

There's just one small problem with that. When it's in the chocobo saddlebag, it can't be selected as bait. Hardly a tackle box now is it? A tackle box would mean you could select it as the bait easily. Also, since I know someone is going to try and push the burden of proof on me... I already went ahead and got proof.
(yes, I know my inventory is a mess, yes, I am working on it)
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.



I'd like to see what kind of tacklebox you're using in real life that lets you fish without taking the bait out first.There's just one small problem with that. When it's in the chocobo saddlebag, it can't be selected as bait. Hardly a tackle box now is it? A tackle box would mean you could select it as the bait easily. Also, since I know someone is going to try and push the burden of proof on me... I already went ahead and got proof.
(yes, I know my inventory is a mess, yes, I am working on it)![]()

A repost from this thread but I think all my points add something here.
- Collapse the Calamity Salvager into the Armoire! ...Don't try to visualize that... The Salvager sells pretty much all the items in the Armoire plus more. Keeping them separate is silly. You already have to track what each character has available at the Salvager so why use more server space to track the same items' availability from a source that's 20 seconds away (Quicksand Inn room to Salvager)? Figure out which is easier to re-code to have the functions of both and remove the other. I think it goes without saying but just in case: make sure this new abomination is still connected to the Glamour Dresser.
- Fisher Tacklebox! I've posted this before: make a Tacklebox command like the Gig Head command and put all the Lures, but not Bait, in there. The Fisher assigns them like Gig Heads. Have each individual Lure unlock (as a Trait) at an appropriate Fisher level. If that's too
sanesimple for a Fisher mechanic make each require a minimum overall/Primary Tool iLevel instead to keep thingsunnecessarily complicatedunique. Because they're now Traits the items are removed from the game and the servers have nearly 30 fewer stackable, crafter-signature objects to track. Don't change anything about the actual mechanics; the only needed mechanical change is removal of the Lure loss chance. Bait is still in, and is consumed as normal, just because I know you love the Fisher Scrip Tax...
(Bait isn't so bad, except for the inexplicable Scrip Tax, because since HW the most common baits used in a zone are readily available from vendors there. Still not perfect for all fish everywhere but Bait is cheap and can be bought and tossed pretty easily while Lures tend to be kept forever.)
- Consistency with dyeable items! I'm talking about solid rules that will always apply. Examples include "all special event gear", "all blue-quality gear and up" or even "all unique quest gear". I'm not saying those have to be the rules but you need to be consistent with what will be dyeable or not. Stop toying with my expectations...
- Knee-length skirts! We had ankle-length skirts, mid-thigh skirts, miniskirts and wide belts (just admit it) in ARR. HW added a few mid-calf skirts (Gryphon Leather Skirt etc.) and that was expanded in SB to include more Jobs/designs. There is still no skirt that ends just above, at or just below the knee despite that being a very comfortable, convenient and stylish length for skirts and the like. Any clipping issues couldn't be worse than what you allow with long skirts.
Last edited by Fytayn; 07-29-2018 at 04:43 AM. Reason: Clarity
Feed Jonathas to the dresser, as well. Most of the stuff he gives out is either obsolete or for glamour purposes. Save the player the extra steps and just give us dresser access to the items that based on Achievements and Quests. I suppose if the player really wants the item they can go to Jonathas or the Salvager to get the item, but updating the dresser automatically would be a nice addition.A repost from this thread but I think all my points add something here.
- Collapse the Calamity Salvager into the Armoire! ...Don't try to visualize that... The Salvager sells pretty much all the items in the Armoire plus more. Keeping them separate is silly. You already have to track what each character has available at the Salvager so why use more server space to track the same items' availability from a source that's 20 seconds away (Quicksand Inn room to Salvager)? Figure out which is easier to re-code to have the functions of both and remove the other. I think it goes without saying but just in case: make sure this new abomination is still connected to the Glamour Dresser.
I'm really tempted to make this the new quote for my forum sig.
Last edited by DarkDedede; 07-30-2018 at 05:59 AM.


True, but this is a fantasy game, and for the sake of convenience, I'm sure we can suspend disbelief. Also, I'm sure with some ingenuity I can build an automated bait loading machine connected to the tacklebox. And that's what people are asking from the tacklebox, and I mean heck, the name of the game is Final Fantasy, it kinda gives it away that we can have suspension of disbelief.
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.


Not perfect but enough for ingame logic.
But for your "real life" logic we would need an extra animation for changing gear, bit by bit, and god forbid a complete change of the set within a whimp /s


It takes a few seconds to take out something out of the saddlebag.There's just one small problem with that. When it's in the chocobo saddlebag, it can't be selected as bait. Hardly a tackle box now is it? A tackle box would mean you could select it as the bait easily. Also, since I know someone is going to try and push the burden of proof on me... I already went ahead and got proof.
(yes, I know my inventory is a mess, yes, I am working on it)
I used to be all in for the tacklebox, but now we have the saddlebag. Think about it, a tackle box would take the same server resources as a saddlebag, but it restricts you in what you can store in there, for no reason. The approach of using the saddlebag was much better even if it means you have to press a hotkey and drag your bait to your inventory, you still don't have to return to a retainer or a merchant to grab bait/lures.



In the same vein, the saddlebag should take the same server resources as the inventory, but it restricts you in how you can interact with the items in there for no reason.
I imagine the proper cause here is to petition them to fix the inventory coding so it only gets updated/polled if something in there changes, not every few seconds, so they can simply add more regular inventory which, apparently, is superior to any other solution anyway.


Actually there is a reason. They coded it differently than the rest of the inventory system because simply adding that space to the current inventory system would mean that it would be subject to all the same operations as the normal inventory. Specifically in this case they were looking to maintain the stability of the Duty Finder, because you always have access to your normal inventory by default and if they added these slots on to the normal inventory it would increase the amount is data to be transferred when loading into an instance. They are very leery about increasing this amount and have actively worked to reduce it as much as possible -i.e.: no minions in dungeons, no repairs for other players in dungeons, no item trading in dungeons, etc. (Though that last one also preserves individual server economies by prohibiting trading large amounts of items and gil by RMT across servers through the Instance servers...)In the same vein, the saddlebag should take the same server resources as the inventory, but it restricts you in how you can interact with the items in there for no reason.
I imagine the proper cause here is to petition them to fix the inventory coding so it only gets updated/polled if something in there changes, not every few seconds, so they can simply add more regular inventory which, apparently, is superior to any other solution anyway.
The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE
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