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  1. #61
    Player Ilax's Avatar
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    Mar 2011
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    588
    Character
    Ilax
    World
    Fenrir
    Main Class
    THF Lv 99
    Quote Originally Posted by Meyi View Post
    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.
    I refer the challenge to not die maybe?

    Quote Originally Posted by Meyi View Post
    While it can prove to be problematic in big fights (where tanks or healers go down), the actual weakness itself is not difficult.
    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.
    (0)

  2. #62
    Player Arcon's Avatar
    Join Date
    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
    Or maybe you need to learn the difference between challenge and annoying.
    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.
    (0)

  3. #63
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    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.
    (0)

  4. #64
    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!
    (0)

  5. #65
    Player CrystalWeapon's Avatar
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    Mar 2011
    Location
    Sandy Oreo
    Posts
    228
    Character
    Crystalweapon
    World
    Lakshmi
    Main Class
    DRG Lv 96
    Quote Originally Posted by Greatguardian View Post
    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.
    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.
    (0)

  6. #66
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    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.
    (0)

  7. #67
    Player CrystalWeapon's Avatar
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    Mar 2011
    Location
    Sandy Oreo
    Posts
    228
    Character
    Crystalweapon
    World
    Lakshmi
    Main Class
    DRG Lv 96
    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.
    (0)
    Last edited by CrystalWeapon; 03-11-2011 at 10:41 AM.

  8. #68
    Player RAIST's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    2,563
    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
    (0)

  9. #69
    Player
    Join Date
    Mar 2011
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    3
    Quote Originally Posted by RAIST View Post
    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
    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
    =
    (0)

  10. #70
    Player GlobalVariable's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Arisingchicken
    World
    Odin
    Main Class
    PLD Lv 60
    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?
    (0)

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