Quote Originally Posted by Tridus View Post
your post
Thanks for the very in depth reply.

I don't see why the state of the inventory must be constantly synced with the server. If it's closed, no syncing is necessary, if it's open, you can sync on action (which is low rate due to being human interaction) or even batch the changes (at risk of losing the batch in case of crashes). Also, as you mention, this stuff is done by transmitting the changes and not a full snapshot of the state.
Ok, it's from 1.0, but how on earth can a major software house that's been around since the 90s (at least and afaik) end up with issues of such a basic nature. It's literally programming 101. Then again, I've seen codebases where literally everything was handled via the equivalent of std::list, so maybe I should wonder why this kind of stuff still surprises me.

5. I think there's been a small misunderstanding. I'm not against emotes in dialogues, those do add to the immersion. What I am arguing is that there is no reason to block character movements while a moogle is waving his hand, turning around and walking into the sunset.
The example is one of many from the daily moogle tribe quest. After a month of doing them, I just skip the text, but I can't skip that 1-2 seconds pause of wait for the moogle emote script to end, even though my character is not doing any emote.

3. I updated the second post with an example of excessive double checking: teleportation. Excessive to ask for confirmation since you can stop the teleport cast anyway.