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  1. #181
    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 noodles355 View Post
    They need to finally decide on which way round the following options will occur on a confirmation window:
    1)
    Accept.
    Decline
    2)
    Decline.
    Accept.

    Bloody annoying using Runic Portal and hitting Cancel every time because on almost every other confirmation window, Accept is the top option.
    Streamlining and unifying menu options is one of my top gripes with FFXI. It's like every single menu dialogue was designed by a completely different development team, different designers, different scripters and a guy tossing a coin who makes the decisions.
    (2)
    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

  2. #182
    Player
    Join Date
    Jul 2011
    Posts
    597
    It's because every NPC dialog prompt is hard-coded as to why there's no uniformity unfortunately. At least they learned from that one particular mistake when developing XIV.


    But I digress, it wouldn't kill them to go through a lot of the heavily used NPCs and streamline the system.
    (0)

  3. #183
    Player Motenten's Avatar
    Join Date
    Mar 2011
    Posts
    321
    Quote Originally Posted by Hashmalum
    When you lose connection, it's treated as an error. When the game aborts due to an error, changes to macros and map markers are not saved. This has caused me annoyance dozens of times over the years. Please fix it.
    Workaround: Changing macro sets forces a save of the one you were on; the game saves the initial palette's macros to a file in your user directory, then loads the new one. Change the active set after you make adjustments to your macros (just arrow up and then back down) and you don't have to worry about losing them in a crash.
    (1)

  4. #184
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by Motenten View Post
    Workaround: Changing macro sets forces a save of the one you were on; the game saves the initial palette's macros to a file in your user directory, then loads the new one. Change the active set after you make adjustments to your macros (just arrow up and then back down) and you don't have to worry about losing them in a crash.
    Interesting, thanks. I don't suppose you happen to know a way to force-save map marker changes?
    (0)

  5. #185
    Player Eric's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    374
    Character
    Aerolite
    World
    Siren
    Main Class
    SCH Lv 99
    Quote Originally Posted by Arcon View Post
    Streamlining and unifying menu options is one of my top gripes with FFXI. It's like every single menu dialogue was designed by a completely different development team, different designers, different scripters and a guy tossing a coin who makes the decisions.
    Not only that, but it seems like every single menu has at least two confirmations for the same thing, to the point where it's ridiculous. Even ones that are used very frequently.

    "Select an option"
    "Is this the option you have selected?"
    "Accept/Decline"
    "Are you sure you want to do the requested action?"
    "No/Yes"
    "Are you really sure you want to proceed? Blah blah blah will happen if you choose this option. "
    "Yes/No/Cancel"

    I wish there were an option to do the same thing that you can do with synergy--the option to turn off confirmation requests for EVERY SINGLE action. Of course there are important things that should have confirmation requests, but for the majority of the mundane menu surfing we have to do, there is no reason to make it such a tedious process.
    (2)
    Last edited by Eric; 09-29-2011 at 04:12 AM.

  6. #186
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Eric View Post
    Not only that, but it seems like every single prompt has at least two confirmations for the same thing, to the point where it's ridiculous.

    "Select an option"
    "Is this the option you have selected?"
    "Accept/Decline"
    "Are you sure you want to do the requested action?"
    "No/Yes"
    "Are you really sure you want to proceed? Blah blah blah will happen if you choose this option. "
    "Yes/No/Cancel"
    I'm really glad they abandoned this for the Porter Moogle.
    (4)

  7. #187
    Player mistmonster's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Mistmonster
    World
    Fenrir
    Main Class
    PLD Lv 99
    What is funny with Porter Moogles is that I always grab extra gear accidentally because I'm expecting a dialog! No I'm not complaining! Wish more menus were like that!
    (0)
    Last edited by mistmonster; 09-29-2011 at 04:32 AM. Reason: spelling

  8. #188
    Player noodles355's Avatar
    Join Date
    Mar 2011
    Posts
    883
    I would also like to know why Whitegate is still so seriously laggy, even when there's no one here.
    I mean seriously, I'll have my 2nd character on /follow on my main, and he will lag and think my main has stopped moving for like 5 seconds before his client updates my main character's new position (which is usually around a corner and down some stairs with the design of the city). This crap is happening when there's only like 20 people in the zone.
    (0)

  9. #189
    Player Ladycandygem's Avatar
    Join Date
    May 2011
    Posts
    35
    Character
    Ladycandygem
    World
    Asura
    Main Class
    MNK Lv 99
    Quote Originally Posted by Eric View Post
    Not only that, but it seems like every single menu has at least two confirmations for the same thing, to the point where it's ridiculous. Even ones that are used very frequently.

    "Select an option"
    "Is this the option you have selected?"
    "Accept/Decline"
    "Are you sure you want to do the requested action?"
    "No/Yes"
    "Are you really sure you want to proceed? Blah blah blah will happen if you choose this option. "
    "Yes/No/Cancel"
    I hate the ones where you have confirmed everything, you cannot cancel out, but then still have to press the button again. So many times at outpost NPCs I've confirmed I want to warp, look away from the screen for a few moment while I zone, and look back to see I have to press the button again because the guy wished me a good trip.
    (3)

  10. #190
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    Quote Originally Posted by Hashmalum View Post
    More irritating issues:

    1) The way that in certain situations, the camera will go into some sort of spasm, rapidly switching back and forth between two positions multiple times per second. Apparently, it's trying to get further away from a solid surface and failing amazingly at it.

    2) The way that, if you are pressing up or down to change target between party or alliance members, if the player you are trying to move the cursor to is at a certain distance, the cursor will "whiff" back to where it started. (If they are close, you can target them fine, if they are far away, the cursor skips over them entirely, but there's a strange middle range where they become a sort of bizarre cursor-obstacle.)

    3) Why can't we just enter numbers for our AH bid/selling price directly with the number keys?

    4) Along the same lines as "Why do we need free inventory space to accept items we have partial stacks of?", I ask, "Why do we need a free inventory space to accept gil when gil never goes into our inventory to begin with?"

    5) Spurious spell/ranged attack interrupts! You know, when you run up to casting range, stop, start casting a spell... then lose it for no apparent reason. The actual reason is that the packet telling the server about your character's movement was delayed slightly and received by the server after the packet telling it to start casting. However, if each packet were numbered sequentially, and the server code was changed such that a movement packet with a number lower than the packet that initiated the spellcasting/ranged attack were simply silently ignored, this problem would be solved.

    Oh, and about the annoying and ridiculous way that we can chase a mob, and not hit it, while the reverse is not true... All that's required to fix that is get rid of the collision detection, which causes other annoyances anyway! You see, when you are chasing a mob, you can't attack it because you can't catch it, and you can't catch it because you keep bumping into it, but you are really bumping into where the client thinks the mob is, which is actually where it was several hundred milliseconds ago.
    This post. A million times over.
    (1)

  11. 09-29-2011 09:31 PM
    Reason
    double post!

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