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  1. #1
    Player
    OJtheLIONKing's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    245
    Character
    Ojay Lionking
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I agree with how everyone says the implementation should be (or I should say, it should also be an option, the hotkey idea isn't inherently bad and some people might prefer it). However, you guys have probably been around long enough to know the reason they haven't implemented that design is very likely to be an engine or server issue. Hopefully they can put this in with 2.0.

    I seriously wonder how many at the dev team though the engine was fine and dandy the way it was, though. Seems to be a nightmare to work with, and apparently just makes it harder on both devs and players to actually get anything done.
    (2)

  2. #2
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    Nov 2011
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    Quote Originally Posted by OJtheLIONKing View Post
    I agree with how everyone says the implementation should be (or I should say, it should also be an option, the hotkey idea isn't inherently bad and some people might prefer it). However, you guys have probably been around long enough to know the reason they haven't implemented that design is very likely to be an engine or server issue. Hopefully they can put this in with 2.0.

    I seriously wonder how many at the dev team though the engine was fine and dandy the way it was, though. Seems to be a nightmare to work with, and apparently just makes it harder on both devs and players to actually get anything done.
    I personally think that switching linkshells is necessary for game comminication. Instead of multi-tasking through linkshells it forces a person to actually stay in single LS. Yes, switching LS should be easier but I don't think multi-speak should be an option. Thats why other games generally have "Alliance guilds" where groups partner up to merge social structures. These alliances are generally optional and ignored. The beauty of a LS system is each LS is its own social structure that you can change rapidly when you tire of one or the other.


    I feel sorry for the DEV teams. Oh my freaking god. So much expectation with so little time to complete it. That means a half created set of systems like ff13 was. On top of a whiny userbase that really has trippled since 2006. Since my experience with FF11 I've learned that what they give you is what you get. I would rather be able to play the game than worry about a game that I can't even play or minor features that should be gradually fixed over time.
    (1)
    Last edited by Verah; 04-07-2012 at 04:42 PM.

  3. #3
    Player
    Jinko's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by OJtheLIONKing View Post
    However, you guys have probably been around long enough to know the reason they haven't implemented that design is very likely to be an engine or server issue. Hopefully they can put this in with 2.0.
    Nah I've been around long enough to know that this is a half baked excuse similar to PS2 limitation.

    If its possibly to type /p hello it's completely possible to type /ls1 hello

    Quote Originally Posted by Alhanelem View Post
    wow, super hostility and immature behavior for the lose.

    What you're asking for is essentially what's being done- the "equipped" linkshell is the one you're sending a message to- so it's only a matter of pressing the hotkey for the linkshell to send a message to and sending it. Are people forgetting you can always hear any of your linkshells already? The fact is, SE's implementation is actually more efficient than your proposed one.

    The only real distinction here is that the icon over your head is going to change for a second.

    This implementation is still a drastic improvement, yet players apparently feel so entitled that they can shoot them down for coming up with it.

    *press hotkey*
    *enter message*
    *press hotkey*

    Total number of buttons pressed is actually lower than if you typed "/ls# chat message" by 2 buttons. On top of this, if you want to send multiple messages, that's even more keypresses saved:

    *hotkey for LS1*
    *chat message 1*
    *chat message 2*
    *chat message 3*
    *hotkey for LS2*
    *chat message 4*
    Total keypresses = 2 + number of letters in chat message

    /ls1 *chat message 1*
    /ls1 *chat message 2*
    /ls1 *chat message 3*
    /ls2 *chat message 4*
    Total keypresses = 16 + number of letters in chat message

    The more message you send to the same LS, the more efficient SE's method becomes.
    So explain to us how we can change LS during synthesis ?, it's not possible to use text commands or open macro windows during synthesis.

    A /ls1 <message> system would allow you to talk to whatever LS you wanted regardless of what you were doing, if you were stuck in a cutscene, had the gear/inventory window open or just crafting/gathering.

    Think before you start lashing out at everyone.

    Quote Originally Posted by Alhanelem View Post
    IMO that is a defect of crafting/gathering and not a defect of the proposed feature.

    Especially with the timer for crafting being removed, it makes a lot of sense for the system to be adjusted to allow for certain commands that can't currently be performed while it is in progress.
    Sorry but you clearly don't know what you are talking about, in the current version of FFXIV its impossible for the system to display two windows at once, including the displaying of macros whilst stuck in a window, whether that be the crafting window or any other menu or cutscene.

    This is a fundamental flaw with the game and can't be easily fixed until 2.0, but I don't believe for a minute that its impossible to recode a few lines to allow a player to directly talk between LS's as has been suggested.

    For example if I'm in a party and crafting I can still type /p <message> and it works.
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    Last edited by Jinko; 04-07-2012 at 08:27 PM.