It's not bugged anymore. They fixed it in .21
As for what happened, that's all on the OP. A space should've been left open if there was something you're after.






It saves 60 seconds per day (plus travel time) but you only need to collect every ten days at minimum, or every twenty days for crops.
Collecting animal leavings is only worth the money if you're crafting with them, though.
It's not that it's "real time rather than Eorzean" but that regardless of how the weather is tracked, you need to wait for the right combination of day/night cycle and weather, which can happen at inconvenient real-world times.
The game weather is primarily tied to the Eorzean clock, with weather changes at 8am, 4pm and midnight ET.


If you'd previously caught something and picked an animal to release from the capture interface, I can easily see someone planning to not release an animal until they caught the rare one to replace it. That works just fine when not using the caregiver, and I don't think it says anywhere that putting an animal under care prevents it from being released when a new one is captured.
And given the high likelihood that you don't catch the rare, why give up several more days of leavings? If the animal gets away, it could be days before another weather window is open at the right time, plus the next window that does open might be while you're at work or at 3am, or whatever. Leaving the animal in place until you have the guaranteed replacement is a reasonable choice to make, especially because -- based on a player's experience prior to unlocking the caregivers -- there's no reason not to.
I don't use the caregivers, but I suspect I might've assumed the same thing as OP: it had always worked before to pick which animal to release at time of capture, so why would you necessarily assume it wouldn't do so any longer? I mean, it's not the end of the world, but it's not a terrible "hey, heads-up, this does not work the way you might expect" to share with other players.
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere



Uh no, you can do it without any mammets assigned so it's on SE. Nowhere does it say you're limited once they're assigned.
I disagree. It would be a common sense move to make room for something, even more so to not have something in care to overwrite. It says right in the caretaking help section how you go about ending the service, but I guess more needs to be spelled out.



Of course you'd disagree, like the good little zealot you are.
https://gyazo.com/7e4f96a1a0c80d1cb6630e0e30125d27
https://gyazo.com/5b482611fd653ab1b19871af288c2b0a
Nowhere. Sit down.
Your illiteracy is showing.Of course you'd disagree, like the good little zealot you are.
https://gyazo.com/7e4f96a1a0c80d1cb6630e0e30125d27
https://gyazo.com/5b482611fd653ab1b19871af288c2b0a
Nowhere. Sit down.
I'm a zealot, but you're the one fighting a common sense argumentIt becomes a matter of just how much hand holding needs to be done with this game and for such a simple feature. The alligator isn't even necessary for anything. It's just an aesthetic. You can get the materials some other way. I already conceded that they could add a little more text, but you want to overlook that to try and take digs at me. Try that petty bullshit with someone else.
I tried for another shot at something post patch and it wasn't there, so that's fixed too.So if you fail to catch the alligator and it runs off but there's still like 10 minutes left in the weather window, you can go back to Moraby and then return to your island, and the alligator will be there again. Which is a detail that likely comes too late to be useful to OP, alas, but if someone else misses the alligator for the same reason -- e.g., you couldn't release an animal -- you could quickly go free up a slot, leave the island, and return to make another attempt before the window ended.
Last edited by Deveryn; 09-20-2022 at 05:47 AM.


Leaving aside it being this game, or another, I firmly believe that any scenario in which you establish a given behavior (call it "Behavior A") and then have some other element which replaces the behavior with some other variant (call it "Behavior B") without calling this out, you have committed a usability fail.
Let's say I have an FPS game. I'm used to 'take cover' being the Control key. Then they introduce some new item you can equip which causes the Control key to be, like, 'fire flare gun', and moves 'take cover' to Control+Spacebar... but only while that item is equipped. And they do not document it anywhere. It is reasonable to assume players will equip the item, intend to take cover during a match, and then find themselves firing a flare gun.
You have established an expected behavior ("control = take cover") and then violated that expectation ("control = fire flare gun") without telegraphing the change to the player. It is not honestly reasonable to expect the player will magically assume this behavior has changed in the absence of any other information.
Now, conveying that information does not need to be done with some giant pop-up box; many FPS or action games will show on the hud a little series of actions, and if you had a slot that showed what 'Control' would do and replaced the 'take cover' icon with a picture of a flare gun, now you've informed the player of the change in behavior.
This is a usability failure of that sort on SQEX's part.
The previously-established behavior ("Behavior A" in our example) is "if you successfully catch an animal and your pasture is full, you are given an interface to release one of the animals". Players have thus now established an expectation that given an action ("capture an animal"), the game will react with Behavior A ("if your pasture is full, you can release an animal"). Changing a factor -- especially one which is not directly connected to the capture ("I would like this mammet to feed the animals.") -- replaces the established/expected behavior with a new variant, namely "you must release the animal manually before attempting to capture the animal" ("Behavior B" in our example).
There's no messaging which conveys that this change in behavior has occurred; it is likely, from a pure usability standpoint, that players who have made use of Behavior A in the past will expect Behavior A still applies. It's made worse because Behavior B in this case has no recovery state; you cannot successfully complete the capture, period.
And the fact that there's no recovery state (e.g. put the captured animal in a temporary holding pen until you go manually release one) elevates the severity somewhat. If it's just a 'tripping hazard' -- like my examples of the loot window or the submersible deployment -- it's annoying but does not overall affect gameplay other than "oh, right, I need to repair this thing first/click on Pass manually". In effect, you trip for a moment but can continue on.
A UX failure that you cannot continue on from -- if what the player is trying to do is no longer possible -- is a much higher priority in my opinion. Especially if the thing they're attempting is time-sensitive or otherwise limited (as with the rare spawns, which might not be available again for several days).
If I had to pick a 'zealotry' for myself, it would be 'good UX/UI design'. And I love this game, don't get me wrong, but this is one category where they consistently fall short. And this is a case in point; it's not game-breaking or the end of the world, no, merely an inconvenience. (Albeit one I'd consider high-severity by my own standards, as it's an unrecoverable state.)
But make no mistake... it is a UX failure.
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
Player
The feature where you catch an animal and release an old one should work. Same exact thing just happened to me. What a stupid comment. It's obviously a coding bug.
You're just as bad as those people on reddit.
*game screws up by misleading player*
YoU sHoUlD hAvE kNoWn BeTtEr
Last edited by Veuillez; 09-22-2022 at 06:28 AM.
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It becomes a matter of just how much hand holding needs to be done with this game and for such a simple feature. The alligator isn't even necessary for anything. It's just an aesthetic. You can get the materials some other way. I already conceded that they could add a little more text, but you want to overlook that to try and take digs at me. Try that petty bullshit with someone else.


