One thing not on the list that really drives me nuts is the delay you have after a failed spell or some items. Example, if you are timing ichi, a lot of times you have to let the mob get a free round because the game does not let you recast it right away.
About lost loot: Is there a reason why I need 4 free spots when 4 items from one monster that all stack? I even had LS mates auto lost jewels even after having an insane amount of room like 70/80.
The rest I agree with. I think it is sloppy programing or the ps2 limtation excuse.
The only one I disagree with is the Collision Detection one. It is annoying at times but I think it is silly to be ghosts at the same time.
agree^
I have an idea to fix Tractor and I am sure it is cheap too.
Remove stones and time for abyssea,(no visitant status) there is NO NEED for it!
Last edited by Rambus; 09-23-2011 at 09:52 PM.
Ranged auto attack would be the best damn thing ever.
So we're to assume an auto-attack range would just completely ignore the cooldown/delay before initiating any form of action right after/during an attack like it is with melee weapons?
Because integer wait values always match the delay exactly 100% of the time. Always.
</sarcasm>
being able to move and shoot would be good too.
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I'm pretty sure all the animation locks are just to keep us from sliding around. They prioritized graphics over gameplay.
Newsflash guys: It's 2011 and the game looks like ass because it's approaching a decade old. Let us slide around.
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.
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