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  1. #1
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90

    User Macros: New Options + Sharing Macros with others in game

    It would be great if we can share our macros with friends, it would help others learn fun macros, and it would make it easier for non-keyboard players to get a macro from a friend with a keyboard.

    As for new options, It would be great if we could have a macro that worked as an "order" of presses, rather then having to build in a "wait" option, the macro would work as an order of the skills listed until the target changed.

    For example:

    /ac "Heavy Swing" <ut>
    /ac "Skull Sunder" <ut>
    /ac "Butchers Block" <ut>

    Each time the macro button was pressed, one skill would go off. The first time skill one "Heavy Swing" would go, the next time pressed, "Skull Sunder", and the third time pressed, "Butchers Block", it would then cycle back again, unless the target was changed.

    Anyway, this would be a cool feature especially as the game grows and we get new skills.

    The issue I see would be if the skill missed and the combo action didn't happen. I think if we wanted to go above and beyond, we could have something like the following:

    /ac "Heavy Swing" <ct>
    /ac "Skull Sunder" <ct>
    /ac "Butchers Block" <ct>

    This would function the same way as above, but only move onto the next skill if combo (or proc) is triggered. No combo, or changing the target, would have the skills start over with first line, followed by the rest, and then start back over after the last skill.

    I could see this as a big help for controller players to return a lot of skills slots back.

    Anyway, thanks for your time and consideration.
    (1)
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  2. #2
    Player
    nexas506's Avatar
    Join Date
    Jun 2015
    Posts
    276
    Character
    Nexas Uthenera
    World
    Midgardsormr
    Main Class
    Scholar Lv 61
    I had a similar question once. Here's the answer I got:

    Here is the macro feature policy for FFXIV:
    Do not make it so macros must be used.Minimizing and optimizing actions without error beyond that of human control is not allowed.Make it a support feature that can be used by people that are a bit shaky at controlling the game to ensure control, while not making it 100% optimized.The player makes the execution decision. We will not be implementing a feature where the macros makes its own decisions. For example: We will not be implementing a feature that executes things based on certain criteria (player status, enemy HP, certain actions, etc )
    (0)

  3. #3
    Player
    Laraul's Avatar
    Join Date
    Nov 2011
    Posts
    902
    Character
    Laraul Lunacy
    World
    Hyperion
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by nexas506 View Post
    I had a similar question once. Here's the answer I got:

    Here is the macro feature policy for FFXIV:
    Do not make it so macros must be used.Minimizing and optimizing actions without error beyond that of human control is not allowed.Make it a support feature that can be used by people that are a bit shaky at controlling the game to ensure control, while not making it 100% optimized.The player makes the execution decision. We will not be implementing a feature where the macros makes its own decisions. For example: We will not be implementing a feature that executes things based on certain criteria (player status, enemy HP, certain actions, etc )
    A macro that executes a sequence of actions one after another is not something that's "beyond that of human control." The primary purpose of macros is to do a specific sequence of events. It also provides the means to overcome shortcomings of the user interface.
    (1)
    Last edited by Laraul; 12-15-2015 at 03:10 AM.

  4. #4
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Laraul View Post
    A macro that executes a sequence of actions one after another is not something that's "beyond that of human control."
    The first pattern the OP discussed was a straight sequence of events, but the second was putting the logic and decision making in the software so that the player wasn't deciding what skill should come next. So the <ut> pattern first discussed could perhaps be allowed (and can in fact be done now by duplicating and swapping out hotbars, though that's a much clunkier setup), but as pointed out, it has the downside of not recognizing if a combo action is truly available. The alternative <ct> version for fixing that problem breaks the rule about software decision making.
    (1)

  5. #5
    Player
    Callback's Avatar
    Join Date
    Dec 2015
    Posts
    334
    Character
    Callback Spanner
    World
    Ultros
    Main Class
    Ninja Lv 60
    The first part is the one I agree with. Why doesn't /ac queue an action the same way as when you press the key? Normally you can press something and it will queue as your next action. Put it in a macro and suddenly that's not true, making it fail if you clip the animation in even the slightest.

    For the second, no. There is a somewhat close feature I do want, however. I would like macros to be able to break (stop) if an action in the macro physically cannot/does not execute (on cooldown, not procced for, player stunned/out of range, etc.) It goes with the above, relying on an order of events, but no finer conditions than that. If the order is broken, the macro halts.
    (1)

  6. #6
    Player
    Laraul's Avatar
    Join Date
    Nov 2011
    Posts
    902
    Character
    Laraul Lunacy
    World
    Hyperion
    Main Class
    Gladiator Lv 70
    The original statement about the Macro Policy for Final Fantasy XIV was in response to restoring /wait times w/ decimals instead of rounding up or down, as it behaved like in the Beta versions. The explanation doesn't quite explain the reason why it was removed was seen as a benefit in the beta versions. The decision to remove it, like so many decisions, was done arbitrarily. My guess is that the dev team doesn't play the game that much, and for the most part underestimate players' intelligence.
    (0)

  7. #7
    Player
    Nurvus's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    61
    Character
    Damascea Unjou
    World
    Omega
    Main Class
    Dragoon Lv 74
    Macros that allow us to reduce the amount of Keybinds should not be considered against FFXIV Macro feature policy.
    It is still our decision to press the Macro button.

    In fact, SE is hypocritical in their "policy" because they gave us the /wait command, which DOES allow for automated actions.

    I would gladly give up the /wait command, in exchange for:
    1 - Letting Macros queue like normal actions.
    I use mouseover macros for healing, for example, and would be nice if I could queue the next cast while the current one is finishing.
    2 - Letting me choose simple, harmless conditions for targets (if mouseover target is enemy, cast Aero, but if it's friendly, cast Cure).
    None of the above are exploitative nor do they remove choice from the player.
    (0)

  8. #8
    Player
    Mikoko_Miko's Avatar
    Join Date
    Jun 2014
    Posts
    159
    Character
    Mikoko Miko
    World
    Ultima
    Main Class
    Culinarian Lv 100
    I tried to make macros for cycle of skills in current scheme. It requires three extra XHBs and four macros. XHB changes regardless of missed skill.

    XHB6
    /ac "Heavy Swing" <t>
    /chotbar copy current 7 current 1

    XHB7
    /chotbar copy current 8 current 1
    /ac "Skull Sunder" <t>

    XHB8
    /chotbar copy current 6 current 1
    /ac "Butchers Block" <t>

    XHB6, 7, 8
    /chotbar copy current 6 current 1
    /nexttarget

    As for queueing, I use the following <mo> macro. It works even if I use it about 0.4sec before GCD. I must hold a mouse a while, though.
    /merror off
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /ac "Cure" <mo>
    /micon "Cure"

    Quote Originally Posted by Nurvus View Post
    (if mouseover target is enemy, cast Aero, but if it's friendly, cast Cure).
    I suppose that the next macro works.
    /ac "Aero" <mo>
    /ac "Cure" <mo>
    (1)

  9. #9
    Player
    Nurvus's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    61
    Character
    Damascea Unjou
    World
    Omega
    Main Class
    Dragoon Lv 74
    Quote Originally Posted by Mikoko_Miko View Post
    I suppose that the next macro works.
    /ac "Aero" <mo>
    /ac "Cure" <mo>
    Yes, but for example, in WoW, even the icon changes dynamically according to macro conditions.
    In the above example, the icon would change depending on whether I'm mousing over an enemy or an ally, or none at all.

    In FFXIV almost every "solution" involves bruteforcing your way through action spam, as the game tries to cast both but only manages one.
    Same with your "queue" Macro.
    All you're doing is spamming countless actions and one of them should eventually go through.

    What if your macro is meant to heal mouseover, but if none is available, behave normally?
    /ac "Cure" <mo>
    /ac "Cure"
    In this case, your macro wouldn't work.
    It's a pointless restriction that shouldn't exist to begin with.
    (0)
    Last edited by Nurvus; 12-20-2015 at 03:16 AM.

  10. #10
    Player
    Laraul's Avatar
    Join Date
    Nov 2011
    Posts
    902
    Character
    Laraul Lunacy
    World
    Hyperion
    Main Class
    Gladiator Lv 70
    Macros execute one line per frame. So at 30 fps, it will execute the 15th lines 0.5 seconds after the macro is pressed.

    I setup combo macros so the first action will create two difference paths ...
    This Dark Knight macro goes into the RAU slot on crosshotbars1 & 2.
    /macroicon Syphon Strike
    /macroerror
    /action Syphon Strike <le>
    /macrolock
    /crosshotbar set Delirium 1 RAD
    /crosshotbar set Souleater 1 RAL
    To reset the slots, the first action in the combo is a macro which the RAR slots on 1 & 2.
    /macroicon Hard Slash
    /macroerror
    /action Hard Slash <le>
    /macrolock
    /crosshotbar set Spinning Slash 1 RAD
    /crosshotbar set Power Slash 1 RAL
    So when I perform the actions.. it goes...
    TO

    Still Macros are still far too limited, and poorly planned and thought out. Many actions aren't available thanks to level-sync... yet they still end up wasting space on your hotbar. Other actions aren't available unless certain conditions are met, yet they too are always visible. Idiotic, is what it is. No doubt the UI dev teams never bothered playing WoW. Hiroshi Minagawa doesn't really seem to have a clue when it comes to macros or hotbars or actions or anything that you'd expect the head of UI development would have a grasp of. His treatment of macros, removing key functionality w/o reasons likely fueled by a personal bias against macros and there purpose. I've lost all faith in the man. Only thing he's good at is coming up w/ elaborate excuses why things can't be improved. (Okay that's a little harsh. But seriously, what's it gonna take to get this guy to do something?)
    (2)
    Last edited by Laraul; 01-15-2016 at 11:17 AM.

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