Page 11 of 21 FirstFirst ... 9 10 11 12 13 ... LastLast
Results 101 to 110 of 203
  1. #101
    Player autobot's Avatar
    Join Date
    Mar 2011
    Posts
    45
    Quote Originally Posted by Greatguardian View Post
    1) That's lag, if you remove lock-on and run "ahead" of the monster, you can hit it. Your character always appears further ahead of where the server thinks it is.

    5) I'm pretty sure that's a PS2 RAM problem that they'll never be able to fix unless they drop support for the console. Even if it wasn't, it would require a lot of reorganizing of code to work, to the point where it may actually not even be possible.
    Lag? that's a pretty poor excuse especially when a mob is standing still on a slight hill and i get the "too far away" message and i'm standing next to it but a mob that gets itself stuck in a tree sure doesn't have a problem hitting me

    and that PS2 ram thing is a horrible excuse to apply to everything. sure adding new content will take up space but changing a variable (like changing an item to stack 12 or 99) should be nothing but a variable.
    (0)

  2. #102
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,002
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    and that PS2 ram thing is a horrible excuse to apply to everything. sure adding new content will take up space but changing a variable (like changing an item to stack 12 or 99) should be nothing but a variable.
    Memory and disk space are not horrible excuses, they are valid. You can't blame stack sizes (your specific example) on that, though apparently it's more involved than just changing a number (even though it shouldn't be)

    Not being able to hit things that are running absolutely is a lag issue. You can see pets get around this problem because pet's positions are controlled by the server software (which has the AI), unlike the player character who is controlled by the input on your machine (Movement would be horrendously delayed if the client had to check with the server in order to move in different directions).
    (0)

  3. #103
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    Quote Originally Posted by autobot View Post
    Lag? that's a pretty poor excuse especially when a mob is standing still on a slight hill and i get the "too far away" message and i'm standing next to it but a mob that gets itself stuck in a tree sure doesn't have a problem hitting me

    and that PS2 ram thing is a horrible excuse to apply to everything. sure adding new content will take up space but changing a variable (like changing an item to stack 12 or 99) should be nothing but a variable.
    1) The situation you mentioned (Chasing vs being chased) is lag. Plain and simple. The character on your screen always appears further ahead than it actually is. You are not right behind the monster you're chasing, you are way behind it. You are not way ahead of the monster chasing you, you are right in front of it. When you run "Ahead" of the monster, you can hit it because you are actually behind it.

    2) It's not a catch-all, it's the reason why this won't work. The game can only switch between two active sets of items at a time, and can only hold 160 items in memory at a time (this is why all storage will always cap at 80, 80+80=160). The game cannot hold 3 active sets of 176 items (80+80+16) at a time ever. Not only is 176>160, but 3 active sets is > 2 active sets. The game is not designed to be able to pull from multiple storage areas at a time, period. It is not just magic, or something the Devs can do if they feel like it.
    (1)

  4. #104
    Player scaevola's Avatar
    Join Date
    Mar 2011
    Posts
    728
    Character
    Scaevola
    World
    Cerberus
    Main Class
    THF Lv 99
    Quote Originally Posted by Kaisha View Post
    I even whipped up a quick picture to show a no-frills example of an implementation.
    http://img.photobucket.com/albums/v6...shouldhave.jpg
    Oh god please do this.

    If there's any one way other than basic controls in which FFXI is dramatically less playable than its competition, it's this.
    (0)
    tandava crackows + chocobo jig + animated flourish = prouesse ring

  5. #105
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Alhanelem View Post
    I don't consider it a workaround. I consider it a reasonable valid solution. What exactly is wrong with <stal> ?
    When you hit your <stal> macro the blue arrow starts on whoever you currently have targeted (or on you if you have nothing targeted). you then have to scroll up/down to wherever the target is and hit the confirm button to cast the spell. If you're curing the same person every time (the tank) it gets super annoying having to scroll down to him every time you hit the cure macro. If he/she is in a different party in the alliance it's even worse.
    (1)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  6. #106
    Player
    Join Date
    Jul 2011
    Posts
    597
    I'd be less against <stal> if it complied with the F-key targetting so I didn't have to make a separate stpc cure macro.

    Also, the blue arrow for stal is TINY, and harder to see at higher resolutions, especially if you use one of the blue window graphics.


    Oddly enough the mouse will function with stal for targeting people in your current party, but not anyone else in the alliance parties.
    (2)

  7. #107
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,002
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Raksha View Post
    When you hit your <stal> macro the blue arrow starts on whoever you currently have targeted (or on you if you have nothing targeted). you then have to scroll up/down to wherever the target is and hit the confirm button to cast the spell. If you're curing the same person every time (the tank) it gets super annoying having to scroll down to him every time you hit the cure macro. If he/she is in a different party in the alliance it's even worse.
    If I'm curing the same person every time, I'm probably going to have them targeted already, so it's not really an issue to me.
    (0)

  8. #108
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Quote Originally Posted by Alhanelem View Post
    If I'm curing the same person every time, I'm probably going to have them targeted already, so it's not really an issue to me.
    Except you can't really do that since every time they switch gear your cursor gets bumped to someone else. That's sort of the issue isn't it? That you can't keep the cursor pinned on someone because every time someone swaps gear the blinking shifts the cursor to target something else instead.
    (3)

  9. #109
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Alhanelem View Post
    If I'm curing the same person every time, I'm probably going to have them targeted already, so it's not really an issue to me.
    Except when they blink and you lose target.

    We come full circle!
    (3)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  10. #110
    Player Divinius's Avatar
    Join Date
    Sep 2011
    Posts
    38
    Character
    Divinius
    World
    Quetzalcoatl
    Main Class
    WHM Lv 99
    OK, in addition to most all of the things in the OP's list, I have two things that cause almost as much frustration-induced rage as any of them, at least for me...

    These are stupid little simple things, and you can all laugh at me for bringing them up, but I have to.

    1) Tiny steps in the terrain that your character can get stuck on. The ones in Ordelle's Caves are a prime example, but far from the only ones in the game (even the bottom ridge of the stairs to the pedestals at the teleport crags can do this). I can't freakin' stand getting stuck on little tiny ledges like that. What's the point of this? What possible reason is there for making one passageway infinitely more annoying to traverse that anywhere else?

    2) Cutscenes at boat/airship/etc docks when transitioning past the guard that take half a minute. I think the damned Galka in Whitegate at the dock for the boat to Nashmau is the largest of the culprits here. I've just barely missed that boat because it took me so fargin long to watch that damn CS. You know the one... after you pay the 100 gil to board, you slowly mosey up to the galka, then you watch him slowly mosey out of your way, while you have to stand there waiting, then watch as you slowly mosey past him, then, just to REALLY PISS YOU OFF, be forced to stand there again while he slowly moseys back to his post!.

    Just typing that last one up made that vein in my forehead start to throb.
    (4)

Page 11 of 21 FirstFirst ... 9 10 11 12 13 ... LastLast

Tags for this Thread