The problem with blinking as far as I am able to tell is one from the very backbone of the game engine. When you change gear your character model reloads, this includes the name and frame as well as the actual visual appearance of gear. Third party tools work, I can only assume, by disabling this and forcing a character to stay on screen and in the prior gear. This is not really a solution to the game's issues as it ends up causing others. The only way to stop blinking and not change the nature of the game would be to disconnect the name and targetable character from the actual gear and visual data that it is merged with. This would require, if my understanding is correct, a complete re-haul of many in game systems.
Can it be done? Yes, programming is powerful, you CAN do a whole ton of things.
Is it practical? I can't say. It would probably be beyond expensive to make these changes but I honestly would be one who would say it is worth it. Blinking, cure-lock and event skip are some of the most aggravating parts of this game. I know that more than anything they could fix as far as glitches and annoyances this is my top priority as it is for many.
You cannot have a game that possesses such a fatal flaw in the very system that makes it stand apart from the competition. Why should players have to use a work around just to do the things the game was originally designed to do? The <stpt> and <stal> commands do not allow you to see a cursor above the players heads which is an indicator that I use when I cast on PC's. They make things easier for certain but perhaps the dev team could consider the costs and trials to fixing this issue and weigh it with how much better the game would be as a whole with this change.

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