Quote Originally Posted by Greatguardian View Post
The player isn't parrying/countering/evading/guarding... the Monster's attack actions are being parried, countered, evaded, or guarded. Do you notice the subtle difference there?

The monster is the one acting, Not the player.

There is no exception being made. Players can only perform one action at a time.

This "Computers are magic and can do anything the programmer tells them to do" junk is annoying. It's not about being creative. It's about understanding what is and what isn't a basic constriction of a game's development. There are some things that can be changed, and some things that can't.

This is one of the latter.
Unfortunately I think you still are missing the intended point. While true the player isnt acting he is indeed REACTING to multiple actions at once or at the very least one after the other. I believe that is the point he was trying to make. For the player to even react to each of the multiple attacks there has to be some sort of multiple invoked routine to deal with each of them. Personally I would love some sort of que system that execute commands in the order they are given and process them like a list. For me personally I would go even futher and implement the Gambit system from FF12 because I loved that myself, LOL.

I rarely pay attention anymore during battle as I'm so used to running the same gambit of macros against mobs now but Maybe the spells/macro I execute run so fast that it seem like we already do this to me. Then again my highest tier spell is Stone IV I think but it been a while since I played, with The Elder Scrolls Skyrim out now. Also I tend to rotate spells of the same tier as well while I await recasts so an attack or two usually makes it through during the process of casting them all. For instance, stone,water,aero,fire, thunder,blizzard III is how I like to do.

Also computers are magic and can do what the programmer tells it to do, LOL The biggest issue is the programmers understanding of what and how it needs to be done and breaking it down to a step by step process that can be translated into code. Often times when you think of every day tasks we do we often forget the baby steps that are taken to accomplish them or rather gloss over them. Even typing this message requires more than just a computer and keyboard and internet connection there are plenty of steps required to even get to that point or where only those three things are needed and even after there are more because you have to get to the website, register, etc etc. In any case this is more often the case with getting things into the game.

In addition to that lets be real they have access to the original source code of this program and most of everything we asked for can be done. Once it is designed and planned out the most that is required is either inserting a header file and function call or just defining a new procedure directly inside the module dealing with said action with an appropriate function call and just recompiling the new code. It isnt hard as much as it is time consuming.

Even still though all this would ultimately have performance implications and probably would pretty much wreak havoc with lag which is already horrible as is at times. It probably would give 360s a new bout of Red Circle of deaths. LOL More code = larger files and more commands per player yea it would be awful but it can be done plain and simple. It just a matter of how do you want this and to what extend of cost are you willing to accept to attain this feat?