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View Full Version : Sturdy Pyrix and a new open with key option



Nellaf
06-14-2011, 11:12 PM
Is there a way that you can add a menu after someone has viewed the contents of a chest that will let them open it with a key right there? It gets a little old to check the contents of a chest, then back out of the menu, refind the chest, and use a key then.

Korpg
06-15-2011, 01:23 AM
Macro not enough for you?

Glamdring
06-15-2011, 03:43 AM
think he means if you've peeked you are still in the menu, add a "open with key" option right by the Destroy option, without having to back out of the menu entirely, then retarget to pop it.

Cair
06-15-2011, 04:25 AM
Agreed. 456

Korpg
06-15-2011, 04:48 AM
It saves you what, 4 seconds without a macro for keys, 2 seconds with a macro for keys?

But whatever floats your boat.

Kimble
06-15-2011, 04:59 AM
I dont think something like that can be done because you need to have a key to be able to key the chest. No where in the menu is there an option to key the chest.

Glamdring
06-15-2011, 05:40 AM
he's asking that "open with key" be added to the menu, we know it's not there now. In addition, in a fast party you may have multiple chests, possibly occupying the same space, and retargeting the one you checked and not another one is a bit of a pain.

Kimble
06-15-2011, 06:28 AM
Im saying its not there at ALL in the menu because its an action you cant do on the chest unless you have an item in your inventory.

Saying why its different then Destroy chest that IS in the menu.

RAIST
06-15-2011, 07:14 AM
exactly.. they've added all the other options. Now after you peek, you pop back to a menu to allow you to attempt to open or destroy it--just need to add the option to open with a Forbidden Key and have it -1 the key from your inventory just like when you use ninjutsu it -1's a tool. Granted the coding isn't the same, and will require some extra work--but the concept is similar. This would save you from having to cancel out, hit your macro, retarget the box (and risk targetting the wrong one because you have 3 piled on top of a each other) and then popping it open.

Zagen
06-15-2011, 08:37 AM
Definitely would be nice for AoE Farming though I think this macro might help:
/target <stnpc>
/item "Forbidden Key" <lastst>

Haven't tried it yet, just thought of it now. Since we just destroy any gold box that isn't a KI we need when we get too many to manage, it hasn't been a big deal.

Alhanelem
06-15-2011, 01:02 PM
he's asking that "open with key" be added to the menu, we know it's not there now. In addition, in a fast party you may have multiple chests, possibly occupying the same space, and retargeting the one you checked and not another one is a bit of a pain.
Just open them all indiscriminently if you're in that much of a hurry.

Zyeriis
06-16-2011, 02:08 AM
Lol @ people arguing against this.

Alhanelem
06-16-2011, 05:50 AM
lol @ people arguing for this, as if using keys is actually difficult.

Zyeriis
06-16-2011, 07:17 AM
When I said "lol" I clearly thought it was a joke. Because, really, there's no legitimate reason to not have this option from the start. So easily do people (mostly alh) confuse "easy" with "convenience". They should revert rent-a-rooms back to how they originally functioned (had to "set" your mog house there at a npc) because entering your mog house was so difficult right? They should take away the previously infused atma option, and the recently used menu as well, because they weren't necessary either.

Take away the added in /heal information in abyssea regarding lights because building lights was hard before too. Split the auction houses up again while we're at it. Disable the saving of outpost warps when switching nations for when you switch back too, that wasn't necessary because getting op warps wasn't difficult before either. Remove the porter slip system, as it wasn't necessary, inventory management isn't hard. Am I forgetting anything? (Probably a long long list of stuff that made stupid little things like this disappear, that we would have otherwise been fine without).

Vold
06-16-2011, 07:47 AM
I find it amusing every time a person argues against good, convenient ideas. But let's be real here. They only do it to do it. Just to be different from the pack. Pretty much it, yep. If this change were to happen, every last person in the game would use it to open chests and would never again touch their macro. Which basically makes any points about the ease of macros completely irrelevant. Just sayin'.

Kimble
06-16-2011, 08:01 AM
Really think you guys don't understand why it isnt an option in the menu.

Khiinroye
06-17-2011, 02:47 AM
Use a key to open the chest?
>No.
Yes.

Are you sure?
>No.
Yes.

A forbidden key will be used to open the chest.
>No.
Yes.

Event skipped.

RAIST
06-17-2011, 03:51 AM
we already get something along these lines (forget the exact wording/order):

Attempt to Open
Peek at the contents
ignore the chest
destroy the chest

All we're asking is for is one more line to Open with Forbidden Key. This doesn't need all the extra confirmations like that. I seriously doubt we even need one confirmation. If you look at the contents and then actively choose to do nothing so it goes back to the previous menu, and scroll down a couple ticks to hit "Open with a Forbidden Key"....it's pretty safe to assume you actually DO want to use a key to pop it open.

Kimble
06-17-2011, 03:54 AM
Like I said, the reason it isnt there is because you need to have A in order make an action on B to get the result of C

Destroying the chest is just having B to get the result of C.

Alhanelem
06-17-2011, 03:59 AM
confuse "easy" with "convenience"Convenient and easy are not confuseable. They are basically the same thing. Anything that is "convenient" is easy (Because, if it was not convenient, it would be more difficult).

Really. This isn't a problem, nor is it important or vital to have. Why should the devs waste time on adding options like this when they have more important things to work on?

Zyeriis
06-17-2011, 04:42 AM
Convenient and easy are not confuseable. They are basically the same thing. Anything that is "convenient" is easy (Because, if it was not convenient, it would be more difficult).

Really. This isn't a problem, nor is it important or vital to have. Why should the devs waste time on adding options like this when they have more important things to work on?
Bolded: Neither are posts that break down to: "i don't want this, i want something else that is completely irrelevant to this, so this is a bad idea and they shouldn't do it. Devs, only do what I want, nothing else, not even those tiny things that make things more convenient, even if you have the time for both, only do the thing i want done."

And yeah, apparently they are confusable when you're getting it wrong. They are not always interchangeable words, thats why there are two words. On that note, they should get rid of forbidden keys entirely because opening chests the normal way isn't "difficult" either.

Btw, no one said it was a problem, neither were rent-a-rooms or atma selection (/stops repeating self).

RAIST
06-17-2011, 04:43 AM
because it would take far less time for them to add a text line that cues an action that already has the core structure implemented (ie, NIN using tools for magic, so they already have a model for how to make it use the key) vs. actually fixing the problem with the way chests spawn on top of/inside each other?

Fixing the chest spawn issues would be a lot more elaborate than sticking an extra text line in the menu table that link to a small batch of commands to -1 your key inventory and open the chest you are currently targetting.

I'm for either/or---fix the chest spawns so they actually pay attention to collision rules, or add the option to open the chests with a key to the menu. Either one would vastly improve the probelms people run into with selectively opening chests.

If you are just spamming keys to pop all chests, this doesn't affect you in any way, it is only something for those trying to be more selective with what chests they open/destroy.

Kaych
06-17-2011, 05:58 PM
I didnt read the whole thread, so excuse me if I missed something, but... I think you shouldnt be entering a menu at all. IMO there should be made a (/checkchest <t>) command, then a text just pops up; "You feel a tremendous amount of experience from the chest" or cruor or w/e. Then you can just (/item "Forbidden key" <t>) the chest like you usually do or move on to the next chest^^

This way you wont have to enter any menu and the process goes much faster^^ If you think about the time you are in the menu, 5-10 seconds.... each chest... and you use 100-400 keys... thats alot of seconds:P I call it the /sigh factor ^_-

Korpg
06-17-2011, 10:23 PM
if there is a /checkchest option, I would like a /destroychest option too.