- Mob return distance is based on their distance from the center of their domain, rather than their distance from you. This is especially annoying when their domain center is at the edge of a FATE or even beyond that, such that they're resetting from being dragged even to the middle of the FATE now that the return distance has been shortened. It also means that it can be nearly impossible to deaggro something that's now attacking someone or something else which is not fleeing from its domain center.
- "Unable to execute command while occupied." I can understand it some cases, but I've never seen a more UI-restricted game.
- Loot roll check procedure. If someone rolls Need and no one else even can roll need, they should get the item, rather than having to wait until the afker returns to roll.
- Server tick skills, be it Meditate, Anatman, or old Umbral Ice. First tick should be instant, then at a % of GCD.
- Leaving the MP gauge tied beside the HP gauge despite half of all jobs not using MP at all. (And half of those who do use it merely keeping it a gauge to excuse bloat via LD and/or a permanent rez tax.)
- Macros being purposely handicapped via lack of queue function to ensure players can't circumvent button bloat even if they so desire. We should either (my preference) have gameplay that cannot thus be reduced to a rigid sequence without losing performance or (lesser of evils) be free to combine those rigid sequences as we like.
Edit: Whoops, misread the OP. From players specifically...
- Incompetence resulting from active negligence.
- "Prince/Princess healers".
- Tanks who hold their parties hostage.
- "You don't pay my sub" (but I can force my preferences onto 3-7 others with impunity) players.
- *Counts down from 20 despite only having a Monk to possibly wait on and that the Monk is already in Coeurl stance. Pulls at 7 (when said Monk has been forced back to Opo-opo or Raptor).*


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