The Lock/unlock thread got me thinking about parts of FFXI's gameplay that we just accept and don't even think about anymore, but are actually really pretty horrible and affect almost everything we do.
Here is a brief list. Feel free to make more suggestions:
* Blinking/losing target after target gear swaps - The person you're targeting and their position are independent of the clothes they're wearing, so why is it programmed to break focus when someone gear swaps? This is annoying.
** Blinking on your own and losing "locked on" status - If you blink while locked on to a monster, you lose the locked on status and have to re-lock it before you can do things like strafe around the monster. Seems like an outgrowth of the above problem. Why was this designed this way?
* Items being lost from the treasure pool due to inventory issues (One person lots more items than they have space for, everyone else passes, the extra items are lost) - It wouldn't be hard to have it stay in the pool, would it?
* Cure lock - Regardless of the "fix" all those years ago, this still exists. Why should I be frozen if I'm not doing anything?
* Animation locks - Job Abilities are "instant," so why can't we move during them? After the spell casting interruption period, why can't we run immediately? This is just clumsy. I can run around while hitting the monster, why can't I run around while Violent Flourishing the monster? The animation is basically just a hit either way.
** Raise Delay - This makes it hard to get up and out of AoE range after being raised. Could you eliminate it somehow?
* Post-Job Ability/Magic delays (the period of time after you use an ability or spell until you can act again). - They make the game feel clunky and seriously impede JA-heavy jobs. Why not shorten or eliminate them? Server to client latency isn't what it used to be. Being interrupted and unable to cast again is especially frustrating.
* Engage delay (the period following disengaging when you cannot re-engage). - This is a hold-over from an old glitch that let people attack faster by spamming engage/disengage with a high delay weapon. You appear to force people to wait their full weapon delay upon engaging now anyway, so why not eliminate it?
* Losing Items while Paralyzed - It is unclear why this was ever the case, and just makes Paralyze *that* much more annoying. I can understand if you want to cancel item usage upon Paralysis, but does it also have to cost us gil?
* Ranged Auto-Attack - Not having one decreases the value of Snapshot gear and hurts Ranged DDs relative to melee DDs. Why do we have to hit "Ranged Attack" every time we want to shoot instead of just engaging and firing away?
* Event Skipped - Some menus stop your buffs from counting down, so you don't want us to be able to hold monsters indefinitely while locked in CS. (Think Invincible w/Aegis -> Box) That said, there are some menus that do not stop buffs from counting down. Would you mind switching things like Abyssea Treasure Caskets to these?
* Losing Reraise Status upon DC - It's common to die if you are fighting something when you disconnect. Reraise is lost upon disconnecting, which means that this is an event-ender for things like Dynamis. Would it be possible to let reraise be preserved?
** Losing Cruor buffs upon DC - It is still unclear to me why you can store the exact Atma I'm using (out of a list of >100), but not the Cruor buffs I have active (out of a list of 5, when the answer is almost always "all of them"). Why hasn't this been added/changed in the last year?
* Unable to Search when dead, but ability to send tells and use your linkshell - I understand that you don't want people to be able to talk and shout when they're dead, but you caved to practicality when it came to tells. Mind also caving to practicality in letting us find someone to send a tell to?
** Unable to use UI controls while charmed - It makes sense that you can't say/shout, but could we at least look up in our chat log to see if anyone said something? I always have 1 minute pauses in conversations with people when I'm hit with Long-Armed Chariot's charm.
* Collision Detection - Okay, it makes the game more "realistic," but can't it be optional or something? Some zones get very crowded, or many monsters may be attacking you at once, and it's just difficult to forge your way through the crowd. Could we eliminate this or make it optional?
* Tractor re-zoning us - I know this was brought up in another thread and received and official "it would take us too much time to re-make it" response, but that doesn't mean it isn't a gameplay issue. This spell would be much more useful if it did not force you to zone because it could be used in things like Voidwatch and Abyssea without being subject to some of the above problems. Fix it please?
Again, please feel free to suggest more. If SE put off the 99 patch and just fixed this stuff in the next update, I would be entirely satisfied (but a little bitter that they didn't fix it almost a decade ago).
I realize that I've ignored all issues with the in-game macro system. Lets continue to ignore them, because the necessary changes are so painfully obvious that SE doesn't need us to tell them about it.