Reality correlations don't work in a game. Plus, you are far more likely to lose (drop) your item when stunned then when paralyzed. And, that doesn't happen.
But the base of your argument started with you trying to simulate reality by saying, if you get paralyzed you drop the item. I simply just wanted to give an example as to why this isn't always true. Yes there maybe a plausible reason for why the affect is in place, but with out details as to why; The normal human response would be to look for what naturally makes sense in the world around them be it a game or not. Which by proxy is the item would still exist, that is why it matters its common sense.
It's illogical captain! I don't think items should vanish whilst paralyzed either. And to the people who are arguing it is realistic to think that the items are being 'dropped' and thus 'broken', causing them to vanish - as someone said before - paralysis is usually where the muscles contract and spasm and cause your grip to tighten on whatever you happened to be holding at the time. This means the item would still be in your grasp during the paralysis - therefore making it illogical that the item should dissapear.
Unless you were just pulling it out of your bag, and didn't have it properly grasped.
No, i was offering a valid explanation for why it might happen.Quote:
But the base of your argument started with you trying to simulate reality by saying, if you get paralyzed you drop the item.
To me seems more of a mistake than an originally intended game mechanic. As I stated the game probably does it because the timmer on the item usage has to be at 100% before the paralysis effect takes effect. The game runs the script to remove the item first before applying the effect (as it should to prevent glitches where the item use happens and the item doesn't vanish) then it procs the paralyzed effect on you. There are plenty of oddities in the game that they haven't gotten around to fixing. I'm sure you would still love it if monsters could dispel your reraise effect. It's another annoyance that was around since the beggining that was recently fixed because they finally got around to it.
Hence my comment Randwolf, yes there may be a reason as to why the effect is in place; But with without an explanation humans fall back on what they know, be it real life or game. As I know it there was no reason given as to why this effect is in place, so it perfectly natural to have a reality base reaction like I said human nature.
Rog sorry to have assumed that you where basing your statement in reality but the way it was put across to the reader, It gives the perception as doing so. I'm not trying argue a change to the system. I'm simply giving a reason as to why the people of this thread feel the way they do. like I said it's common sense to wanna make sense of the environment around you, even if its a game its still a type of environment that you enter act with (Virtual World). If you don't have a reason to contradict it; your normal perceptions of how things should be takes hold.
I lose Catholicons all the time. :< Try to get rid of the paralyze, but too paralyzed to get rid of it.
Monsters dispelling Reraise wasn't "fixed". It was adjusted. Game scripts do remove older effects before applying new ones in some cases, ie: before a monster dies, all of its status effects are cleared. But, if it was simply a script which removed an item after its use before applying its effect than we would lose items that we use while in motion.
Losing items while paralyzed has no real world correlation. It's not meant to make sense. It's simply a function in a game put into place by the original developers. Does it make sense that my level 90, Empyrean Monk can miss a sleeping, level 0 rabbit 1 out of every 20 hits? No. Does it work that way anyways because that's how the accuracy system was designed to work? Yes.
The developers devised this process in order to maintain what they felt was proper game balance. Being Paralyzed inhibits your ability to fight and forces you to make strategic decisions. Is it worth risking a 5-10 minute cooldown Job Ability while you're paralyzed? Is it urgent enough? Do you need some item badly enough right this moment to risk losing it? It doesn't particularly matter now whether this balance is "correct" or not in 2011, it's become one of the most basic mechanics in the game.
If you're paralyzed, don't use important items. Ask for a paralyna or try using a Catholicon first.
lol sometimes u get paralyzed as your just about to use a item, ex. in mid fight, an u run out of tools for utsusemi, u go to use a tool bag but befor u get it off, u get paralyzed & lose it. lol i had this happen to me alot of times, not just with tools but with other items, an at times job abilities, but wen paralyzed an attempt to 2hour, it doesnt reset it, jus delays befor another attempt to use. now to change it? i'll let everyone else decide that lol its not a problem to me tbh..
It's something you just have to accept. Take all of the annoying things out of the game and it becomes boring. I have lost things due to being paralyzed but I accepted that I had said status effect on and forgot about it.
Oh hey I got a better idea! Mobs cause damage and it's annoying, lets remove that too or better yet deaths? pshhh not anymore. Everyone gets to be invincible! Seriously, it's a game mechanic. It's not going anywhere.
Maybe some of you guys need something easier to play, some Hello Kitty Online?
Or maybe you need to learn the difference between challenge and annoying.
There is enough punishment to not have the item activate. I don't think it's fair to lose it as well.
Fixed != Script removal. Never said the removed any scripts to fix the reraise issue, I said they removed the ability to dispel i.e. the list of dispelable buffs was adjusted so that reraise was no longer removable. You're arguing semantics.
From how things work the best I can see are the following are caculated as so in the game.
Items:
Item usage bar fills to 100% > Item is discarded > (paralysis) > Item effect happens
Abilities:
Instant use so timer is reset upon use > (paralysis) > Ability effect
Spells:
Casting bar fills to 100% (or it's appropriate % based on gear, status effects) > (paralysis) > Spell effect > Recast timmer is calculated (based on gear, status effects)
You're saying it's really so wrong to want the paralysis effect to be taken into effect before the item is discarded? I would settle for being paralyzed and having a item reuse timmer set in place so I couldn't spam while paralyzed. i.e. Try to use it > get effected by paralysis > wait 5~10 seconds before another attempt. Makes alot more sense than items magically vanishing.
I'd say it's not asking too much since they also fixed the issue where temps for abyssea were lost upon d/c and time outs. At least that issue didn't affect items you paid gil for.
I'm not nitpicking semantics. I'm disagreeing with the assertion that there was anything wrong in the first place. You adjust things from one state to another. You fix things when you take something that is wrong and make it right.
Would it be nice/easier/convenient if being paralyzed didn't take your items? Sure.
It would also be nice if we didn't lose exp when we die.
We do. It's not hard to avoid. Don't use important junk while paralyzed and you're hunky dory. If you're spending excessive amounts of time being paralyzed when you need to use a Brew or other important item, get a better mage. Everybody wins (except the shitty mage).
Easier said than done, you don't always realize that you're under the effect in a pinch. I would go so far as to compromise for having a 1 min timmer down on using another item if one was paralyzed over losing it completely. I've never lost a brew or anything important to paralysis, just think it doesn't make an ounce of sense that the item vanishes. It doesn't add a challenge, if you want a challenge set that timmer to 5 mins on a paralyzed item, it's more annoying than anything else.
You can still synth when you paralyzed!!! [i know i derail, still funny, i welcome item synth lost upon paralyzed, SE should fix that issue in the game bc it not following they mechanic.]
Same could be said about basic self awareness and the loss of brews previously to timming out in abyssea, yet they fixed it.
You're not giving a good arguement for disputing the point besides the mentality of "If it ain't broke, don't fix it." I think a timmer down on the usage of the item would be a better alternative. If item interuptions were meant to cause a loss of an item, then they should go back and adjust the scripts so that player movement, stun, terrorize, sleep, and death while in mid use of an item caused it to be lost as well.
No, that's not a challenge at all.
It means I'm bored. When I'm challenged, I'm mentally satisfied because I'm having to focus and concentrate and think things through. That's a challenge.
Typing /heal and waiting 5 minutes is not a challenge at all. While it can prove to be problematic in big fights (where tanks or healers go down), the actual weakness itself is not difficult.
I refer the challenge to not die maybe?
Same as remove paralyze is simple as /ma paralyna user_about_to_loose_his_item.
The challenge is from start, know what you doing and when you doing it, anticipate enemy action, have alternative to a situation. That a challenge.
I can't agree enough with this. Losing items is not challenging, it's purely annoying. I don't mind getting Spiked Flailed in the face, because that happens for a reason, someone screwed up. On the other hand, just recently I was in Abyssea, had a long lasting paralyze effect on, I just finished farming something and wanted to warp home. I thought about death warping, but didn't wanna run to the next flux to get to some aggressive mobs. I saw para, used a Catholicon, gone. I thought "meh" and just used a Warp Scroll, gone. Warp Cudgel charge, gone. So I ended up running for three minutes then waiting another minute to die to lame, non-linking mobs, just to be able to get home without wasting more warp charges. Where's the challenge in that? Did I make a mistake? Who is to blame? I don't deal well with "life sucks" explanations.
And as was said plenty of times before (but people choose to ignore), it's not always easy (or possible for that matter) to avoid getting an item paralyzed. Temp items, food, toolbags, I lost all of these mid-fight, getting paralyzed right the second I used it. So what, never use items at all when fighting mobs with a paralyze move? Because if you do, it's your own fault and you deserved it?
I do believe "fixing" is an accurate term for this, because in my eyes, it's a mistake. As CrystalWeapon pointed out, the order of "executing the command", "getting paralyzed" and "executing the effect" differs between /item, /jobability, /magic and /weaponskill. And that makes no sense whatsoever, since they're all just actions performed by a character.
It's an annoyance. It makes no sense. It's not challenging. And in six full pages, no one has mentioned a reason not to fix it (other than "no"). And I for one am pretty sure there is none.
Is the fact that there is a finite Development staff that is only able to work on a finite number of issues at a time and is already working overtime to get significantly more important updates out the door a good enough reason? Game developers are overworked, underpaid, disenfranchised workers who continue to do their job because they genuinely enjoy it. I'd rather they be able to devote themselves to content that actually matters than willy-nilly complaints about paralyze.
you would think a vitual world would understand tho' if you can't take any actions that would INCLUDE not being able to use a consumable, i.e. you can't consume it!
Do you honestly think a minor change such as adjusting lines in the script to make A happen before B would take as much time as you're suggesting it does? Yes, major changes are more important and, this isn't an "omg make it happen now" issue. This is players making them aware that players want it changed in the future issue. And honestly if they didn't want suggestions for adjustments these forums wouldn't be up in the first place. They've clearly stated that they want feedback from the playerbase in making the game more enjoyable, you can't chastise players for requesting that some annoyances are removed.
I think you severely underestimate the amount of work that goes into changing just about anything in an aging game, especially one with a changing development staff. The sheer amount of code to sift through is horrendous. Worse if the original developer was lazy or neglectful with comments. Plus you have in-house testing and quality control. It will take up resources, no matter how minor a change it is.
I know about programming I got my major in computer science to become a game programmer (yes I pulled that card and I know it doesn't mean crap but I at least have some basic knowledge of how this stuff runs). If the code was so unreadable without the old dev team we'd see no new content at all. They wouldn't have been able to adjust the enemy AI to add in the weakness triggers they did for abyssean NMs. I highly doubt a multi million dollor product such as XI would be lacking on documentation and commenting in and outside of the original coding. They know what their variables are they know exactly how their engines work and what happens where. I'm not underestimating anything. The most time consuming process of it would be more likely than not testing the adjustments to make sure no odd glitches show up from any changes made. They have fixed issues smaller than this, the fact that it's a small issue is irrelevant. Again this isn't a fix now issue, they already have a major update planned, but it's not unresonable that they could address it in an upcomming minor one.
also, this isn't a new request. This is a long standing issue, that has been reported countless times over the years, both on various forum sites as well as directly through SE's own support portal (I myself have submitted it several times to SE).
Surprised these arguments haven't come again up yet, so here is the rehashing of some arguments from previous threads:
You don't drop your weapon when you are paralyzed--you don't even attempt to swing your weapon in the first place. Why? Because Paralysis impedes your ability to ACT. Therefore, if you can't start the action, you wouldn't even have the item in your hand in the first place to drop it.
You don't loose ammo when paralyzed, even though you do go through the motions of drawing your ammo and taking aim with the bow before it processes the effect. The act of actually shooting is not allowed, so ammo is not expended.
If your avatar is paralyzed, you are prevented from using the action (a message along the lines of Garuda is unable to perform the action comes up). You don't loose the timer--again, the action is not allowed when you try to call it.
In short, the code order needs to be adjusted to prevent the action from being initiated at all for all actions, regardless if it is an item, spell, job or pet ability. The check needs to be consisitent and take place at the time the event is first called (like with normal attacks and Pet Abilities), not after the animation starts. As for the complexity of the code, while it may vary from class to class, they all should follow an order that is easily identifiable by the developers. Once you track it down for one item, you have the template for all items, then the same for spells, then job abilities, then pet abilities, etc. While it may not be a straight cut and past of the entire script, portions of it would be and is easier to replicate once the process is laid out properly--especially if they were to make them more uniform in the order.
Raist
You know whats fun? Using an utsu tool bag or arrow quiver and the mob pops a paralyzing move right then, and losing the whole 99. Or losing 9 of the item to remove paralyze in a row - why even have meds that remove paralyze then! I don't care what the reasoning people want to give is, it's crap that should not happen. Whats next "removing para item loss = easy mode" posts?
no, the proc check should happen when you call the action, just like when you try to call a BP on a paralyzed avatar. If you beat the roll, then your action goes on as usual--if you lose the roll, then you don't act and instead get a message that you are paralyzed.Quote:
yes but if you cant act (drink potion ect.) then you have to wait paralyze out instead of trying to get it off if you are solo
=
Raist
(HOPE YOU ARE IN FOR A READING)
Man...had I known my initial post would have sparked all this, I'd have posted it sooner lol...
At any rate, some of you argue that you could "not be a moron" in a little nicer terminology and "Not use your item" in response to people having paralyze problems and that's fine, feel free to attempt to belittle those that have had unfortunate circumstances take items from them. I won't argue what's "real life vs. gaming" because effectively that's an irrelevant point. Things will make sense in some cases and things won't make sense in others, ya can't win them all.
However......
One point I want to make VERY clear is...YES YOU CAN AVOID USING AN ITEM, BUT YOU CANNOT AVOID A RANDOM MOB OR NM ABILITY THAT IS FASTER THAN YOU CAN INTERRUPT A NEAR INSTANT CASTING.........This has been hit on like a dead horse and people arguing AGAINST the change continue to skip over and bash on those that "use an item at a foolish time" and that's just silly. I'm very much with Arcon and many others and their points because they're valid points. One of which stated that SE wouldn't be setting up a forum WHICH INVOLVES A DECENT AMOUNT OF WORK for tracking and such if they DIDN'T CARE about feedback submitted by players.
I didn't say that paralyze was the "End of the world" please fix it now or I'll cry home in anger and slip my animal some arsenic or something. I just stated that it was a general nuisance as it appears plenty of people agree on and I wouldn't mind having it looked into and potentially changed.
Someone stated that it's "part of the game" and is something you just need to "anticipate a mob's moves" in order to avoid losing an item and personally that's just rubbish.
Now..if you realize you're paralyzed and go hm...I wonder if I'll lose this item by using it while under the affect and hope you don't well...I'd agree you're asking for a punishment, but the loss of the item as opposed to even a 5 minute re-use timer to me is excessive. You can argue (as some people have) that in "real life" you wouldn't likely 'lose' an item as your muscles lock up (which is dead on true) but as it is a "game" one might argue (which some of you have) that they can do whatever they want. Well naturally that would hold true, but if you notice, SE has done an all around magnificent job at making this game look relatively realistic as well as ACT relatively realistic and so therefore have attempted to implement "Life Common Sense" into what they apply to this game. Therefore it's not a bad thing for one to attempt to justify the sense in losing an item through real life 'realism' if you will.
Personally I was more curious how other people felt about this "paralyzed while using items" issue more than wondering if they'd actually fix it. If they fix it, they fix it. If they don't, they don't. I'll still play the game and still have fun. But things won't get fixed if no one says anything.
I think it's hilarious to see how many people are arguing against removing the issue. I can't think of one person that plays this game that cares to lose an item regardless of whether they "accidentally" used it under paralysis or received the affect while already in motion to use said item and would take LOSING an item over the idea of NOT losing it.
My last thought is this:
To argue a developer or coder's time, and the fixed issue's relevancy to that individual's time to fix it is just plain dumb. There is a reason for the forum, a reason there are staff to look into people's thoughts, which then makes a reason for people to voice their opinion on what they feel could/should be changed or a preference of something as well. If the developer or coder didn't want to fix things that might or might not be wrong (based on the original intentions of a code and not what we think right or wrong in our own flawed minds) he wouldn't have taken his job because he'd know full well that this would be a part of his job description. His boss pays him to do his job, which in part is to take care of what the customer/consumer (gamer in this case explicitly) wants. There is a reason gaming companies make money on games they produce, and it's solely because of the buyer/customer/consumer. I'm not saying paralyze is going to stop someone from buying the game (no pun intended seriously), but the point in the matter is that you have to satisfy the customer to gain respect and a willingness to continue to follow a potential line of products. And if you're showing respect by looking into a customer's preference on something that DOES HAVE relevancy to it, then you're satisfying customers. This is obviously what SE wants or they wouldn't have put together this forum.
Thanks for all the comments on this, it truly was nice to see what people thought, even those that didn't agree. That's okay.
Oh and the whole upside down naked in Jeuno for 24 hours? That's just bizarre, but hilarious lol...thanks for the laughs!
To all the people who want to not lose items while paralyzed:
Did you all forget that paralyze is a DEBUFF? What the hell would be the point if there wasn't any negative effect?
Great, now people will start crying about mobs casting slow, curse, bind, silence, plague, etc.
The negative effect is still there. You act like keeping an item in inventory means asking for the "is paralyzed" message to never even happen.
These kinds of rationalizations and leaps of logic are more annoying than losing a dang quiver/toolbag to para.Quote:
Great, now people will start crying about mobs casting slow, curse, bind, silence, plague, etc.
The logic that losing consumables to paralyze is OK because it's always been that way or that it serves as a part of the debuff is astounding to me. Paralyze restricts action, it shouldn't make consumables vanish. Period.