Results -9 to 0 of 113

Threaded View

  1. #11
    Player kingfury's Avatar
    Join Date
    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    Quote Originally Posted by RAIST View Post
    What they need to do is work on where the chests drop in the first place. If they could somehow make them behave like they actually have some physical properties so they don't spawn on top/inside of each other, most of this would all be mute.
    Adding the labels could create even more problems. Without the chests paying attention to collision/occlusion rules in any way shape or form, the labels would also get stacked on top of each other, in some cases rendering them useless as you wouldn't be able to read them. Also, doing so may negate the tweak they just made to increase the number of pyxis spawning. There is a limited amount of memory and address space to assign to NPC type items in a zone due to the PS2 hardware limitations--those same restrictions are built into the programming code as well, so they exist as a soft-cap on the other platforms as well. In short, this could reak a little havoc if implemented.
    ---------------
    I agree and disagree with you here. I agree that the pyxis labels will not work without the improved pyxis layout tweaks 100% which is way I put the "Forced pyxis layout" in the OP. If the Devs in fact cannot remedy the pyxis pileup issue, then yeah, the labels could very well be useless in many situations involving certain types of monsters that just love to bunch up in Abyssea.

    Where I disagree here, is the ability to quickly and accurately communicate which pyxis has what and where, won't be solved by placement issues alone. The labels would solve the problem of having to pretty much stand on a pyxis to identify to which pyxis you're are talking about when there are lots of chest surrounding the party.

    Quote Originally Posted by RAIST View Post
    As I mentioned in the last thread on this idea, what really needs to be done is to streamline the menus. They need to change it so that we stay in the menus until we are done with the chest or exit out of the menus ourselves. This way we can check it ONE and ONLY one time:

    /Check <t>
    scroll down to peek inside the chest and we see the contents
    --STAY IN THE MENU SYSTEM---
    "Attempt to open chest" -->start the manual chest open sequence, staying in the menu system until we succeed, fail, or giveup.
    "Open with a Forbidden Key"-->receive items and exit, or stay in the menu to add to lottable spoils, take items (again, staying in the menus system until we've taken all items or exited ourselves)
    "Destroy the chest"-->chest is destroyed and get the cruor reward

    As it is now, you have to check it multiple times to get through all the steps. This presents the bulk of the problem when the chests are spawning on top of each other.
    -------------
    I do agree with this point! ‹Yes Please!› Devs to this ^^ /
    (0)
    Last edited by kingfury; 06-09-2011 at 04:19 AM.