

If I remember correctly, this was possible in alpha, but was later taken away from the game because macros are supposed to be an useful tool, but not something that will be better or preferable to actual player input.

I'd prefer it if /wait simply held the next action until a previous action completed, a la
/ac "Divine Seal" <me>
/wait
/ac "Cure III" <me>
That way we wouldn't have to guess at the number of seconds or fractional seconds required to meet the animation delay on "instant" skills, and we wouldn't lose time or efficiency when Selene is out (hasting our abilities).
This is pretty much the best solution. If you lag just a little bit in a crafting macro, it'll miss a step and then you'll fail your craft. It'd be best if instead of /ac there was a single command that waited until the skill was available to use, then used it.I'd prefer it if /wait simply held the next action until a previous action completed, a la
/ac "Divine Seal" <me>
/wait
/ac "Cure III" <me>
That way we wouldn't have to guess at the number of seconds or fractional seconds required to meet the animation delay on "instant" skills, and we wouldn't lose time or efficiency when Selene is out (hasting our abilities).
However, I realised that if I'm on macro, and if my FF lags, my macro lags as well.
0.4s simply doesn't work at all. It defaults to 0s while 0.5s defaults to 1s.
Last edited by wizzed; 01-13-2014 at 09:39 AM.

Fractional seconds worked in Beta, but they took them out stating that they did not want Macros to give players who used them too great of an edge such that all players would feel pressured to make Macros.I'd prefer it if /wait simply held the next action until a previous action completed, a la
/ac "Divine Seal" <me>
/wait
/ac "Cure III" <me>
That way we wouldn't have to guess at the number of seconds or fractional seconds required to meet the animation delay on "instant" skills, and we wouldn't lose time or efficiency when Selene is out (hasting our abilities).
/wait times are now rounded to the nearest whole number.


And that is also why there won't be a "wait until previous action is complete" command - it would create the exact same issue.
I'm looking forward to not having to waste lines on /wait for crafting. Hitting 5,3,4,7,7,7,8,-,1 (my standard rotation) for those 40 durability recipes is pretty mindless and *just* too long for macros as they are now.
How would that give players that use Macros an advantage. It's in the game for everyone to use . Its not like macros are external tool like parser. There even a guide for it in game.
Thats like saying get rid of crafting classes because it provides a unfair advantage to people who took the time to level them, or lets get rid of chocobos becauase its unfair to those people who didnt take the time to do the quest.
that's a bad excuse . It only takes 5 mins to learn how to use them.

I don't think it would give players of the same job unfair advantages since they are there for everyone to use. However, if say, a Warrior made a two combo macro (BB and SP), he could alt-tab and check the scores of last night's game whereas a MNK or DRG still has to worry about positioning. So in that case, it would be an unfair advantage given to the Warrior. I'm sure that can play out in several different cases. Just seems better to make people have to actually try to play, rather than press a button and watch your character do a bunch of shit in a fight. Can't imagine that would be much fun.

How about you guys allow decimals since your game has a, y'know, 2.5 second global cooldown?
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