no point. There were cases in XI in dynamis and sea where skillchains were not the norm but when low man groups did them it made all the difference.

The synonymous answer is everyone wants to be efficient and level at an optimal pace. The problem isn't so one sided. I'd rather be forced to have synergistic combinations, the xp requirement per level to lessen, monsters to require more thought than dodge a skill and burn skills. The other side would prefer the opposite.

I believe deep down, most people who play mmos want to group and have an option to group for everything. This game doesn't strongly encourage you to group for things besides dungeons. It even forces you to solo a bunch of things. It shouldn't force you to group or solo to extremes and should scale accordingly depending on group size.

I was on the side coming into ARR not wanting to be forced to group for everything and have long wait times. I didn't want the opposite extreme. I would like to see an encouragement of XI party grind in the first expansion along side more quests for groups and solo.
FATES the concept is good if it were more dynamic and had persistent effects. I have no problem with fates or dungeon grinds to level. I'd just like the option to kill in groups wherever I wish to make the world feel more natural.
#43 Oct 03 2013 at 3:18 PM Rating: Excellent
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Seriha wrote:
I'd be happy to be able to scale UI elements. It'd let me reposition a few things I'd prefer in certain spots, but is currently unfriendly due to other icons being in the way that I generally don't want to move too far. Basically, I don't need the hotbars as big as they are.


You don't have full control, but you can toggle a UI element between 3(?) scales by focusing on it and hitting Ctrl-Home.

I'm not sure which elements it works with, as I've only played with it a little bit.

Edit: This info is for the PC version. Not sure if PS3 is scalable


Edited, Oct 3rd 2013 8:02pm by Pickins
#44 Oct 03 2013 at 4:00 PM Rating: Excellent
PS3 version UI elements are scalable!

Go into the Keybind menu and look for the one that is "Change Window Size" (It is the very last option under Keybinds > System tab). Keybind that to something easy. I use Q.

Now open up the HUD customization screen, active the element you want smaller, and press your keybind.

It toggles through three sizes: medium > large > small. With medium being the default.

This does not work on the chat box as it is not a HUD element for some reason. But you will be very glad to shrink your Character, Armory Chest and Inventory screens so more can fit on the screen at once.

You can also scale things like the AH window and other things that only pop up temporaily, but are not on the HUD customization window. Just select them and hit your keybind. (It works on windows like Duty Finder, Abilities and Traits, Hunting Logs, etc.).

EDIT: I'm fairly sure that it also works on the little tan text window you get for NPC dialog during cut scenes. EDIT EDIT: Nope this does not work.

Edited, Oct 3rd 2013 6:11pm by Gnu

Edited, Oct 3rd 2013 7:27pm by Gnu

Edited, Oct 3rd 2013 7:29pm by Gnu
#45 Oct 03 2013 at 4:18 PM Rating: Excellent
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Gnu wrote:
PS3 version UI elements are scalable!

Go into the Keybind menu and look for the one that is "Change Window Size". Keybind that to something easy. I use Q.

Now open up the HUD customization screen, active the element you want smaller, and press your keybind.

It toggles through three sizes: medium > large > small. With medium being the default.

This does not work on the chat box as it is not a HUD element for some reason. But you will be very glad to shrink your Character, Armory Chest and Inventory screens so more can fit on the screen at once.

You can also scale things like the AH window and other things that only pop up temporaily, but are not on the HUD customization window. Just select them and hit your keybind. (It works on windows like Duty Finder, Abilities and Traits, Hunting Logs, etc.).

EDIT: I'm fairly sure that it also works on the little tan text window you get for NPC dialog during cut scenes.

Edited, Oct 3rd 2013 6:11pm by Gnu


I knew this was an option for HUD elements, but I didn't know it worked for so many other things. Great info!
#46 Oct 03 2013 at 5:20 PM Rating: Good
I'd just like more options for a better custom UI. Nothing new here:
-I play on a laptop, 17inch screen. I'd like to resize the action bars even more then the 3 options (HUGE, Default, Small). I'm 23inches away from the screen (yes, I measured). The action bars could be even smaller.
-Above option but wit EVERY thing UI related. Some things I could go smaller to open the screen.
-Option to track or not track quests.

I think most of what I want will come when SE lets people make add-ons. Like the XIV App that is now, I'd love for all of that to be in game and me not have to remember to open that -.-
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#47 Oct 03 2013 at 5:44 PM Rating: Excellent
I'm thinkin I'm going to make a thread describing the scalable PS3 UI.
#48 Oct 03 2013 at 9:56 PM Rating: Good
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I guess Rift just spoiled me on the UI end with the ability to set things at custom percentages. I just hope XIV never gets to the point where certain add-ons become "required" as Rift did with Kuruul Alert or whatever. I'm sure WoW's had its equivalents, too.
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#49 Oct 03 2013 at 10:04 PM Rating: Decent
-A way to turn off tooltips for items on my hot bars. You can turn them off, but it also disables them in the menus as well
- More distinguishable DoT's and status effects that have been cast by my character. Trying to find your DoTs on FATE bosses in nary impossible
- Further improvement to the maps. Some of them are just confusing and my map does weird positioning stuff that I really don't understand
-A way to adjust the transparency of hot bars
-built in voice chat function for DF groups

Edited, Oct 4th 2013 12:05am by DrCapricious
#50 Oct 03 2013 at 11:59 PM Rating: Good
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Very minor but a few things would make me happier than I am.

- The possibility to bind the scroll wheel up and down (with and without modifiers). Welcome to the new era of speed party member selection for healers >.>
- Fix the wonky interaction with between cascade macros and the GCD, I want macros w/o wait to conserve their GCD status (on/off) for the whole execution of the macro.
- Macros for items, particularly for potions and chocobo (that way I can save hot bar space with a single action for sprint and mount!)

The game is flexible enough already, especially the UI design really lets you put your stuff anywhere.
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