
In regards ofthe UI and the somewhat delayed movement of my character when playing the beta, one thing that has actually helped me a lot is, and this might sound weird ...
... pretend you're playing a game like Mass Effect.
Take note of how your character doesn't exactly stop on a dime like how they do in other games, particularly MMOs? It feels more, in a way, realistic. The manner in which the character slows to a trot, then finally stops. Or how they have to push back on their leg when strafing from left to right, or turning to turn around and continue moving.
Of course this doesn't necessarily forgive the general delay when it comes to responding to controls, both on the keyboard and the mouse.
If I wasn't stuck in the middle of a trip to see family right now, I'd go in to some more thoughts. But for the time being, 3 points of interest out of me:
-I really, really miss arrow camera controls. Bite me, home key users, and take your IJKL camera controls with you.
-I don't know if it is on purpose, but it seems to me like there is a lot, and I mean a lot, less accuracy when fighting enemies when you compare how fights worked in FFXI. Know how you almost never missed with a TP move in XI? Expect many moments of "FFFFFFUUUUUU--" when your TP attack you built up misses, and you're stuck flailing as a Puk Hatchling pummels you to oblivious.
-And speaking of monsters, they really need to find a better way to denote an enemy's strength. For the time being it is represented by a specific colored icon next to the enemy's name when they are targeted. For some people with issues of color blindness or color deficiency, this is a real bad thing to do, especially when there is no secondary method of checking their strength. And the other issue is at least right now, difficulty gauging seems very arbitrary and not at all accurate for many monsters.
More to come when I am not busy fending off relatives and golden retrievers.
... pretend you're playing a game like Mass Effect.
Take note of how your character doesn't exactly stop on a dime like how they do in other games, particularly MMOs? It feels more, in a way, realistic. The manner in which the character slows to a trot, then finally stops. Or how they have to push back on their leg when strafing from left to right, or turning to turn around and continue moving.
Of course this doesn't necessarily forgive the general delay when it comes to responding to controls, both on the keyboard and the mouse.
If I wasn't stuck in the middle of a trip to see family right now, I'd go in to some more thoughts. But for the time being, 3 points of interest out of me:
-I really, really miss arrow camera controls. Bite me, home key users, and take your IJKL camera controls with you.

-I don't know if it is on purpose, but it seems to me like there is a lot, and I mean a lot, less accuracy when fighting enemies when you compare how fights worked in FFXI. Know how you almost never missed with a TP move in XI? Expect many moments of "FFFFFFUUUUUU--" when your TP attack you built up misses, and you're stuck flailing as a Puk Hatchling pummels you to oblivious.
-And speaking of monsters, they really need to find a better way to denote an enemy's strength. For the time being it is represented by a specific colored icon next to the enemy's name when they are targeted. For some people with issues of color blindness or color deficiency, this is a real bad thing to do, especially when there is no secondary method of checking their strength. And the other issue is at least right now, difficulty gauging seems very arbitrary and not at all accurate for many monsters.
More to come when I am not busy fending off relatives and golden retrievers.
A friend to the end to depend on you can.
I walk through the sea, swim through the sands.
To the edges of the earth, to your rescue when you hurt,
Only thing I learnt is I'm not Superman.
~Giant Panda - Strings
I walk through the sea, swim through the sands.
To the edges of the earth, to your rescue when you hurt,
Only thing I learnt is I'm not Superman.
~Giant Panda - Strings