View Full Version : TP............You are to far away
JovialRat
04-08-2011, 08:35 AM
Hello all,
Are you annoyed when you have TP and you try to use it the mob moves away and you lose ur TP???
How can we lose TP when we try to use it and the mob moves too far away x.x.
Attention Dev. Team, can this problem be fixed?
thanks.
Mirage
04-08-2011, 10:58 AM
Yeah, this is pretty annoying, especially considering most people outside of japan have a bit of lag, so sometimes we can start our macro while the enemy is right in front of us, and then get a "too far away" even if it on our screen just started moving away from us one quarter of a second ago.
Fun fact though, if you sekkanoki and get "too far away", you don't lose sekkanoki status :p.
Bulrogg
04-08-2011, 12:52 PM
I agree. If I am casting a spell and the mob moves out of range I don't lose MP/tools. The same applies with ranged attacks and blood pacts too if I recall.
I don't see it being game breaking by letting us keep the TP. I do see less teeth being gnashed if it were possible.
JovialRat
04-09-2011, 01:49 AM
and also, i should have posted this as well...
its annoying when you are casting a spell, and you accidentally move , (your controller drops, cats runs across your keyboard , which makes ur character move), your spell gets interrupted. but it waits till you are finished casting to say so... why cant it just stop you right then and there, esp with long casting spells like AM.
Bulrogg
04-09-2011, 02:03 AM
If you know you are interrupted you can use the /heal command and you will stop casting.
LeaderofAtlantis
04-09-2011, 02:19 AM
I get slightly annoyed losing my TP too, but the rare occurrences mentioned above don't happen enough that I would necessarily want them to fix this. For balance, they might decide to allow monsters to keep their TP as well if we move out of range. Fight a few Tonberries and get nailed with Throat Stab a few times after you avoid it the first time and tell me if you like that they keep their TP. Just my opinion.
Daniel_Hatcher
04-09-2011, 02:52 AM
If you know you are interrupted you can use the /heal command and you will stop casting.
Or move back to where you were and it'll still finish the spell.
thefinalrune
04-09-2011, 05:22 AM
I don't want the change myself. Despite the annoyance, I prefer being able to run out of range of some TP moves. You can't go changing it for the players and still stick the mobs with the default system. I've avoided death a lot by moving out of range for throat stab and forcing that silly little tonberry to lose his TP.
Mirage
04-09-2011, 05:35 AM
Good point, but the difference is that mobs always have 0 lag, and therefore it is never lag that kills TP for them, but that can happen for players.
JovialRat
04-09-2011, 05:36 AM
i wouldnt want SE to change it so the mobs lose TP, just change it so that players dont lose TP when the mobs runs away when players use their TP moves.
its a minor thing... but it causes some headaches
JovialRat
05-20-2011, 09:28 PM
wow finally this issue will be fixed..... thank godness i posted it. i want credit for this! lol
Tsukino_Kaji
05-25-2011, 09:29 PM
wow finally this issue will be fixed..... thank godness i posted it. i want credit for this! lolIt is?
Superfluous text.
Arcon
05-25-2011, 09:41 PM
It is?
Aye (http://forum.square-enix.com/ffxi/threads/6030-WS-distance-or-where-did-my-TP-go/page2#post_103802) .
Tsukino_Kaji
05-26-2011, 07:14 AM
Aye (http://forum.square-enix.com/ffxi/threads/6030-WS-distance-or-where-did-my-TP-go/page2#post_103802) .[I see.] Exelent.