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  1. #11
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    Aug 2011
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    Quote Originally Posted by Byrth View Post
    If SE put off the 99 patch and just fixed this stuff in the next update, I would be entirely satisfied (but a little bitter that they didn't fix it almost a decade ago).
    My feelers are exactly the same. I'd be just as happy, if not happier, to see some basic fixes to basic mechanics as I would be to see some new content. After all, leveling Dancer or playing Corsair more often because they no longer feel clunky to me would be new content for me.

    The one difference is that I'm too bitter about being a total failure in all aspects of my life to be bitter about anything else, but that's not really relevant.
    (4)

  2. #12
    Player Leonlionheart's Avatar
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    Mar 2011
    Location
    Jeuno
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    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    I've been waiting for a post thread like this so I can +1 like it.

    but

    PS2
    (2)
    Last edited by Leonlionheart; 09-18-2011 at 02:50 PM.

  3. #13
    Player Economizer's Avatar
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    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Byrth View Post
    Feel free to make more suggestions
    When you die with a weapon drawn, the first thing you do when raising is get stuck in place putting it away. This makes it incredibly hard to run to safety immediately after a raise.
    (15)

  4. #14
    Player Arcon's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Meyi View Post
    <stal>
    Unrelated to the topic. Just because you can work around it doesn't make a problem that shouldn't occur in the first place go away. And <stal> isn't a godsend cure-all, there's still issues even with that.

    Quote Originally Posted by Meyi View Post
    In case you haven't noticed, when you solo the items in the treasure pool only stay in the treasure pool for five minutes, just as if you had been in a party. That's five minutes to clean your inventory and make room for the item, or else it falls. There is no special extra time just because you're soloing.

    They fixed the party treasure pool awhile ago actually. Before it would be if someone was full on inventory it would just fall to the ground. Now if someone is full on inventory, the item will find a different party member to fall to. There are only two reasons anything from party pool should fall to the ground: 1. Everyone except a specific person passed and said person who didn't pass was full, or 2. Everyone in the party is completely full when the item falls from pool.

    You have five whole minutes to figure it all out.
    Unfortunately that's incorrect. You don't. Sometimes you don't even have five seconds to figure it all out, due to drop priorities. Just one more aspect of the treasure system that's annoying.

    A suggestion of mine:
    http://forum.square-enix.com/ffxi/th...ibution-issues

    Quote Originally Posted by Meyi View Post
    Yeah I think they made it worse actually. Cure lock sucks.
    And it's not just cure, it's generally when an animation is placed on the character (not a character animation, but an effect animation, like from cures, buffs, getting hit by the enemy, etc.). I have massive trouble engaging the group of 30 mobs I just pulled in Abyssea, I always have to engage while I'm still running ahead of them and then move into position.

    Quote Originally Posted by Economizer View Post
    When you die with a weapon drawn, the first thing you do when raising is get stuck in place putting it away. This makes it incredibly hard to run to safety immediately after a raise.
    That's part of the animation lock that Byrth mentioned. What's even worse is the cure lock.. the animation lock is at least by (stupid) design, the cure lock is a bug that gets so many people killed.

    And concerning the engage delay.. it's not just an annoyance, it can be extremely harmful, especially in the situation that was just mentioned. Try engaging a mob on WAR/SAM with a 504 delay weapon after you raise. The other day I did just that (or, well, tried), and after the mob hit me 4 times, I was lying flat on the ground again without even pulling my weapon.

    Quote Originally Posted by Leonlionheart View Post
    PS2
    Actually, many (if not all) of these things could be done without any restrictions to the current technical specifications, and some of them would, in fact, make the game run smoother as well, so the PS2 would profit from that too.

    Please SE, if you just fix these issues mentioned here I can die happily. This is more valueable to me than any level increase updates or any JA/WS/Spell/Item adjustments I can think of. It's these things that annoy the shit out of people more than anything. They impact our gameplay experience in an extremely negative way and is the main reason why people rage about stuff all the time.
    (6)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  5. #15
    Player Tsuneo's Avatar
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    Mar 2011
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    163
    Character
    Tsuneo
    World
    Odin
    Main Class
    WAR Lv 99
    Quote Originally Posted by Economizer View Post
    When you die with a weapon drawn, the first thing you do when raising is get stuck in place putting it away. This makes it incredibly hard to run to safety immediately after a raise.
    It's also fun when people cure lock you after you get up. I love not being able to run away from AoEs.
    (2)

  6. #16
    Player Arcon's Avatar
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    Mar 2011
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    San d'Oria
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    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Another thing... skipping events with cures/buffs, or even some debuffs for that matter... why should you stop open a chests if you get caught in a Slowga spell? Combined with the horrible menus in some areas, which take years to load and another few years to navigate, it's nearly impossible to get through the entire thing without being interrupted. The only reason you can get campaign buffs these days is because no one does campaign anymore.
    (6)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  7. #17
    Player Meyi's Avatar
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    Mar 2011
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    Seraph/Bismarck
    Posts
    725
    Character
    Meyi
    World
    Bismarck
    Main Class
    BLM Lv 99
    Quote Originally Posted by Byrth View Post
    The fact that we've generally accepted half-measures and behavioral adaptations to get around the bad gameplay issues is irrelevant when asking for them to be fixed. You could also say, "The solution to Paralyze eating your Remedies is to spam a stack of Remedies."
    Okay? I said paralyze does indeed suck when it consumes items and that I don't think paralyze should do that.

    Quote Originally Posted by Byrth View Post
    <stal> doesn't do anything for /follow, and drops aren't in the pool for 5 minutes if one guy lots and everyone else passes (they only fall to ground in that situation if they can't be held by the lotter).
    I understand that for /follow gear swapping can cause issues. But the person who is being followed should be informed that they are being followed and should hopefully avoid changing gear until the person following has returned or the two have arrived to their destination. If Square Enix changed it so that we don't blink and/or we don't lose target when someone blinks, I wouldn't complain.

    For the treasure pool, if everyone but one person passed, it would still remain in the pool for five minutes then fall to the person who didn't pass. If they're full they cannot lot until they make inventory, but if somehow they fill up between lotting and the item dropping then yes, it can be lost.

    There are many ways around treasure pools and losing items. Whether or not we should have to practice these safety measures I won't argue; I couldn't care less if Square Enix left it or fixed it. I merely wanted to point out to you that solo treasure pool delay and party treasure pool delay are the same.

    Quote Originally Posted by Byrth View Post
    Also, JA delay exists on all jobs. There's one second of "hard" delay (you can't use any other JA or spell) followed by one "soft" second of auto-attack block (you can use other JAs or spells, but you can't auto-attack). Using another JA during the soft second resets it back to the hard second, but is much more efficient than doing JA -> attack round -> JA (you stand to gain up to a second).
    I know. I really hate the delay after abilities and especially spells. Or even more annoyingly when you get interrupted and have to wait an entire round again. I'd like to see all delays in the game reduced.

    Edit: wanted to add some~

    Quote Originally Posted by Arcon View Post
    Unrelated to the topic. Just because you can work around it doesn't make a problem that shouldn't occur in the first place go away. And <stal> isn't a godsend cure-all, there's still issues even with that.
    Not sure how it's unrelated. I agree it still a hassle sometimes (I don't like having to scroll through all the alliance members to reach the main tank in the third party each time I want to cure them), but it at least helps.

    For /follow no, it does nothing to help.


    Quote Originally Posted by Arcon View Post
    Sometimes you don't even have five seconds to figure it all out, due to drop priorities. Just one more aspect of the treasure system that's annoying.
    Hm, this is true. This happens when a group is killing fast enough to load the treasure pool within the five minutes.


    Quote Originally Posted by Arcon View Post
    And it's not just cure, it's generally when an animation is placed on the character (not a character animation, but an effect animation, like from cures, buffs, getting hit by the enemy, etc.). I have massive trouble engaging the group of 30 mobs I just pulled in Abyssea, I always have to engage while I'm still running ahead of them and then move into position.
    Yeah I can't stand this either. Like I said I'd like to see all of the delays removed.
    (0)
    Last edited by Meyi; 09-18-2011 at 03:53 PM.

  8. #18
    Player Economizer's Avatar
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    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Meyi View Post
    Okay? I said paralyze does indeed suck when it consumes items and that I don't think paralyze should do that.
    Promanthia hath no fury like a Ninja who just lost a toolbag to paralyze.
    (2)

  9. #19
    Player Arcon's Avatar
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    Mar 2011
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    San d'Oria
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    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Economizer View Post
    Promanthia hath no fury like a Ninja who just lost a toolbag to paralyze.
    Try a brew.
    (1)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  10. #20
    Player Byrth's Avatar
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    Mar 2011
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    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Meyi View Post
    I merely wanted to point out to you that solo treasure pool delay and party treasure pool delay are the same.
    Well, yeah, but that's kinda unrelated to the suggestion. I will try to word it more clearly in the OP.

    If I'm solo, 79/80, and two things drop, the second one stays in the treasure pool for 5 minutes even if I try to lot it. If I'm 79/80 in a party and two things drops, I can lot them, other people can pass, and within seconds the second item will fall to the ground if my inventory is full. What I'm saying is, "If there's no room in my inventory, why doesn't it stay in the pool for the full 5 minutes as it would if I were solo?" This is mostly an issue for things like BCNMs (where the popper wants to back to the start), and Salvage (where a lot of cells drop at once). Both require rapid lotting/passing, and it would be a lot less stressful if you knew you wouldn't lose drops/cells.

    And yeah, I've never lost an important drop to this. That doesn't mean I wasn't on edge every time I was lotting the Ranged/Rings cells in Zhayolm or expensive BC drops. It would be nice for peace of mind if they'd just eliminate the problem. If I lot something, I want it. I don't want it to go to the ground because other people passed too quickly/I didn't make space beforehand. The fact that I've successfully avoided losing drops to it doesn't mean it isn't a prevalent problem.

    Edit: Done! Sometimes less is more <_<;
    (7)

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