They should just give some intern that part of the code. We don't need a complete overhaul, but being able to kick inactive members is a must.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]


LSMES
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Hero of Carpe Diem Linkshell
http://hero.guildwork.com/
always looking for good people.
I'm with Crim on this one.
Let's be skeptical, lets presume the engine has been coded so terribly in the first place, that for instance, for player A to interact with player B they need to be in the same zoned area.
So perhaps the command might look like this presently.
PlayerA has to send this message to PlayerB
[playerB breakPearlForLinkshell:linkshellNameID];
And, if playerA doesn't have access to a pointer for playerB then it can't send that message.
However, there is no reason why commands should be sent from player to player, surely all commands are sent to the servers, and thusly the servers back down to the players.
So, in reality, it should be more something like...
[server breakPearllayerID ForLinkshell:linkshellID];
the player would then receive a message from the server
[self breakPearlForLinkshell:linkshellID];
Simples?
What if that player is logged off? :O, well, then the pearl should be set as a flag in the players userdata and then be broken when he logs in.
However. /pcmd add "player name" works across zones. You can practically invite people from anywhere.
Bad excuses for not remedying the linkshell kick/remove and atleast a MOTD litterally 8-10 months ago, are unacceptable.


i'm ok with the first 2 but the others that is just how u manage your ls don't need that in game u can do that on a web page


i see a lot of people downplay what LS management shouldbbe like. heres what the competition has,
http://www.youtube.com/watch?v=8fVuohgoHX8


Thats very nice but it works there because they actually lvl the guild/ls, in here fo far we don't do that sort of stuf so is not really necessary and that can be leave outsidei see a lot of people downplay what LS management shouldbbe like. heres what the competition has,
http://www.youtube.com/watch?v=8fVuohgoHX8


your not thinking of the future though. Why we have now is not even close to good enough.
Im not sure how free companies are gonna work but they may be something like that.
It could be like this, I just don't see the connection to the user online status, since no character data is stored on player's PC (apart for the UI element postion, chat logs and macros).
That's why I half-seriously suggested it just calls the client's "retire" command without a prompt, that would explain the online requirement.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
It could be like this, I just don't see the connection to the user online status, since no character data is stored on player's PC (apart for the UI element postion, chat logs and macros).
That's why I half-seriously suggested it just calls the client's "retire" command without a prompt, that would explain the online requirement.
Maybe target user's data is not available unless target user is online.... that could be interesting.
When offline user data not stored on active server.
When online user data moved from inactive server to active server.
User data can now be manipulated a bit ^.^;;
Yes, I agree.. there are many areas for improvement here, and many things are questionable.
I also believe if it were simple fix they would do it. So it may be safe to believe it is not simple. Then just imagine how bad it could really be... then +1 it, and we may be there ^.^;;;;;
For me, I just want to be able to walk through Ul'dah and see people.... lately I can walk around all of Ul'Dah and not see a single person or NPC.. unless i stand and wait...
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layerID ForLinkshell:linkshellID];



