Shown during the last Dev Panel of VanaFest 2012 was the new User Interface that Square Enix has said they were working on.
The UI features moveable windows, and the ability to have multiple windows open at one time. It will take some time for them to complete the new interface, but Producer Hiromichi Tanaka said he hopes that they can launch the new UI alongside the Seekers of Adoulin expansion.
Today on the forums, Camate relayed a message from Hiromichi Tanaka which showcases some of the new icons that we can expect to see when the user interface overhaul is complete.
For the new UI that is currently in development for the Windows version, we will be enhancing the resolution and revamping icons for enhancements, abilities, magic, and other items. These new icons require resident memory, so unfortunately due to their being a lack of this for the PS2/360 we will not be able to implement the same icons for these versions of the game; however, we are planning to switch out the enhancement icons to be the same as the Windows version.
Below is an example of Regen and Refresh:
And here are the two-hour abilities for each job:
Can you tell which is which? These designs are still under-development.
We will be changing the graphics for other spells and abilities as much as we can. One of the objectives for this is to display the icons in the macro palette to make them clickable, as was requested in the past.
Also, in regards to the PC requirements to be able to easily play the updated Windows version, we expect it to be a bit higher than the requirements from ten years ago. However, I believe that recent PCs are at more than suitable level.
Once all the details are finalized I will let you know.
Last week, an update went live on the Test Server that allowed players to change the width and line height of the chat log. Since then, players have been asking about other changes that may come about as a result of this latest adjustment to the user interface. Hiromichi Tanaka has replied on the forums answering some of the questions players have had. While switching out some of the current window backgrounds is a welcome change, there’s one that would be even more welcome: A completely revamped UI that eliminates current limitations that the development team is facing. One example given is the ability to have multiple chat windows, but perhaps past limitations such as a mini-map would be possible under this new system.
As we are working within the limitations of the current UI, we are a bit limited with the things we can do.
While we are working on things that we can, like the Windows version resolution improvements, we have actually begun looking into completely revamping the entire UI. Of course this is going to take some time, so once I have more information, I will be sure to share it with you.
For our next step, we are planning to address higher resolution text fonts and separate resolution settings for the overlay graphics resolution and menus.
After all these resolution changes and a revamp of the user interface, what else would be left to update to help this game stay current with this generation of MMOs? We already know that the opening cinematic has been redone in a higher quality. Could updated textures for an HD version of Final Fantasy XI actually be in the works? Let us know what you think in the forums!
Wider macro panels won’t be the only UI adjustment coming in the near future for Final Fantasy XI. A recent post by Hiromichi Tanaka on the official forums has revealed that changes to the chat log are also in the works and landing on the test server next week!
We’ve implemented the new macro palette onto the dev. server!
You can now enter up to 8 characters into the macro title box. We were unable to increase the max number of characters you can input in the macro editing menu. However, the title you input will be fully displayed now. If you are using a 1024x resolution or higher with the Windows version or using the HD mode for Xbox 360, these changes to the macro palette will be automatically switch over. If you are using a lower resolution, SD mode, or a PlayStation 2, the size of the macro palette will remain the original size. We weren’t able to launch this onto the Test Server this week, but we will be implementing it sometime next week. I hope you’re all looking forward to it!
Oh…did you notice the chat widget?
The developers have secretly been working on a new chat widget for Windows and Xbox 360 that will allow you to adjust the number of lines and width of the box. This will also be implemented onto the test server next week, so please try it out!
It’s been a while since our last dev tracking, in part because the official Lodestone topic posts have kept up with the news from the Devs. Last week, however, Yoshida made a number of posts about the upcoming 1.19 and 1.20 patches, and while the information will almost certainly appear on Lodestone soon, for those that want additional, unfiltered “Yoshida-speak” on what’s in store… well read on. Yoshida covers all aspects of equipment – from what you can equip, to the UI elements, repairs, and the new Materia System.
Warning – there is a lot of text following the break!
(tl;dr version: Repairs will be simplified, both by NPC and DoH classes. UI is needed to help create a common language of how equipment can and should be worn. Equipment will include both class/level permissive and restrictive types. Materia System will tie together all class archtypes, and will allow reliably improving gear. The “Forbidden Materia” craft will provide a higher reward system, but include significant risk.)
A new thread has been started in the Updates section of the official forums. The title of the thread is as follows:
[dev1135] UI Adjustments
Proceed to the thread.
Patch 1.18 is scheduled to usher in large-scale changes to enmity calculation, which will be accompanied by the introduction of a new UI element displaying enemy enmity.
Changes to Enmity Calculation
Enmity is the element of the game that governs the target of an enemy’s hostility. Performing certain actions increases an enemy’s enmity towards you; the enemy will attempt to attack the player or NPC who has generated the highest amount of enmity. Skillful control of enmity forms the cornerstone of effective partying.
The current method of enmity calculation has been deemed excessively complicated, rendering the employment of battle strategies problematic. This was made worse by having no way of checking the constantly changing enmity values. Patch 1.18 will see the simplification of the enmity system to one based on accumulated actions. Furthermore, a new UI element will be introduced that allows players to see their foes’ enmity levels at all times, making enmity control a far more tangible affair.
Relationship Between Actions and Enmity
Actions that generate enmity can be divided into two main categories: direct and indirect. The former refers to actions that inflict damage or enfeebling status effects upon a foe, while the latter encompasses those that heal or fortify an ally. Different actions will increase enmity to varying extents, with the strength of the delivery (such as damage dealt or HP restored) also playing a part in the calculation. Enmity will be reset for players who are KO’d or otherwise incapacitated from battle for a certain period of time.
In order to allow enmity control to be readily incorporated into battle strategy, an icon will be implemented which displays an enemy’s enmity. This icon will appear to the left of the enemy’s HP gauge, and through a color scheme will inform players of their foe’s enmity level and behavior.
||The enemy is not taking action against you.
|Green, orange, or red icon
||The enemy is taking action against you. Enmity level is indicated from low to high in the order of green, orange, and red, indicating a progressively greater likelihood that the enemy will target you.
|Blinking red icon
||You are incurring the highest level of enmity among targets engaging the enemy and are being targeted.
Improvements to the enmity system are scheduled to continue in patch 1.19 and beyond. Abilities that affect enmity will also be subject to adjustments.
With the recent November update, the UI received some nice adjustments. Among them are increased response time, the inclusion of a skill and experience points bar, the ability to add a second chat window and a number of other changes that make the interface feel better overall. One of the changes that we’ll highlight with this post is the ability to move the action bar allowing for a fully customizable screen set up.
There are an infinite number of choices with how a player can set up their screen. Do you have more than one chat window? Where are they positioned? Do you stack them? Lay them next to each other? What filters do you have set up? Lots of questions to ask yourself, and those are only for the chat windows! What about the action bar? The mini map?
Lets look at a few samples of how the user interface can be arranged.