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.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 )
Last edited by Laraul; 12-15-2015 at 03:10 AM.
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.
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.
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