Fully Scaleable UI
Original Post
Liniont wrote:
Fully Scaleable UI
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 would like an option to show only debuffs I can cure when I hover over a party members bars in the party UI I would also like it if there names are highlighted in red (or maybe I can pick the color) when Party member's HP is low and blinking red when their health is critical (also an option to set specific percentages so each healer can set what is critical and what is low to them)
Also I would like a party members HP bar to turn purple if they are debuffed such as poison etc. This will help my WHM out a lot when I need to stop Damage over time debuffs and heal according to who's in the most danger. Little things like this will aid with quick restoration and increase the output of healers. Some may need this others may not but they are options and it's the little things that count.
I would personally like to have one bar set for my button pressing spells and separate bars for spells I click so I would like to see separate 12 button action key UI windows that can be scaled individually, set to be horizontal or vertical, and placed anywhere on the screen individually. I'd have all my healing/buff spells clickable going vertical along side my party window so they are closer for speedy healing while my button pressing spells are damage dealing based and at the bottom center.
I would like to see a one button press to make the UI visible and none visible.
I think that's really it, any feed back from the community?
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 would like an option to show only debuffs I can cure when I hover over a party members bars in the party UI I would also like it if there names are highlighted in red (or maybe I can pick the color) when Party member's HP is low and blinking red when their health is critical (also an option to set specific percentages so each healer can set what is critical and what is low to them)
Also I would like a party members HP bar to turn purple if they are debuffed such as poison etc. This will help my WHM out a lot when I need to stop Damage over time debuffs and heal according to who's in the most danger. Little things like this will aid with quick restoration and increase the output of healers. Some may need this others may not but they are options and it's the little things that count.
I would personally like to have one bar set for my button pressing spells and separate bars for spells I click so I would like to see separate 12 button action key UI windows that can be scaled individually, set to be horizontal or vertical, and placed anywhere on the screen individually. I'd have all my healing/buff spells clickable going vertical along side my party window so they are closer for speedy healing while my button pressing spells are damage dealing based and at the bottom center.
I would like to see a one button press to make the UI visible and none visible.
I think that's really it, any feed back from the community?
Official Response
Camate wrote:
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 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!
New Limsa Lominsa BGM
Original Post
AmyNeudaiz wrote:
New Limsa Lominsa BGM
http://www.youtube.com/watch?v=52g8TPxR9XQ
Sounds pretty damn amazing. Sort of reminds me of XII at some parts of the preview.
EDIT:
Here's the blog it was made for. To avoid confusion this is a compilation of songs strung together, not an actual single song.
http://na.finalfantasyxiv.com/bloghttp://na.finalfantasyxiv.com/blog
http://www.youtube.com/watch?v=52g8TPxR9XQ
Sounds pretty damn amazing. Sort of reminds me of XII at some parts of the preview.
EDIT:
Here's the blog it was made for. To avoid confusion this is a compilation of songs strung together, not an actual single song.
http://na.finalfantasyxiv.com/bloghttp://na.finalfantasyxiv.com/blog
Official Response
Camate wrote:
I know you're all anxious to hear more samples of music! While we won't be releasing too many, Soken and Yoshi-P mentioned that they would like to have release mixes of Ul'dah and Gridania to go along with the recently released Limsa mix to finish out the series.
We are looking into a variety of ways to introduce things, so if you have a request, please let us know!
We are looking into a variety of ways to introduce things, so if you have a request, please let us know!
The Lives of NPCs in A Realm Reborn
Original Post
Rukkirri wrote:
The Lives of NPCs in A Realm Reborn
With the changes we'll be making to the maps in A Realm Reborn we will also be changing the location of NPCs. Additionally, we will be adding more liveliness to NPCs in the field similar to NPCs in guilds who are cooking and training.
After A Realm Reborn launches we will also look into adding even more aspects to NPCs to make the game feel alive.
With the changes we'll be making to the maps in A Realm Reborn we will also be changing the location of NPCs. Additionally, we will be adding more liveliness to NPCs in the field similar to NPCs in guilds who are cooking and training.
After A Realm Reborn launches we will also look into adding even more aspects to NPCs to make the game feel alive.
Official Response
Okipuit wrote:
Following up on our first post, we're planning to add an even more life-like feel to NPCs. In the Alpha Test we added various gestures and conversations between NPCs (bubbles appearing over their heads as you approach), but in the Beta Test we will be taking it a step (literally) further and adding NPCs that take it upon themselves to wander around a bit.
During the Beta Test be sure to explore and find these NPCs.
While we were running the Alpha Test phase, Sound Director Knee-Soken made a comment about further expanding the state of liveliness of Eorzea:
I feel that things need to also sound more lively in the areas where NPCs hang around, but due to various hardware constraints this would be a very difficult task.
However, we're still going to push to get this implemented! No matter what it takes, there's going to be more hustle and bustle in the city!
We hope you're all looking forward to a livelier Eorzea!
During the Beta Test be sure to explore and find these NPCs.
While we were running the Alpha Test phase, Sound Director Knee-Soken made a comment about further expanding the state of liveliness of Eorzea:
Masayoshi_Soken wrote:
I feel that things need to also sound more lively in the areas where NPCs hang around, but due to various hardware constraints this would be a very difficult task.
However, we're still going to push to get this implemented! No matter what it takes, there's going to be more hustle and bustle in the city!
We hope you're all looking forward to a livelier Eorzea!
Materia
Original Post
Azzi wrote:
Materia
So I've had a couple of ideas about the materia system and want to see what you all think and if it will be at all possibly in ARR.
Dropped Materia
So my first idea is for materia that is dropped in a dungeon or by a primal/hnm etc. This materia would be a rare drop and exclusive (cannot be converted from spiritbonded gear) and the stats would be unique and slightly superior. Think this would give added value to content, as gear gets old, materia tends to stay useful. And as you can blow materia up, it gives reason to go back and do said content again to gather some more of that particular materia.
Combining lower tier materia
Second idea is to be able to craft several lower tier materia's to create a higher tiered version. So for example the recipe could be 3x t3 bloodthirst materia + x amount of crystals to create a t4 bloodthirst materia. Similar recipes could be used for t1's and t2's also. I don't know about most of you, but I used to npc most of my lower tiered materia or waste it just trying to go for a 5 meld for the achievement. This would give it some value at least. But I don't think the synth should be easy, maybe even have to hq for it to work.
Please share your thoughts and pick this apart if you wish
Other ideas are welcome
So I've had a couple of ideas about the materia system and want to see what you all think and if it will be at all possibly in ARR.
Dropped Materia
So my first idea is for materia that is dropped in a dungeon or by a primal/hnm etc. This materia would be a rare drop and exclusive (cannot be converted from spiritbonded gear) and the stats would be unique and slightly superior. Think this would give added value to content, as gear gets old, materia tends to stay useful. And as you can blow materia up, it gives reason to go back and do said content again to gather some more of that particular materia.
Combining lower tier materia
Second idea is to be able to craft several lower tier materia's to create a higher tiered version. So for example the recipe could be 3x t3 bloodthirst materia + x amount of crystals to create a t4 bloodthirst materia. Similar recipes could be used for t1's and t2's also. I don't know about most of you, but I used to npc most of my lower tiered materia or waste it just trying to go for a 5 meld for the achievement. This would give it some value at least. But I don't think the synth should be easy, maybe even have to hq for it to work.
Please share your thoughts and pick this apart if you wish
Other ideas are welcome
Official Response
Rukkirii wrote:
In A Realm Reborn the materia system will be seeing a revamp and we're planning to announce some interesting details before the beginning of Beta Phase 3, so expect to learn more around then!
Not terribly informative, but at least there are some plans to look forward to!
Behest
Original Post
charlemagne wrote:
Behest
Does anyone know what the new items to drop from behest are and which behests they drop from?
Does anyone know what the new items to drop from behest are and which behests they drop from?
Official Response
Okipuit wrote:
Thank you for your feedback on Behest. We just wanted to let you know that in A Realm Reborn we are planning to change the Behest system significantly. New information will be released in the near future, so please look forward to it!
Buyback Feature [Can I have it?]
Original Post
Tibian wrote:
Buyback Feature [Can I have it?]
So.
I just sold 150k worth of apkallu down to the vendor because of the unresponsiveness of the interface / lag. What I really wanted to sell, was 1 cockatrice feather.
Why is there no buyback feature?
Is there one planned?
If not, we need a buyback feature.
Please "like" if you support implementing a buyback feature in the future.
Edit: I edited the word DESPERATELY out since people got incredibly offended and implied it as MUST BE 100% PRIORITY OVER EVERYTHING ELSE.
So.
I just sold 150k worth of apkallu down to the vendor because of the unresponsiveness of the interface / lag. What I really wanted to sell, was 1 cockatrice feather.
Why is there no buyback feature?
Is there one planned?
If not, we need a buyback feature.
Please "like" if you support implementing a buyback feature in the future.
Edit: I edited the word DESPERATELY out since people got incredibly offended and implied it as MUST BE 100% PRIORITY OVER EVERYTHING ELSE.
Official Response
Rukkirii wrote:
I’d like to give you all an update on the buyback feature.
While the feature was already implemented in the Alpha version, we will be making it possible to use this feature in the Beta Test scheduled for February, so please make sure to try it out when testing.
While the feature was already implemented in the Alpha version, we will be making it possible to use this feature in the Beta Test scheduled for February, so please make sure to try it out when testing.
Fill the land of 2.0 with loot!
Original Post
[quote=Seif]Fill the land of 2.0 with loot!
I hope there will be a metric gigaton of collectables scattered throughout the zones of 2.0.
There should be a reason for players to explore the zones on their own and find hidden treasure chests all over the place.
They could be tied to metagames like achievements and GC points/gear/you name it/recipes.
Also the placements of collectables would offer nice challenges for player to figure out how to get past or through a group of mobs or even NM's that need to be killed for some chests to appear.
Maybe even hide some maps to be unlocked if all the tokens of zone X are collected? Sky is the limit for variety here.
Since SE is going through the trouble of doing an entire new landscape please make it count.
This would also be one of the few challenges in open world that you could not complete by just staring at map markers.[/quote]
Official Response
[quote=Rukkirii]If you are the type of adventurer who likes finding treasure chests randomly while exploring the landscape, you will be able to experience something close to this with the upcoming FATE system. [/quote]