View Full Version : "lock/unlock" after equipment change
Madawc
09-17-2011, 07:35 PM
The "lock on target" goes away after gear change. Could you please change it so that lock is still on even after equipment change aka "blinking"?
We're kinda asking for a solution to this in the "vanity slots" thread. If they added a /gearlock option that would lock in your visible gear until you turned it off or changed jobs, blinking would be eliminated. This could potentially solve some glitches relating to blinking, like BLU self-skillchains not appearing onscreen or in the log. Additionally, you could lock in a set of gear you like to look at rather than swapping in all kinds of outlandish things mid-battle.
macro:
/equip blala
----
/ja/ma/ws <wait n>
/equip blabla
/lockon
Kaisha
09-17-2011, 11:18 PM
I've always wanted to know why they had to have the target name disappear during a gearswap, which is what I'm assuming causes the target focus loss.
Wish we'd hear a real answer from the devs as to why it was programmed as such. Heck, I could do for an article or two revolving around their content development patterns and what goes on regarding tweaks.
Arcon
09-17-2011, 11:22 PM
Another problem that shouldn't exist. Just fix blinking already, you can do it, stop making up excuses and get to work.
Huckster
09-18-2011, 06:28 AM
I was about to post this issue as well - fix it devs!
Zatias
09-18-2011, 06:30 AM
But then I can't break away from those pesky autofollowers!
If you're using a PS2 controller, push down on the movement analog stick.
If you're using a PC, hit the * key by the numpad.
If you're using Xbox, I have no idea, sorry.
Madawc
09-18-2011, 06:18 PM
Yes, we all know how to put the lock back on. But the problem is that we don't want it going off in the first place.
Urteil
09-18-2011, 11:02 PM
Absolute, pure, unbridled: Developer Lazyness
Alhanelem
09-19-2011, 01:24 AM
It's not developer laziness, it's ps2 limitations
Arcon
09-19-2011, 03:07 AM
It's not developer laziness, it's ps2 limitations
Not sure if you're being serious, but no.
Alhanelem
09-19-2011, 03:09 AM
Not sure if you're being serious, but no.
Not entirely, but yes. Everything in the client code, whether you're on PS2 or not, was written FOR the ps2. the xbox is a butchered port of the PC version which is a butchered port of the ps2 version. Only in the last couple of patches have they addressed even the slightest sort of issues specifically for the PC client other than crashes.
We may see "PS2 limitations" used as a cop out, but it's not like there is no truth to it being the cause of many of our gripes.
Arcon
09-19-2011, 03:17 AM
Not entirely, but yes. Everything in the client code, whether you're on PS2 or not, was written FOR the ps2. the xbox is a butchered port of the PC version which is a butchered port of the ps2 version. Only in the last couple of patches have they addressed even the slightest sort of issues specifically for the PC client other than crashes.
We may see "PS2 limitations" used as a cop out, but it's not like there is no truth to it being the cause of many of our gripes.
Then maybe your wording is just off. "PS2 issues" might apply, but not "PS2 limitations", because those issues (for the most part) aren't limited by hardware, just by design.
Alhanelem
09-19-2011, 05:36 PM
Then maybe your wording is just off. "PS2 issues" might apply, but not "PS2 limitations", because those issues (for the most part) aren't limited by hardware, just by design.
The PS2's lack of RAM and hard disk space is a very real issue. There are creative work arounds (e.g. storing items in your character data by the use of NPCs so it doesn't need to be in memory when you're not using that stuff, or by splitting off seperate inventories that don't all have to be simultaneously in memory). It's not JUST hardware limitations, you're right. but there are limitations to the ps2 that will hold the game back (or at least require more complex solutions to issues) for as long as it's a supported platform.
noodles355
09-19-2011, 06:19 PM
I wouldn't say delevoper laziness or ps2 limitations. I would say poor coding. Most people are starting to think that the FFXI code must be really messy with lots of poor work-arounds which makes changing certain fundamental things that have been there from the start almost impossible without breaking 10 things in the process, and then breaking another 50 things whilst fixing those 10 things.
The amount of time it would take to fix it probably wouldn't be that great, but the amount of time to find it, and then subsequently fix everything that you broke in the process would probably take years.
Kaisha
09-19-2011, 07:07 PM
I think you all underestimate that FFXI is a whole MMO that's running on an extremely paltry 32mb ram.
Any 'fixes' to existing code may require more of a memory footprint than what's currently available or what was previously used. Honestly we will probably never know since devs typically refrain from speaking about their programming, or say what's actually viable.
The game still has memory leaks, and they can't even fix those.
(Made more noticable by Abyssea, which is why it takes forever to zone out at times when you've been in there more than a couple hours. From what I'm seeing the game flushes everything from memory when you zone to hide problems like that, which is why your inventory/model/etc always have to reload)
Arcon
09-19-2011, 07:47 PM
I was talking about the issue at hand, which is losing the lock on equipment change. I know PS2 is holding the game back in several aspects, but this is just a matter of bad design. Keeping the target locked (hell, even automatically relocking after the change) wouldn't require any additional memory at all.