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  1. #11
    Player Ryujess's Avatar
    Join Date
    Nov 2014
    Posts
    2
    Character
    Jessicaaa
    World
    Fenrir
    Main Class
    THF Lv 99
    Quote Originally Posted by Grekumah View Post
    This topic was previously discussed within another thread. As we have mentioned before, the speed at which equipment sets are changed is set to the fastest possible setting.

    Feel free to review the thread and see what strategies other players have suggested.
    You have to setup the macro like this...
    /equipset 81 /*cure precast*/
    /ma "Cure IV" <stpt> /* used to target party member and the rest of the macro WONT fire until I press enter
    /wait 1 or /wait .5
    /equipset 82 /* cure aftercast*/

    You may get away with <wait .5> I would need to be at home to test, but the current System Must have a wait between every equip-set change, I spent hours getting this correct. In most cases wait 1 works every time, and sometimes you can use wait .5 like ..
    /equipset # <wait .5>
    /ws "name" <wait 3>
    /equipset #

    You may even getaway with putting it on the same line as Cure... Example /ma "Cure IV" <stpt> <wait .5> as it wont stop you from casting when you select the party member it will give the system the time it needs to catch-up.

    I would be more sure if i was at home lol.
    (0)

  2. #12
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Mefuki View Post
    I disagree. I don't want FFXI to become a shallow, simple game by removing equipment sets. I don't know why anyone would want the game to become more "streamlined" (read:boring) in this way. Things like equipment sets and, for the most part, ignoring the strict definitions of the DD, Tank, Healer triangle, are what makes this good. It's what makes this game have depth in a sea of shallow, same-y games and MMOs.

    That would be like what SE did with FFXIII, overly streamlining the RPG experience until it was barley an RPG anymore. I don't want to get a helmet that has STR+2 and be done with it, except when helmet +1 comes along with STR+3. That's boring. I want situational gear and incomparables with tons of differing attributes and effects.

    To me, asking SE to remove the gear swap system is like asking them to just do away with depth and just let us hit things until they fall over. Like asking your D&D DM, "We don't really need all these options, do we? Can't we just walk forward and say, 'I attack the monster'"?
    Removing the gear swap system wouldn't make players just walk forward and say "I attack the monster". Gear swaps don't add any extra abilities or spells - except in maybe a few limited examples. They just allow players increase the effectiveness of the abilities and spells they already have. So the complexity of this game's combat system would still be in-tact.

    What makes this game more strategic than other MMORPGs is the sheer amount of abilities, spells, and different ways to play each job. Gear-swaps can be used to supplement this. But it's not solely responsible for this game's excellent combat system. The versatility of how they designed their class system is.

    But anyway - I don't really have a gripe with allowing players to collect gear and use it to enhance different effects. I actually like this in fact. My gripe is with how the current system functions - which is just an annoyance to me. Having to constantly change my clothes all the time after this spell or that ability is just irritating. Especially when it doesn't even work well and errors are always popping up - as this thread demonstrates.

    I would prefer a passive tree or something with a list of abilities and spells we could link gear to increase their effect. That would be cool, and a much better system IMHO. Because when I'm fighting something I want to concentrate on what I'm doing and react to the battlefield as it occurs. Not worry about rather my equip macro kicked in and I'm wearing the right clothes before I cast something.
    (2)
    Last edited by Dale; 11-07-2014 at 10:11 AM.

  3. #13
    Player Seillan's Avatar
    Join Date
    Dec 2011
    Posts
    141
    Character
    Senan
    World
    Asura
    Main Class
    BLU Lv 70
    Quote Originally Posted by Dale View Post
    Removing the gear swap system wouldn't make players just walk forward and say "I attack the monster". Gear swaps don't add any extra abilities or spells - except in maybe a few limited examples. They just allow players increase the effectiveness of the abilities and spells they already have. So the complexity of this game's combat system would still be in-tact.

    What makes this game more strategic than other MMORPGs is the sheer amount of abilities, spells, and different ways to play each job. Gear-swaps can be used to supplement this. But it's not solely responsible for this game's excellent combat system. The versatility of how they designed their class system is.

    But anyway - I don't really have a gripe with allowing players to collect gear and use it to enhance different effects. I actually like this in fact. My gripe is with how the current system functions - which is just an annoyance to me. Having to constantly change my clothes all the time after this spell or that ability is just irritating. Especially when it doesn't even work well and errors are always popping up - as this thread demonstrates.

    I would prefer a passive tree or something with a list of abilities and spells we could link gear to increase their effect. That would be cool, and a much better system IMHO. Because when I'm fighting something I want to concentrate on what I'm doing and react to the battlefield as it occurs. Not worry about rather my equip macro kicked in and I'm wearing the right clothes before I cast something.
    Exactly. Those are my thoughts as well. Collecting different sets of gear and utilizing them in certain situations is really cool actually; it's just how they are utilized that seems annoying. To be honest, it's one of the biggest deterrents I had about even starting back up in the game. With the equipment sets thing it doesn't seem like it would be as bad at least, but I'd still prefer something like what Dale suggested. Being able to just link gear to certain skills would give the same result without having to use the arduous swapping mechanic. It also wouldn't be subject to the same delays, so it would elimate that problem as well. (Keep in mind I still don't have any first hand experience with the gear swapping system, so these are all just observations I've gathered from my time on the forums and such.)
    (1)

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