I can't really tell how well comparing a MUD to something like FFXI works, even though one could say it started around the era of the GMuds.
The macro syntax does resemble the MACRO-10 language that dates way back, and which was used for many a MUD, but in any case, when it comes to programming, there really are no limits except for your imagination, and your want for it. There are the do, until, else, if, and so on, to execute commands one after another.
A simple line for bash could look like something like this:
date | cowsay && uname -a && eix mud
Which would in my system 'pipe' (could think of it as a relay, passing a command to another) the command 'date' to 'cowsay', display a nice ASCII cow stating the time and date, and then comes the &&, meaning it will execute the next command when, and if, the first one completes without any errors. Then comes 'uname -a' providing system information, and 'eix mud' after that searching the Portage Tree for ebuilds with the pattern 'mud' in their name and displaying the results.
Point being: impossible is nothing!
In the case of FFXI, it would likely be most easy to simply increase the amount of lines we have. It's actually along the lines of what you mentioned: “they already have something for XIV”, but it's a whole different beast, being a 'bit' more modern. In FFXI, they probably try not to mess with the code much as it is, and it would quite definitely have to be something written specifically for FFXI. That is to say, having something for XIV doesn't automagically make it easy to deploy over here, at the FFXI-camp.
What was I talking about again?
Nothing ! !! !
I think it seems more or less like we are saying no, while the developers are not listening, or in other words, not in the possession of the want for it, which I will not understand, ever. Improving the macro, would improve the gaming experience. There's no other conclusion at all, I am sure!
I refuse to believe that they are oblivious about how much this feature is disliked, even if it's not complained about that much (due to users taking roundabouts past the issue, no doubt).
/etc/init.d/sleepymutterings stop && /etc/init.d/sleep start && poweroff
...or so the legend says.
man id kill for this. the majority of my jobs have to have two macros for one command (ex 2 macros for ws two for back to tp set) and that's not including all the elemental obis, gorgets, sorc rings and the rest. not to mention our pdt mdt sets, its too much! i hate that you have to use a third party for the ability to decent swap outs. As for the mention of XIV, people there do try to change gear for things but its much more clunky. The XI players of XIV constantly whine about this loss of gear swapping to be more powerful. As for me, well i welcome the extra inventory in xi, but we could do so much better dmg and have a use for so many more drops if we could swap better.
Last edited by Kiriah; 07-24-2012 at 03:37 AM.
Well I've changed my stance and think they should allow full gear swaps. Its feasible but inconvenient for people to do full gear swaps on Vanilla (might try it myself), so they should remove the inconvenience, because thats all it is.
Don't think they sould go full spellcast route. As far as I'm concerned, automated midcast etc is full on cheating.
I don't think they should design a system where some gear is only useful precast, some gear is only useful midcast, and some gear is only useful after the cast if they don't want to implement a way to automate those changes. I know we're all used to it, but how does hitting 2 macros to change our gear for actions (and then 2 macros to change back) make the game more enjoyable? How does having to macro gear instead of automating it make the game more enjoyable? Why does SE keep adding equipment that is inconsistent with the design of the game unless you automate equipment swaps?
Take Waltzes, for instance. The largest benefit of Waltzes over Cures (back when they were actually used) was that Waltzes are a close approximation of instant and cures take time. However, it takes time to swap to Waltz Potency equipment using in-game macros before using your Waltz and this really closes the gap between -Spellcasting Time Cures and Waltzes. Should you be TPing in your Waltz Potency gear when in a healing role? Should you just not bother getting Waltz Potency gear that you can't TP in? I'd hope that the answer to both of these questions is "No." The game needs an automated midcast (which is faster than vanilla macros) in order for the Waltz design to be reasonable.
Take Weapon Skills, for instance. People typically TP and WS in different sets, but in high Haste situations people with in-game macros end up TPing in their WS sets more often than they think (especially if they're using two macro swaps for WS gear). A round here or there, but in high haste situations any round in your WS set is going to take twice as long as in your TP set (75% Haste in TP set -> 50% Haste in WS set). If you have a 4-hit build in Voidwatch and one round every cycle is in your WS set, you take as long to get TP as a 5-hit (and do one melee swing less damage). If moving from a 5-hit to a 4-hit effectively increases your WS frequency (and thus net WS damage) by 33%, you have to wonder if it's even worth swapping gear for WSs on the vanilla client in high Haste situations. If you automate the swaps, it's entirely repeatable and you can be sure that your gear switches back to TP before the WS delay ends.
You don't need entire gear swaps to make use of precast and midcast. Just a couple will do, and are why the pieces exist in the first place. If you're trying to argue that this game has essentially been designed for spellcast you're kidding yourself.
On a slightly different note, how do you think the new UI will affect this, specifically the hot bar?
I don't think he was suggesting that they designed it for spellcast. I think he was implying that they did not take precautions when designing gear. I'm sure from SEs standpoint, we should all be making decisions about what gear to wear based on only being able to swap a few pieces. Unfortunately, that has not been the case for a very long time and probably never will be again. So when they design gear that is only good for fastcast and gear that has magic attack for example, instead of having people put the piece they like the best into their 5 gear lines, people make 2 macros or use spellcast, where SE thought they would choose between the two.
Indeed I have. The Commodore 64 (<3 sometimes still I set it up and go back in time since I have like 5 functioning ones) before that, and even the Dragon 32!
But it's really not here nor there, and all this is getting very irrelevant so I'll leave it at that. :]
Only ever using the 'vanilla', after getting my Samurai to a 4-hit situation and even without regain or capped haste from gear, due to double attack and/or triple attack I've been in situations where I simply wont bother. Partially because I'm lazy, and it only really affects me since I play alone or with a friend or few, who don't mind, and because often the macro-system trips on itself and simply doesn't change even one piece of equipment, or sometimes just parts of the macro is not executed, which I find weird when I'm not interrupting it with another macro or anything...
In short: It sucks.
...or so the legend says.
DRag... you eve ran a DOS pc? There are infact limits to what a pc can read digitaly.... Macros work the same from mud to mmo spaning from 1990s till now, no matter the game the macro systym is generally the same. Meaning 1 action per line. anymore and there can be confliction. Also if anyone read the interview SE has to really scrape space to give us a 5th expac.
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