
Originally Posted by
Hashmalum
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.