Personally, I target myself when I'm curing people and position myself so that I know how many up/down or left/right d-pad arrows I need to hit to slide onto them. Then it just comes down to timing.
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Personally, I target myself when I'm curing people and position myself so that I know how many up/down or left/right d-pad arrows I need to hit to slide onto them. Then it just comes down to timing.
Aside from the way you have to put your post responding to me, thank you. I've been using <stpc> for all my macros. I didn't know about that one.
<stal> let's you target everyone in an ally, including your own party, so it's like an upgrade of <stpc>
Auto target does not work if a pet has hate. - i believe it broke around the time abys came out
Bst pets that just stop fighting. Something links it fights both but then stops when ones dies.
Delay when buying from guilds and crafting.
It is unbearably frustrating seeing people retort to white mage blinking issues with "USE <stal> NOOB" or similar rudeness. <stal> has its uses and benefits, but being good for reacting quickly is not one of them - and as a white mage in any situation worth discussing will know, fast reactions are paramount. Quicker targetting has saved a party member's life for me on many occasions, and the obvious inability to target out of party is a rarer problem but still hugely important. I am certain that there are some white mages who swear by <stal> exclusively, but I suspect the majority of the rude <stal>-as-a-bugfix proponents have not played a day of white mage in their lives, no offense intended.
Don't get me wrong - I have <stal> macros available for curing across parties or bad blinkers and they are extremely valuable; They are NOT, however, a solution to blinking. If mobs blinked every time they used a TP move then people would be outraged, even if there was a hacky and awkward targetting "solution".
Back on topic, I've not seen a list of the bugs that plague pet jobs here yet (or may have missed such a list), so my contributions are as follows. I am a summoner so apologies for this being summoner-centric.
1. Pets using an ability when a mob dies don't ever complete that action. As a SMN, if I use a Ward pact and the mob dies during the charging animation, I get no Ward effect and my timer is reset. Other pet jobs have the same issue with their abilites.
2. Avatars that are defeated by a DoT effect cannot be immediately resummoned - the infamous "pet already out" bug. Not just annoying but potentially fatal.
3. "Assault", "Fight" etc do not work if the pet is a certain distance away from the target - the pet will either ignore it or just saunter up to you and stand still. VERY irritating and all too common considering how poor pet pathfinding can be.
4. Dismissing Avatars (and presumably BST, PUP and DRG pets, though I don't have first hand experience) will cause linked mobs to attack the Summoner, regardless of who or what they are linked to or by. The Scorpion KSNM is notorious for this and it happens to me all the time.
5. It's probably intentional, but given the ridiculously long charging times for bloodpacts, disabling effects like Sleep, Stun, Break etc really shouldn't reset bloodpact timers.
I like this thread a lot, and like many others here would welcome a comprehensive bugfix overhaul update in the place of what passes for a content-rich one these days (:P). Here's hoping for some developer attention!
The flip side of this is that most stat down effects don't stack with Cruor buffs either. I'm happy to not be able to use Absorb-stats if it means I don't get nailed with crap like Riddle.
Seconding this one.
But there's one fundamental game play annoyance that I'm shocked to not see anywhere in this thread that cries out for a fix: the way that you miss communications via /tell, /party, and /linkshell when you change areas. For a fix for this, I would kill. A kitten. A mithra kitten!
another idiot expounds about /stal in a thread about stupid game mechanics, sigh... let me put this in terms that hopefully all of you can understand.
WE ALL KNOW ABOUT THE /stal WORKAROUND!!! WE ARE ASKING TO NOT NEED A WORKAROUND!!! PLEASE STOP TRYING TO SABOTAGE EFFORTS AT REPAIRS BY SAYING TO JUST USE A WORKAROUND!!!
there, short, simple, to the point.
So very true. Although I'm not sure this can be fixed easily, as it seems to be part of the zoning mechanism.. but I'd still absolutely love to see that fixed. Another thing that bothers me about /tells in particular... when people receive a /tell while zoning, the person who sent it will usually see an error notice, that the /tell was not received, and know they need to resend it again. But if they send it at just the right time before someone zones, they don't get that error notice at all, and the other person still doesn't receive the /tell. I don't think it would be too hard to work around it... the server obviously still sends that information, the client could just store it in a short buffer until the zoning process ends.
However, the "perfect" solution would be for the chatlog (and all of the UI, for that matter) to simply stay while zoning, don't make it go away in the first place. Let people even still chat and navigate menus while zoning, these two things should be different processes altogether. I know that some things are reloaded on zone (items and FL/BL for example), but you could just gray those options out while zoning (having them reload is bad design as well, although I'm guessing it's necessary for the PS2's sake).
IIRC the engage delay was to stop the disenage reengage attacking glitch.
(Also sorry if someone has already pointed it out.)
Zoning itself is a major annoyance that most people just accept. The ten seconds or so of black screen, not being able to see any messages in chat, the time after zoning when you can't see items because they are still loading, the 5 seconds of being frozen every time you zone on Xbox, etc. If you add up all the time spend zoning since first playing the game, each player may have spent hundreds of hours looking at a black screen.
And to make it worse there are zones where you have to watch an annoying cutscene every time you zone, such as Ru'Lude Gardens into Mog House, Tav Safehold into Sea, every time you use a Runic Portal, etc.
I'm guessing zoning is such an integral part of the game it is something SE would be unable to fix, but they could definitely get rid of some of the zoning cut scenes.
It makes me wonder on the whole "blinking" issue- is it just for aesthetics? or does it have to blink in order to load up the certain pieces in-game? When playing with Model Viewers, the pieces just change. No blinking or anything. I wonder if SE could just adjust it so that you don't have to deal with the blinking during a graphical swap?
If SE added a configuration option like "Character Graphic Changes" with the selection to turn it on or off, I think that would be a great idea if it isn't outside their power (even though I'm pretty sure 80% of players would love to turn it off, lol).
Pointed out in the OP itself, but as was also said, that has since been fixed, so really no need for the reengage delay.
The zoning cutscenes are also horribly annoying.. it's funny how many things you just forget about after having to endure them for almost a decade. Just two days ago I zoned to sea at least five times from Tav, but if you didn't mention it just now, I wouldn't have thought of it.
This was a PS2 thing. Textures are what costs most memory space. So to load new models, others had to be unloaded first. However, blinking itself doesn't bother anyone, it's the associated loss of target that annoys people. And there's no possible memory or resource related reason to lose the target on blinking. That's just poor coding.
I always annoy myself over that the video and joypad config are outside the game. The shortest time it takes me to log back into the game is 3 minutes if I crash the client. There are SO MANY clicks and windows until you get to the play button which again shows an important notice and tells you that this game is evil and makes you forget your family, friends, school and work etc. If you're using the security token, that's even more clicks and windows you have to click yourself through. I never use the virtual keyboard, but it always seems to break the focus on the input field where I have to put the focus back to it. Receiving no messages seems to take forever in some cases where I've resorted to crash the launcher to retry to log in. If you're using a NA client, you're always greeted with a HUGE T. Doesn't seem to help that I download a 100 MB update for a bit less than an hour when I can download any other file with the same size in seconds.
I wish they scrap POL so I can jump right into FFXI.
I don't consider it a workaround. I consider it a reasonable valid solution. What exactly is wrong with <stal> ? They added that because it was much simpler than totally reworking an existing system to fix a small problem when an easier solution was available. When the dev team is small and their time is limited, it makes sense to go the route that takes less time. Unless you want less content in your updates, of course.
//devil's advocate, it would be nice for a targeting revamp, just not optimistic about it happening
<stal> is more of a stop-gap measure than an actual fix. I'm certain it is indeed more cost effective for SE, but the actual problem remains.
It would be nice indeed. But if it's impossible, perhaps they could make <stal> retarget the last previous target? I mean, the only annoyance I find with <stal> is having to constantly shift through names in an alliance to get to the person I'm trying to reach (especially with lag). If the blue arrow appeared on the previous person it had been on, I'd be a lot happier and a lot faster.
a few things i have to add are
1.) When trying to attack a mob that is moving you get the "too far away" message even if you are on follow with it (those times where u run up to it and right before you swing it starts to move). Yet if you are running from a mob it can hit you with no problem and at a pretty far distance.
2.) Mobs can fall down and climb up big cliffs (like in the canyon) but we can't.
3.) After summoning an avatar you get errors when trying to give it a command and when you go into the menu nothing is there until you go back into the menu and the commands reappear.
4.) There is no volume adjustment for the sound at the log in screen. You can turn off and adjust the volume for POL but not for the FF screen. This music is quite loud and after 10+ years of hearing it the mute button becomes your only friend.
5.) Gear should be equip-able from the satchel. It's accessible from any location so what's the problem?
6.) Mob can nuke us much further than we can nuke them and they can do it without being able to see us. Why cant we nuke a mob without being able to see them? I'm not swinging my spells I'm casting them. It's not like I'm throwing a ranged weapon where in reality it would obviously hit the wall the mob is behind. You should be able to cast on any mob if it's in range and target-able.
1) That's lag, if you remove lock-on and run "ahead" of the monster, you can hit it. Your character always appears further ahead of where the server thinks it is.
5) I'm pretty sure that's a PS2 RAM problem that they'll never be able to fix unless they drop support for the console. Even if it wasn't, it would require a lot of reorganizing of code to work, to the point where it may actually not even be possible.
Lag? that's a pretty poor excuse especially when a mob is standing still on a slight hill and i get the "too far away" message and i'm standing next to it but a mob that gets itself stuck in a tree sure doesn't have a problem hitting me
and that PS2 ram thing is a horrible excuse to apply to everything. sure adding new content will take up space but changing a variable (like changing an item to stack 12 or 99) should be nothing but a variable.
Memory and disk space are not horrible excuses, they are valid. You can't blame stack sizes (your specific example) on that, though apparently it's more involved than just changing a number (even though it shouldn't be)Quote:
and that PS2 ram thing is a horrible excuse to apply to everything. sure adding new content will take up space but changing a variable (like changing an item to stack 12 or 99) should be nothing but a variable.
Not being able to hit things that are running absolutely is a lag issue. You can see pets get around this problem because pet's positions are controlled by the server software (which has the AI), unlike the player character who is controlled by the input on your machine (Movement would be horrendously delayed if the client had to check with the server in order to move in different directions).
1) The situation you mentioned (Chasing vs being chased) is lag. Plain and simple. The character on your screen always appears further ahead than it actually is. You are not right behind the monster you're chasing, you are way behind it. You are not way ahead of the monster chasing you, you are right in front of it. When you run "Ahead" of the monster, you can hit it because you are actually behind it.
2) It's not a catch-all, it's the reason why this won't work. The game can only switch between two active sets of items at a time, and can only hold 160 items in memory at a time (this is why all storage will always cap at 80, 80+80=160). The game cannot hold 3 active sets of 176 items (80+80+16) at a time ever. Not only is 176>160, but 3 active sets is > 2 active sets. The game is not designed to be able to pull from multiple storage areas at a time, period. It is not just magic, or something the Devs can do if they feel like it.
When you hit your <stal> macro the blue arrow starts on whoever you currently have targeted (or on you if you have nothing targeted). you then have to scroll up/down to wherever the target is and hit the confirm button to cast the spell. If you're curing the same person every time (the tank) it gets super annoying having to scroll down to him every time you hit the cure macro. If he/she is in a different party in the alliance it's even worse.
I'd be less against <stal> if it complied with the F-key targetting so I didn't have to make a separate stpc cure macro.
Also, the blue arrow for stal is TINY, and harder to see at higher resolutions, especially if you use one of the blue window graphics.
Oddly enough the mouse will function with stal for targeting people in your current party, but not anyone else in the alliance parties.
Except you can't really do that since every time they switch gear your cursor gets bumped to someone else. That's sort of the issue isn't it? That you can't keep the cursor pinned on someone because every time someone swaps gear the blinking shifts the cursor to target something else instead.
OK, in addition to most all of the things in the OP's list, I have two things that cause almost as much frustration-induced rage as any of them, at least for me...
These are stupid little simple things, and you can all laugh at me for bringing them up, but I have to.
1) Tiny steps in the terrain that your character can get stuck on. The ones in Ordelle's Caves are a prime example, but far from the only ones in the game (even the bottom ridge of the stairs to the pedestals at the teleport crags can do this). I can't freakin' stand getting stuck on little tiny ledges like that. What's the point of this? What possible reason is there for making one passageway infinitely more annoying to traverse that anywhere else?
2) Cutscenes at boat/airship/etc docks when transitioning past the guard that take half a minute. I think the damned Galka in Whitegate at the dock for the boat to Nashmau is the largest of the culprits here. I've just barely missed that boat because it took me so fargin long to watch that damn CS. You know the one... after you pay the 100 gil to board, you slowly mosey up to the galka, then you watch him slowly mosey out of your way, while you have to stand there waiting, then watch as you slowly mosey past him, then, just to REALLY PISS YOU OFF, be forced to stand there again while he slowly moseys back to his post!.
Just typing that last one up made that vein in my forehead start to throb.
It's not a matter of being "lazy".
I've been playing WHM as my main job since NA launch. I have been keeping people alive and healthy for 8 years. And I've had the discussion multiple times in the past with people of why <stal> isn't that stellar. It's not nearly as good as if the game simply didn't blink in the first place. Yes, it is a functional work around, but it is only that -- a workaround... a bandage to the bigger problem. As the game is now, you will indeed perform significantly better using <stal> than you would if you didn't, but you will never be as fast or responsive using it as you could be if you never had to worry about people blinking at all.
Tells vs Other Chat
So happy to see it mentioned! I was gonna add this~
What strikes me about this issue is that the chat system can tell if a person is changing areas!! ...but only for /tell.
Observations
-- When you send a tell to someone who is zoning, you get a "changing areas" message or something like that.
-- It doesn't always work. Sometimes if you send someone a tell just as the "zoning process" is beginning or ending, it will fail, but you get no system message. I have tested this with my mule. :(
Theory
All I can think is that would be too taxing to perform this check for all other types of communication (say, shout, party, etc) because of the sheer volume of chat. But if system resources weren't an issue, it seems they could use the "tell routine" to check if other types of chat are headed for "zoning recipients"
Solutions
--Less taxing version: Use aforementioned check on all chat types, only send the system message to the intended recipient rather than the sender -- so I can go "Missed party chat?!?! WHO'S TALKING ABOUT ME?!?!"
.....== Port Jeuno ==
.....<System Message> You missed 1 party message.
.....<System Message> You missed 2 linkshell messages.
--More taxing version: Use the check to buffer/record what was sent, and dump it out as a system message when zoning is done:
.....== Port Jeuno ==
.....<System Message> The following messages happened while zoning:
.....<Tank> who wants my stuff, quitting today
.....<Bard> dibs!
.....Rya sighs dejectedly.
Gonna break apart some of your concerns. Not trying to be rude, just things that you can do yourself to remedy them:
* Blinking/losing target after target gear swaps - Gear swaps are actually an improvement in this game compared to others such as the W word. No other game allows you to change gear in the middle of battle to take advantage of many stats. Of course youre going to lose target because the different gear looks different.
** Blinking on your own and losing "locked on" status - Tell me all the monsters that actually blink and do this. I bet its less than 10.
* Items being lost from the treasure pool due to inventory issues (One person lots more items than they have space for, everyone else passes, the extra items are lost) - This I can see is an issue, but its the players responsibility to keep their inventory in check.
* Cure lock - Rather annoying yes, but good healers will always preheal and the lock shouldn't take place too often
* Animation locks - I agree with you here. Instant is instant.
** Raise Delay - Again, you have to be a smart player, if you know a mob is due to TP then dont get up. If a mob is casting a ga or ja, dont get up.
* Post-Job Ability/Magic delays Cooldowns are imperative or you would have BLMs destorying everything with the same spell over and over, it would make the game much more boring.
* Engage delay Tough one to argue, I agree with you.
* Losing Items while Paralyzed - I highly disagree with you here. Being paralyzed is simply annoying but you need to have a way to take it off before you do anything. It only makes sense. S-E threw us a bone not allowing us to waste two hour abilities but you have to be smart with your items and money, just like irl.
* Ranged Auto-Attack - Agreed.
* Losing Reraise Status upon DC - I'm sure its a coding issue. Best bet is trying to have a buddy with you so they can raise as well
** Losing Cruor buffs upon DC - Agree
* Unable to Search when dead, but ability to send tells and use your linkshell - Look at every other MMO out there, its all the same. You cant do it when youre dead in any of them. Your actions are supposed to be limited when youre dead. I think this is good.
** Unable to use UI controls while charmed - How often are you charmed? I agree this is annoying and is probably atrtibuted to a design flaw, but I mean, there arent many that charm anymore outside of Dynamis.
* Tractor re-zoning us - Moving from one map to the other without you actually contolling the character actually counts as a zone. I know /follow kinda kills that, but youre character is alive and well and moving in accordance of what you want it to do.
I
Breaking apart your reply to his concerns....
His complaint about blinking has nothing to do with the benefits of gear swapping but losing the target focus.
You misunderstood him. He's referring to your camera view unlocking from the mob when YOU gearswap.Quote:
** Blinking on your own and losing "locked on" status - Tell me all the monsters that actually blink and do this. I bet its less than 10.
You've clearly not done later VW. They're almost non-stop AoE in all of their attacks. Granted I chalk this up to being a problem with Tractor rather than Raise. The AoE spam continues to be a trend in the new VW content also, fun times to have.....Quote:
** Raise Delay - Again, you have to be a smart player, if you know a mob is due to TP then dont get up. If a mob is casting a ga or ja, dont get up.
He's referring to the delay of being able to not issue any actions for a short moment after every JA/Spell. The delay is the bane of every SCH's existance given their heavy reliance on stratagems. Granted the delay feels like they're part of the animation rather than an imposed limitation though.Quote:
* Post-Job Ability/Magic delays Cooldowns are imperative or you would have BLMs destorying everything with the same spell over and over, it would make the game much more boring.
You've not played many MMOs then if you really think that.Quote:
* Unable to Search when dead, but ability to send tells and use your linkshell - Look at every other MMO out there, its all the same. You cant do it when youre dead in any of them. Your actions are supposed to be limited when youre dead. I think this is good.
Are you even aware of how Tractor operates? The problem with it is that it has you physically zone out and back into the same zone, but only a few feet away from your previous position. The problem is that it wipes a lot of status/buffs depending on the event/location, rendering it nigh-on useless where it would actually be used otherwise.Quote:
* Tractor re-zoning us - Moving from one map to the other without you actually contolling the character actually counts as a zone. I know /follow kinda kills that, but youre character is alive and well and moving in accordance of what you want it to do. I
On this general subject, if they ever make RR survive a D/C, I would hope they would do the same for sneak/invis also. Fun times always had when you're trying to get around a zone without aggroing anything of a higher-lvl, just to D/C and wind up in a pack of mobs that'll just pound the living daylights out of you.Quote:
* Losing Reraise Status upon DC - I'm sure its a coding issue. Best bet is trying to have a buddy with you so they can raise as well
Granted that's less of a problem nowadays due to higher survivability at lvl95, but a nuisance none the less.
Hi everyone! Thanks for writing up this list containing a TON of feedback.
A few of these issues have already been brought up in separate threads (from a while back) and have received responses from the development team:
Blinking:
http://forum.square-enix.com/ffxi/th...ll=1#post64481
Cruor Buffs:
http://forum.square-enix.com/ffxi/th...l=1#post103746
Tractor:
http://forum.square-enix.com/ffxi/th...l=1#post119814
We will continue to submit your feedback on these and the other issues you have commented on and try to get a follow up response.