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  1. #1
    Player
    Grey_Cain's Avatar
    Join Date
    Oct 2011
    Posts
    426
    Character
    Cara Verant
    World
    Ultros
    Main Class
    Conjurer Lv 90
    As unassigned macro icons themselves show (blank box with an 'M'), they don't need a graphical representation for everything. A simple mono-color brick with a letter or word indicating its category with the name written beside it does the job just as well (although they already do have a graphical icon for hotbars in the character configuration menu). Something like /macroicon, on the other hand, could be a simple checkbox when choosing the icon to represent the macro, asking to include the information for the related ability.

    Target placeholders are valid, but that can also be really easily added with an extra column that would be probably be required anyway, since attack actions and craft actions alike generally follow the same pattern: the action to take and the target to take it on. Other commands that don't have a target per se might come with a drop-down menu that lets you choose the relevant sub-commands. And yes, sub-commands are where the real work of this would be.

    On /wait, given that they don't allow for fractions of seconds, they can still have the actions wait an extra half-second or full second before implementing the next action, and they could do it with the text macros if they wanted to without having to force people to use up half their available lines. Animation lock on instant-cast abilities is the primary reason for extended /wait times, and while it varies from action to action and lag spike to lag spike, there is no reason the game can't set an arbitrary additional time limit between implementing commands that would make it still faster for a human to perform (a la the Quick Synthesis in crafting which is actually slower than a human doing the same job manually).
    (0)
    Last edited by Grey_Cain; 12-24-2013 at 02:46 AM.

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