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  1. #461
    Player Sekhmet's Avatar
    Join Date
    Sep 2011
    Location
    Windurst
    Posts
    31
    Character
    Sekhmet
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by tia View Post
    but it dosen't actually activate it it just sends you to that page in that book if you could actually activate a macro then 1 macro could in turn activate another and another and another thus giving you 1 press unlimited macro lines (sorta) for all your gear and maybe some ability
    That is true, and I see what you are saying. However, the devs have said that reworking the whole macro system would be a major undertaking, and while they still support the ps2, it simply isn't doable at the current time. The new expansion is dropping support for ps2 in NA, which suggests they may drop support for ps2 totally in the future. Until that happens, the /macro book # and /macro set # commands are the best we're going to get. In fact, I wrote that guide because a lot of people I talked to didn't even know those commands existed. While It may not be the best possible fix to the equipment switch macro woes, it's at least a workable solution until another potential answer comes along.
    (0)

  2. #462
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Sekhmet View Post
    That is true, and I see what you are saying. However, the devs have said that reworking the whole macro system would be a major undertaking, and while they still support the ps2, it simply isn't doable at the current time. The new expansion is dropping support for ps2 in NA, which suggests they may drop support for ps2 totally in the future. Until that happens, the /macro book # and /macro set # commands are the best we're going to get. In fact, I wrote that guide because a lot of people I talked to didn't even know those commands existed. While It may not be the best possible fix to the equipment switch macro woes, it's at least a workable solution until another potential answer comes along.
    They said no to this because it could be used as a type of botting.

    For example.

    <macro1>
    /ma "Haste" <name> <wait 60>
    /call macro2

    <macro2>
    /ma "Haste" <name> <wait 60>
    /call macro1

    Done infinite loop.

    ------

    Personally I'd prefer something like:

    Equip gear you want
    type command: /gearset create before_Cast
    Recieve message: Gearset before_Cast created

    Then in the macro

    /gearset equip before_Cast
    /ma "Stoneskin" <me> <wait 1>
    /gearset equip Default

    This way when you create the gearset it in turn creates a file on your computer containing all the code like

    /equip head "Warlock's Chapeau"
    /equip body "Duelist's Tabard"

    which is loaded with: /gearset equip before_Cast
    (8)
    Last edited by Daniel_Hatcher; 08-22-2012 at 05:55 AM.

  3. #463
    Player tia's Avatar
    Join Date
    Mar 2011
    Posts
    10
    Character
    Tiarnia
    World
    Bismarck
    Main Class
    PLD Lv 90
    Quote Originally Posted by FrankReynolds View Post
    I would even go a step further and say: Please give us 3 separate windows.

    1) a chat window for conversations - Allow us to set different colors for ls / shout / yell / talk etc. complete with filters.

    2) a log window for damage dealt / taken - different font colors for damage taken / dealt / party / alliance / outside alliance complete with filters.

    3) a log window for actions / status effects / game messages. - again, different colors to differentiate between party / alliance / outside party / alliance.
    where in the world would you put that many windows and still be able to see what your doing >.<
    (1)

  4. #464
    Player tia's Avatar
    Join Date
    Mar 2011
    Posts
    10
    Character
    Tiarnia
    World
    Bismarck
    Main Class
    PLD Lv 90
    Quote Originally Posted by Daniel_Hatcher View Post
    They said no to this because it could be used as a type of botting.

    For example.

    <macro1>
    /ma "Haste" <name> <wait 60>
    /call macro2

    <macro2>
    /ma "Haste" <name> <wait 60>
    /call macro1

    Done infinite loop.
    I can see this good point
    (0)

  5. #465
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by tia View Post
    where in the world would you put that many windows and still be able to see what your doing >.<
    Well, on a 1920x1080 monitor, the chat window is like 1/3 full, so they would easily fit side by side on there.

    for lower res, they could go above / below each other.

    Let's be honest, 4 lines of chat is plenty when it's not full of damage / status effect info etc. Most of the time, you don't even need to see the damage window, but it would be nice to have like 2 lines always visible and just expand it when you feel the need. The status one you might want more lines, depending how many people your with. 4 lines is probably plenty for small group / duo / solo.

    It's still basically the same amount of stuff, only separated for convenience.

    Here is a SS i found on Google image search, that sorta illustrates this. Notice all the empty area in the chat window? That could be broken out into separate windows.
    (5)

  6. #466
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    Well, this is more or less already confirmed for the new UI they're working on, so there's no need to bring it up here .
    (0)

  7. #467
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I'd really like it if they made Campaign WSs accessible outside of campaign. Tone them down and make them unlockable by similar means to trial weapons or mythic WSs, but in the past.
    (13)
    I'm a RequieSCAT-MAN!

  8. #468
    Player Densetsu's Avatar
    Join Date
    Mar 2011
    Posts
    2
    Character
    Densetsu
    World
    Ragnarok
    Main Class
    SAM Lv 99

    I didn't want to write so much but the post says to be specific so.....

    I checked most of this thread and I didn't read one on this content, exscuse me if i missed it,

    Create new Skill Chain Effects and increase the utility of the old ones. Do I wanna be like Tenzen? Yes! One of the biggest things that sets this game out side the MMORPG box is that you can chain Weaponskills together and make elemental effects, big flashy ones. I was hoping SE was going to move this exact system to 14 but sadly it didn't happen. It seems today everything is just zerg fest 2012.There isn't any room for the Skill chain/ magic burst setup these days. I know I'm not the only person who misses the 2xDD, BLM, buffer, healer, tank setup. The problem is this is not practical or anymore (maybe legion?), but I miss the corny macro calls, the "Obama Smash!!" and we just melted a mob with 3k light x2 and a 4k Magic Burst thunder.

    Now I am not saying revamp the game again, but certain Content could be tailored/ added later on. Even just boosting chains or adding new ones with higher damage or properties/ effects concurrent to their elements.

    For instance; Skill Chain with benefits by stacking, it already does, but scaling for today's content. If you chained 5 weapon skills and you make Cosmic Elucidation (using as a mock level 4 chain skill) on the fifth Weapon skill, it can take the random property of ice and do an additional 4x damage if the monster is weak to ice, or you magic burst on the fifth which is Cosmic with Comet and it causes Slight Gravity/ lowers resistance to grav or comet does an additional 2.5 times more damage if the monster is weak to darkness (not exact number figures but just an example) or causes the mobs resistance to a certain alternate (Light, fire, thunder, aero) to be extremely low. the higher the chain the stronger the chain effects scales up and the element Damage scales or resistance lowers drastically. The level 4 and 5 don't have to be elemental, they can be enders, like after melt, fire, light, light then new chain holy sword could be the level 4 where a huge sword comes crashing down on the monster. Maybe not those exact names, figure, math, but this idea helps incorporate other spells and even old weapon skills as starters, no one uses anymore because they are extremely weak. Setting up chains of 4-5 weaponskills and having a BLM nuke would be a nice throw back especially if we could get some new level 4 and 5 Skill chains.

    Could go with the catch 22 effect where you give up using maybe 12 weapon skills to one 5 weapon skill chain with 1-2 nukes on mid tier content mobs. I don't know, there are some brianiacs on here that can math it out to what damage you would actually need to substitute 10 sams/mnks/wars and make room for sam/mnk/war/drg and some scholars/blms/rdms. I just hate to see what brought and keeps some of us playing this game get utilized less and less.
    (6)
    I play FFXI because of weapon skills, magic burst, and skill chains. Seriously, just ask Bob!!

  9. #469
    Player Eyeballed's Avatar
    Join Date
    Apr 2012
    Posts
    312
    Character
    Eyeballed
    World
    Asura
    Main Class
    THF Lv 99
    Hey, I've got an idea; If we mean to stop using this thread as it was intended then let's make another thread so Matsui doesn't have to wade through opinions and plausibilities unnecessarily? Others may have yet to post, though doubtful, but they deserve to have the same visibility the rest of us have.
    (0)
    Last edited by Eyeballed; 08-22-2012 at 07:51 AM.

  10. #470
    Player
    Join Date
    May 2011
    Posts
    462
    Quote Originally Posted by Mirage View Post
    Well, this is more or less already confirmed for the new UI they're working on, so there's no need to bring it up here .
    I disagree, they havent really given us much to go on as to how we will be able to arrange the chat window or even if they would introduce new filters, i agree with Frank on this matter if we can split up the logs they ought to re evaluate how the chat log is filtered.

    Quote Originally Posted by Mirabelle View Post
    So you want suggestions on how to fix certain things?

    Well I'll start with Bullet Prices:
    Possible fixes:
    1) NPC sells high end bullets at a reasonable price (10-15k/stack), just like COR cards
    2) NPC sells crafting mats for high end bullets at a reasonable price
    3) Reduce the crafting requirement to make bullets, which will help get more HQ's which should drop prices
    4) Make a trade-in NPC that allows you to trade certain amounts of lower ammo for higher level ammo
    5) escalate the effects of recycle and give COR native recycle (this won't lower prices but will lower ranged attacker costs)
    6) combo 2&3

    Anyway that's 6 ideas for lowering ranged attacker costs.
    This was my idea on the matter I would like some of the other gun type job players out there to respond as to whether the logic behind it is sound or not considering i thought it was but the amount of likes it received was relatively low (gonna try and slim it down this time):

    What I would like to see is a recipe revamp for how bullets are produced currently as I see it there is an imbalance in the production rate due to how the recipes are designed

    For arrow/bolt they require: heads, shaft and for arrows fletchings, one syth yields 33-99 (or 99-297 for higher tier synergy recipes)

    For bullets the recipie is an ingot and fire sand, the yield being the same.

    The difference between the two is the components for arrows/bolts are all intermediate syths, that is to say they stretch out the base material anywhere from 6-12 additional syths from the original base materials, as opposed to the 1 syth you can make using an ingot.

    My main suggestion is to revamp bullets recipe to be slug + shell casing + fire sand (head, shaft and fletching type equivalents) by using some intermediate recipie to stretch out the ingots into "adaman slugs", "orichalcum slugs", "steel slugs" ect. when combined with casings and fire sand would still produce the standard 33-99 (or 99-297 when using synergy)

    That and make the process of obtaining adaman and other high end bullet materials easier to obtain.

    (hope this better relays my intent this time)
    (3)

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