IIRC the engage delay was to stop the disenage reengage attacking glitch.
(Also sorry if someone has already pointed it out.)
IIRC the engage delay was to stop the disenage reengage attacking glitch.
(Also sorry if someone has already pointed it out.)
Last edited by Kaida; 09-20-2011 at 04:34 PM.
I don't Post i lurk
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.
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.
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FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
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.
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