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  1. #161
    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 Hashmalum View Post
    3) Why can't we just enter numbers for our AH bid/selling price directly with the number keys?
    A personal quirk of mine that's bothered me for ages. I've made a thread for that, but no acknowledgement so far.

    Quote Originally Posted by Hashmalum View Post
    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?"
    Also mentioned it before, it's completely stupid. I'm guessing they wanted the icon to appear in the trade slot, which is unnecessary, because you see the money traded in the number box anyway. And even if, they should check for the number of items that are being traded, not for the fields in the trade menu.

    Quote Originally Posted by Hashmalum View Post
    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.
    Actually, "movement" itself isn't transmitted at all, only the position is updated. The problem is, that only happens in certain intervals, not after certain events (such as movement stopping). That is the reason why people get stuck on objects and terrain when they're on /follow, while the target they're following seems to go up cliffs. It's also the reason why casting isn't interrupted by moving, only if at the end of the cast you're in a different position than when you started, which means you can run around all you want, as long as at the end of the cast you stand in approximately the spot where you started.

    So if you stop and cast immediately, chances are the new position hasn't been transmitted yet. In which case, the solution would be even simpler; just force send an update as soon as movement stops client-side.

    Quote Originally Posted by Hashmalum View Post
    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.
    Very nicely put, shows just how stupid the system is. Unfortunately, this lag is an inherent problem to online games. Many games rely on heuristics to predict short-term movements, others perform a back-check to see if an action would have had an effect. The latter would be a decent solution for our problem. It would take an extra second to hit a mob when running behind it, but not 30 seconds of following it around, pointlessly. However, it would be quite some work to implement this, and given how lazy the dev team is, I doubt it would happen.

    I don't know how I feel about removing object collision detection altogether, it would feel a bit ghosty I guess. However, something I could live with would be reducing the bounding radius around an object by half, or more. So there's still a collision detected when running straight into an object, but it wouldn't happen when just running close by it, or close into it. Also, it would allow us to get a bit closer to the mob when chasing it, which is all it would take to be able to hit it
    (0)
    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. #162
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Ok, here are even more enduring annoyances.

    1) Items in the treasure pool should not shift out from beneath the cursor when I am trying to lot/pass. The cursor should shift appropriately when this happens.

    2) Inventory handling can only do one thing at a time apparently. This manifests itself in the following ways:
    a) Moving items from storage (including safe, satchel, etc) to or from inventory is slower than it should be--it takes longer than it should to switch out gear sets when changing jobs. Worse, commands to move items do not queue or stack, but if you are too fast in trying to move items, your attempt is simply ignored.
    b) Inventory sorts, both manually initiated and automatic, will fail to happen if there is other item movement at the same time. For example, an item dropping into your inventory when you are trying to do an autosort will cause the autosort attempt to fail. Or if you are moving an item from inventory to your mog sack, and an item drops to inventory at the same time, the inventory will fail to sort.

    3) Why can't we throw away items that are in mog satchel/sack/etc?

    4) Why is there no loot all command for FoV/GoV area treasure caskets? Why can't we add their contents to the pool, or destroy them outright, like Abyssea caskets?
    (1)

  3. #163
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    Sorry if it's been mentioned, but it'd be nice to be able to activate my magian spectacles while I have my NPC summoned.
    (2)

  4. #164
    Player Juilan's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    288
    Character
    Juilan
    World
    Siren
    Main Class
    PLD Lv 99
    I am noticing an issue that I don't think SE thought about. Getting stuff from Grounds of Valor caskets, I noticed in some zones, including Zeruhn Mines that the 3 high level pages each require killing 5 bats... now if the bats had more spawns id see no issue, but it gets cut throat in there some times... Maybe change around some pages are make it so the caskets don't give us jug pets or potions 90% of the time?
    (1)
    I have the final form of Aegis, it has 40 Def Augments Shield bash V and Magic Damage Taken -45%... The ultimate form!

  5. #165
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    An issue I've chanced upon while WoEing: Garuda's Hastega will overwrite a Composured Haste, possibly knocking off roughly 6 minutes of Haste depending on how recently I cast. Ifrit's Enfire ability will also overwrite Enspells. In general, I'd like some kind of check here to either let the longest lasting buff remain or whatever was cast with highest Enhancing or Summoning skill.
    (1)

  6. #166
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    Anyone's Haste will overwrite a Composured Haste. It's actually fairly annoying. You just don't run into it often because mages don't usually Haste one another.
    (0)

  7. #167
    Player
    Join Date
    Mar 2011
    Posts
    334
    I got a new one to add to the pile:

    Can we please get the delays removed/reduced for when you check your delivery box, and/or the delivery NPC?
    In addition, can we get the delay removed/reduced for checking your Auction House "Sold" history?
    (1)
    If you don't understand why Haste is so important, or if you don't think it is:
    http://forum.square-enix.com/ffxi/threads/1847-Haste-and-You...-A-guide-to-the-misinformed.

  8. #168
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    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.
    (0)

  9. #169
    Player Catsby's Avatar
    Join Date
    Mar 2011
    Location
    Cat!
    Posts
    396
    Remove every cutscene that triggers when you want to get through a doorway. It's a tiny gripe but add it the dozens and dozens people keep adding here and you can see why it sucks.
    (2)
    Dear Customer,
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    Original Post:
    Signature states "JP ONRY" in Japanese.

  10. #170
    Player Limecat's Avatar
    Join Date
    Mar 2011
    Posts
    303
    Character
    Limecat
    World
    Carbuncle
    Main Class
    WHM Lv 99
    Piggybacking on zoning cutscenes and the annoyance of the Galka boat bouncers, for the love of whatever you consider holy let us buy ticket books to use at all the ferries too. Or failing even that, just auto-deduct the 100 gil from our total when the boat leaves and we're on it, and boot us off if we don't have enough.

    Remove the minimum level required for using chocobo services. We already had to be Lv20 to do the license quest, it's not like we'll be getting over on the system if we suddenly aren't forced to walk to camp when we decide to start leveling our 12th job.

    Those warp Tarus in each quarter of Windurst? Don't link them in pairs, please let us choose which one we get sent to.
    (8)

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