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Thread: Gob Sack

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  1. #1
    Player Arcon's Avatar
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    Mar 2011
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    San d'Oria
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    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    I'm fairly confident that melee attacks are handled server-side only. The client does not send regular attack-data to the server. It's the reason why we can attack moving mobs by walking ahead of them and looking in the same direction as them. Because the server thinks that you're in optimal melee range, so it commences an attack. If that was handled client-side, the client would have no reason to start an attack when you're in front of the mob. Also, if that was the case, it could be hacked to attack faster than you should under normal circumstances (think Attack-button).

    The way I think it works is like this, all of this below is my opinion, and largely unverified, but supports the observations I make around FFXI enough to form a stable platform:

    "Gear" data does not actually store any stats at all. Only the slot, charges, and job, race and level requirements are actually stored in an item, the rest is just text. The game isn't aware of the boni to attributes, it just displays the items in the appropriate slots, and changes the graphics to reflect that.

    All the stats of the gear is handled server-side. The client only receives the attributes of the player from the server. This includes STR, DEX, VIT, INT, MND and CHR stats, the boni to those attributes (the green +X), HP, MP, TP, Attack, Defense, skills, elemental resistance and job levels. It uses that data to display the values on the screen, but doesn't actually calculate anything. Otherwise it would have to know the potency of a buff as well (like the potency of March, which depends on the BRD's skill). The only stat it uses to actually calculate anything is movement speed.

    The gearchange is always handled server-side. The client can only send commands to change it, the server decides when it's actually being changed, or if it's changed at all. A player's stats are updated every time gear is changed, the stats are saved in the server's player profile. So as soon as the gear is changed, the new stats take effect. These are then (periodically) sent to the client, so it can display the new values. This does not happen with the gear change, but it certain intervals, which is why Attack and Defense values sometimes seem to update "delayed" from an actual gearchange.

    This is how I see it, and it seems to coincide with what's going on in the game. The stuff about R0ing I'll have to try out by forcing a R0 and see what I can do, I can't speak to that yet.
    (2)
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    FFXI: Leviathan > Arcon
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  2. #2
    Player Ashay's Avatar
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    Mar 2011
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    37
    Character
    Ashay
    World
    Ragnarok
    Main Class
    WHM Lv 99
    I think it's safe to say we'll have to wait for some dev. feedback to know for sure whether or not this can be implemented. I'd imagine it would take time, but given that it would make things easier for players, I'd think they would want to do it.
    (1)

  3. #3
    Player Amador's Avatar
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    Mar 2011
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    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    It would be very sad not to be able to see this level of utility when it comes down to inventory, macros and overall potential found within these ideas.

    The idea of being able to use Mog Sack and Satchel as Inventory 2 and 3 to be macro-able in terms of: /equip2 ring1 "Dark Ring" /equip3 ring2 "Dark Ring" /equip2 ear1 "Loquacious Earring" and so on would allow for better management of equipment in terms of MDT, PDT, TP, WS sets.

    It would also allow for certain same name objects such as Dark Rings to not conflict with one another when used in the same Macro List since they would be pooled into your equipment. However, if this is a bit much it could be further simplified to add a "Gobbie Sack" which would be for holding equipment that can actually hold gear that can be macro as a /equip2 while keeping the others the same.
    (1)

  4. #4
    Player Lokithor's Avatar
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    Mar 2011
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    Character
    Lokithor
    World
    Shiva
    Main Class
    THF Lv 99
    If the purpose of all of this is to be able to equip gear from 2 or more inventories, then maybe we also need to clarify other expectations. For example, items that are in your inventory can also be "used" from the items list. Things like food and equipped items with enchantments. There's also things that are consumed through game actions such as ninja tools and ammo. Maybe to cut the developers some slack, "usable" items would all still need to be in the main inventory.
    (3)

  5. #5
    Player Amador's Avatar
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    Mar 2011
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    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    It would be decent to be able to use items from an inventory other than the main one.

    I for one dislike carrying all of my pop items, medicines and such on my main inventory. I tend to keep them in the satchel, or mog sack. So it is a bit of a hassle to dig them out, make room, use them, put them back and such.

    So that too would definitely be nice looking into.
    (0)

  6. #6
    Player Swords's Avatar
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    Mar 2011
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    Well here's an offshot idea. We currently know that it's impossible to expand the current gobbie bag beyond 80 do to coding limitations, but what if they were developed into a organizational sub-bag type architecture, by breaking up the bag into smaller sections.

    Essentially everything in your Gobbie bag would be broken up into categories like med's/food/head/body/feet/misc items/etc. Each of these categories would be treated like it's own individual bag up to 80 slots. The Macro's behavioral programming might have to be adjusted somewhat to address the change, but depending on how it's setup SE wouldn't likely have to worry too much.

    But, that's just a random thought that might work.

    EDIT: I didn't read past the first few posts btw, so if someone already posted a similar idea I apologize in advance.
    (1)
    Last edited by Swords; 10-10-2011 at 03:57 AM.

  7. #7
    Player Daniel_Hatcher's Avatar
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    Mar 2011
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    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Swords View Post
    Well here's an offshot idea. We currently know that it's impossible to expand the current gobbie bag beyond 80 do to coding limitations, but what if they were developed into a organizational sub-bag type architecture, by breaking up the bag into smaller sections.

    Essentially everything in your Gobbie bag would be broken up into categories like med's/food/head/body/feet/misc items/etc. Each of these categories would be treated like it's own individual bag up to 80 slots. The Macro's behavioral programming might have to be adjusted somewhat to address the change, but depending on how it's setup SE wouldn't likely have to worry too much.

    But, that's just a random thought that might work.

    EDIT: I didn't read past the first few posts btw, so if someone already posted a similar idea I apologize in advance.
    Isn't the technicality of it that it can't go past 99, don't know about you but I'd be fine with 99 inventory.
    (0)

  8. #8
    Player Seriha's Avatar
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    Mar 2011
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    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    It's been brought up, and I'd generally be okay with that. Since my point of contention was that equip commands could be told where to look, /equipsack or /equipsatchel is basically the same as /equip feet "whatever" since the slot marked would be the pointer. In terms of gobbie bag quests, I guess people could start with 5 slots in all equipment areas, each one adding +2 each, ending in 25 slots (more than enough for people to start lugging around 8 staves/obis/gorgets/belts). A useable item section or general drop pool can remain at 80.
    (3)

  9. #9
    Player Mirage's Avatar
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    Doesn't your character keep auto-attacking the mob you're engaged to even a short while after you've lost connection? That should be plenty of evidence of the client not sending auto attack data at least.

    I also just skimmed most of this thread but if you didn't already think of this, it might worth knowing that if you use something like plasticsurgeon to change your appearance client-side, the client will no longer allow you to equip race-specific gear of the race the client thinks you no longer are. It stays on if you put it on before "changing" race, though.

    Of course, I have never done this personally, I watched a friend who no longer plays do it.
    (1)

  10. #10
    Player Ashay's Avatar
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    Mar 2011
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    Character
    Ashay
    World
    Ragnarok
    Main Class
    WHM Lv 99
    Having a separate inventory for each type of equipment would be nice, but I imagine that it'd be even more complicated than to adjust macros and add a new inventory type using the new macro function. If that's the only way this could work though, it'd be just as fine in the long run.

    The main idea I had was that you could use /equip1 and /equip2 for the Gobbie Bag and Gob Sack respectively, for the sake of simplicity. That would be another increase of 80 inventory slots, which I know a lot of people wouldn't mind having. Changing macros to work like this but for the Mog Satchel and Sack would be just as good, utilizing /equip2 and /equip3. If it could work, it'd be an easy adjustment to any existing macros and allow for better preparation in terms of what you can equip during battle.
    (1)

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