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  1. #1
    Player CrystalWeapon's Avatar
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    Mar 2011
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    Sandy Oreo
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    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)

  2. #2
    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!
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  3. #3
    Player Greatguardian's Avatar
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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.
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  4. #4
    Player CrystalWeapon's Avatar
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    Mar 2011
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    Sandy Oreo
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    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.
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    Last edited by CrystalWeapon; 03-11-2011 at 10:41 AM.

  5. #5
    Player RAIST's Avatar
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    Mar 2011
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    Bastok
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    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
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  6. #6
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    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
    =
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  7. #7
    Player RAIST's Avatar
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    Bastok
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    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
    =
    no, the proc check should happen when you call the action, just like when you try to call a BP on a paralyzed avatar. If you beat the roll, then your action goes on as usual--if you lose the roll, then you don't act and instead get a message that you are paralyzed.

    Raist
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  8. #8
    Player GlobalVariable's Avatar
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    Mar 2011
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    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?
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  9. #9
    Player rog's Avatar
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    Quote Originally Posted by GlobalVariable View Post
    Or losing 9 of the item to remove paralyze in a row - why even have meds that remove paralyze then!
    Because the cost of 10 remedies can outweigh the cost of remaining paralyzed longer than you need to.
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  10. #10
    Player GlobalVariable's Avatar
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    Character
    Arisingchicken
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    Odin
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    PLD Lv 60
    Quote Originally Posted by rog View Post
    Because the cost of 10 remedies can outweigh the cost of remaining paralyzed longer than you need to.
    The cost of 10 remedies isn't even a consideration. Futility is. If it was strong enough to need removing and you didn't have a mage to save you then you won't be able to remove it in time for it to matter, mob will have been woopin your rear through 10 attempts.
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    Last edited by GlobalVariable; 03-11-2011 at 05:53 PM.

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