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  1. #151
    Player
    Join Date
    Jul 2011
    Posts
    597
    Quote Originally Posted by Molech View Post
    How about having to zone for certain repeatable quests, why do some repeatable quests need you to re-zone to complete while others do not? Doing quests in some abyssea zones which require you to re-zone is frustrating beyond belief.
    They said in the past they were going to address the need for zoning for repeatable Abyssea quests................but then nothing came of it.

    Is low on their giant list of things to do I guess.
    (1)

  2. #152
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    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.

    Quote Originally Posted by Xellith View Post
    Blinking: You said its not possible to have it so ppl dont blink. If a few people living at home in their moms basement can figure out this stuff then maybe you should hire them.

    Cruor buffs: Good stuff

    Tractor: lame excuse.

    Overall Camate I am disappoint.
    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!
    (0)
    Last edited by Rambus; 09-23-2011 at 09:52 PM.

  3. #153
    Player Juri_Licious's Avatar
    Join Date
    Mar 2011
    Posts
    369
    Ranged auto attack would be the best damn thing ever.
    (1)

  4. #154
    Player
    Join Date
    Jul 2011
    Posts
    597
    Quote Originally Posted by Juri_Licious View Post
    Ranged auto attack would be the best damn thing ever.

    What's wrong with an /ra <t> <wait x> (repeat x6) macro?

    Would be no different from an auto-attack for ranged since you'd have to sit still the entire time otherwise you'll interupt your aim.
    (0)

  5. #155
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Kaisha View Post
    What's wrong with an /ra <t> <wait x> (repeat x6) macro?

    Would be no different from an auto-attack for ranged since you'd have to sit still the entire time otherwise you'll interupt your aim.
    If your goal is to shoot as fast as possible rather than just shoot without hitting a button a lot, you run into a couple of issues with this type of macro:

    Rapid Shot.

    Difficulty of getting the delay between shots exactly right.
    (3)

  6. #156
    Player
    Join Date
    Jul 2011
    Posts
    597
    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?
    (1)

  7. #157
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Because integer wait values always match the delay exactly 100% of the time. Always.
    </sarcasm>
    (0)

  8. #158
    Player Catsby's Avatar
    Join Date
    Mar 2011
    Location
    Cat!
    Posts
    396
    being able to move and shoot would be good too.
    (0)
    Dear Customer,
    We have determined that the post you made was in violation of the User Agreement policies. The post was edited or deleted accordingly.
    Original Post:
    Signature states "JP ONRY" in Japanese.

  9. #159
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    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.
    (6)

  10. #160
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    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.
    (3)

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