They have enough people to completely re-work Limbus and Besieged for i119.
Idk, autotarget would be pretty high on my list if I were prioritising things. They even said they'd work on it roughly a decade ago.
"We have heard your complaints that auto-target doesn't work very well or as intended, therefore we have decided to delete the autotarget functionality. Enjoy."
They even said they'd work on it roughly a decade ago.
They did say that 10 years ago. Then 7 years passed and they said they were scrapping the plan. No reason was given, but I'd guess it was dumped because it was bad. olddognewtrick.gif
I'm not sure what you'd expect from a autotarget rework, personlly I get a lot of bugs in laggy instanced zones like odyssey where my target focus somehow ends up on a trust while still being engaged, I don't know if a addon could fix that.
If you mean for example staying engaged after a mob dies if another mob is in range or is aggro but not infront of your character then I believe it's been requested as a addon suggestion somewhere on FFXIAH but it got rejected because of worries it could be abused for botting /downyjreyeroll.
That kind of implies that at least the unwanted disengage could be handled by a addon.
People are frustrated by auto-target selecting enemies far away from them, even though there are closer enemies they'd prefer to kill first.
Auto-target more-or-less targets left to right, or right of th4 center of your screen, or something like that, but it totally ignores distance. People want it to target based on range instead.
I don't think anyone has suggested it should target enemies behind you because that would be a bit weird, but I guess that's possible too in theory.
I don't think anyone has suggested it should target enemies behind you because that would be a bit weird
A enemy could be hundred fisting you from the back and the current system would still rather target a mob 30 yalms away cause it's in front of you. I find that much more weird than a distinction by other parameters like distance, aggro on myself or my party.
I don't think anyone has suggested it should target enemies behind you because that would be a bit weird
A enemy could be hundred fisting you from the back and the current system would still rather target a mob 30 yalms away cause it's in front of you. I find that much more weird than a distinction by other parameters like distance, aggro on myself or my party.
You find it strange that an enemy being aggressive (aggro on yourself or your party) is a parameter for auto target? You want it to auto-target literally any enemy remotely close to you, that's idly walking around?
I'm not sure exactly what your point is but also: it would be quite strange to auto-target an enemy standing behind you that your character can't possibly see. If it's hundred fisting you it makes...a bit more sense that you would "notice" it but...how does that work then? What's the timer on how recently the enemy hit you when you "notice" them? Do spells count? How about ranged attacks? What if a mob is asleep behind you? Would your character's ESP notice them anyway?
I'm sure auto target should/could be improved, but i don't think targeting some ***3 yalms behind you (through the eyes on the back of your head) instead of 5 yalms in front of you is the logical solution.
How do you even get hundred fisted from the back? Mob generally has to take damage to pop 1h, and whoever's damaging it is going to have hate not you.
Trying to make it 'smarter' is silly. Just make it more logical with some sort of weight between center of field of view and distance. Maybe the distance from center of FoV counts for up to a 5 yalm reduction, then target the nearest mob after applying that reduction. Allows the user to line up their preferred mob from a nearby cluster and prevents the far-away targets when user is not actively positioning.
Like I said, both client and server already know player character distance from mob - to determine whether the mob and player can melee each other.
It's an intern level change to change priority of auto-target mobs from whatever it is currently (lowest HP?), to shortest distance within FOV of player - again already known, the client says 'cannot see mob' if it's not in your fov or obstructed by geometry.
It doesn't have to decide anything. Just look at distance.
I'm not sure exactly what your point is but also: it would be quite strange to auto-target an enemy standing behind you that your character can't possibly see.
Funny you should say that, when any time I'm fighting more than three monsters, autotarget will invariably choose to point me at the one that I "cannot see" for purposes of actually swinging a damn weapon.
With the amount of roaming content we got in the past decade (odyssey, sortie and now limbus) there should at least be the option to not disengage as long as any mob is within a 30 yalms. Unnecessary disengaging is so annoying and time consuming with delays and animation anchoring that I'd rather have it target the wrong target occasionally than putting the weapon away.
While you can make up a scenario where it could happen the hundred fists example was of course hyperbole to emphasis that the current auto target system isn't even remotely sophisticated or thought out in the slightest.
Autotarget locking you onto a trust is absolutely wild, you get totally stuck
For reasons relating entirely to this problem, and having absolutely nothing to do with my skillchains, Abyssea lights, and efforts to deliberately hold damage getting constantly messed up, we should be allowed to actually attack our trusts.
Was thinking about this as apossible band aid to server population issues, or as a way to encourage people to move to smaller servers to distribute populations while still having access to an assortment of people to play with. It goes without saying, I'm disregarding infrastructure challenges or the welfare of the hamsters running our servers. Tirelessly.
So, my thought on global content lobby. Where people from any server can connect/enter in to find others to group with. Here you'll be able to yell, shout, chat, create global parties, and from there, access global instanced areas of content.
I'll use Sortie as an example for this.
Six people who met on FFXIAH.com want to run Sortie together but theyre all on different servers. So, all of them enter/connect to this global zone, and create a global party within it. From there, they would enter a special global instanced area of Drifts #4 where the entry Bitzer is located to queue into that servers instancing for content. This way, other servers instancing instancing isn't affected.
Of course this kind of space could breed RMT, so trade would likely need to be restricted or limited in someway - that way gil isn't transferred across servers, or items used to launder gil.