im just saying fixes are out there for their issues
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If they smoke pot, sure. If they're a serial killer, no. Generalizations never work.
He was pointing out how easy it is for any retard to get these without any kind of effort. It's not like he gave them a secret code with which to get that stuff.
How about when you're inventory is full and a stackable item drops of which you already have several (Thinking mostly of Beastmen/Kindred Seals etc and Crystals and whatnot), but instead of dropping directly to your stack, it requires an extra inventory space.
Never made sense to me.
We all know that the blinking issue has been fixed with very widespread 3rd party software. It can be fixed. There are many options for doing so.
Camate please pass along the /gearlock idea posted previously in the "Vanity slots" thread to the devs in regards to fixing the blinking problem.
It's very simple and a breeze to implement. It would just be a simple command that, when turned on, locks a character's visible gear to whatever they're wearing when the command was used. The /gearlock'ed player can then switch gear all they want and would never "blink," so targets wouldn't be unlocked, people targeting the gear-swapper wouldn't lose them, and it would fix other things like BLU self-skillchains not appearing when triggered immediately after a swap.
It carries the added bonus of allowing a player to lock in a fashionable set of gear in which to do battle (thereby giving new purpose to the game's many, many unusable pieces of gear). To prevent any potential issues, /gearlock can simply deactivate upon zoning or changing jobs.
Character data is flushed and reloaded on zoning, so after job change should see what they have on now (unless you change at a Nomad Moogle in a visible zone). /check can just show the gear they're actually wearing.
However, there's workarounds for that too. Simple let the character "blink" and reload new gear as soon as the target on it is removed. So while I target someone, let them appear in the same gear, but when target is off, allow them to blink as much as they want.
So realy it should be more of a "hold feature" on bahalf of the targeter and not the blinker in question.