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/eaction, whats the point?Follow

#1 Oct 24 2010 at 5:13 PM Rating: Good
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Why do I need to have sets of equip action macros for each class I play?
Why doesn't each class automatically save what I was using?
Whats the point in having us manually make a bunch of ability equip macros, and trigger them after equipping the weapon? Does SE get some sort of satisfaction out of this? <_<
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#2 Oct 24 2010 at 5:18 PM Rating: Default
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ffxi was the same way make macros they even use the same buttons
#3 Oct 24 2010 at 5:31 PM Rating: Excellent
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I agree, it's a bit chaotic right now, and I get the feeling that they haven't actually gotten around to fix this part of the game yet due to massive amounts of other stuff to fix.

But when they do get to this I hope they are smart about it and implement profiles, both for actions and equipment. Each class should have their own profile for actions and a set of various equipment profiles that the player can set that stores which slots have equipped gear and which ones are empty, and it should remember last active one when activating the class. Each equipment profile should be stored on the server as well as the client, so when you do switch it, it just tells the server to set equipment profile #1 for example, and switches ALL gear in one swoop instead of one by one. And to top it of, we should be able to edit the profiles without actually having to activate them, just pop up a profile gear screen and start equip items, then save it.

Wishful thinking perhaps, but one can always hope. ^^
#4zoltanrs, Posted: Oct 24 2010 at 5:54 PM, Rating: Sub-Default, (Expand Post) All I heard was: "WAHH! Why do I have to press buttons and actually take a moment of time to do anything. I want this game to play itself. I am bad and this is confusing! SE should know what button I want to press too. FU SE!"
#5 Oct 24 2010 at 6:01 PM Rating: Good
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zoltanrs wrote:

All I heard was: "WAHH! Why do I have to press buttons and actually take a moment of time to do anything. I want this game to play itself. I am bad and this is confusing! SE should know what button I want to press too. FU SE!"


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#6 Oct 24 2010 at 7:35 PM Rating: Decent
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I'm pretty sure you can put all the equip commands into a single macro.

They probably didn't want to put in a class-specific memory for actions because think of how much more memory it would require to store your character. Right now you have the personalizations you made in character creator, the gear and items in your inventory, what you're wearing, the abilities you have up now, and your ranks (am I missing something?). Now I have no idea how much space is required per ability, but it'd have to include information to specify which ability it is and which slot you're putting it in. There are then 30 something? ability slots. So 30ish times however much storage is necessary per item, max. If they were to save that sort of information for every class you've played, then that's a maximum of 18 times 30ish times storage per item. It might just be a smaller file to store your macros, at the very least it'd be less connections to different files (you'd have to point to the class and to the ability files if you store abilities per class).

tl;dr: it's either (a) to save space or (b) to make character data less complex.

Besides, once you've made your macros, except to update them for new equipment or abilities, then they're set. You can use them whenever to switch.
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#7 Oct 24 2010 at 7:58 PM Rating: Decent
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MajidahSihaam wrote:
Why do I need to have sets of equip action macros for each class I play? Why doesn't each class automatically save what I was using? Whats the point in having us manually make a bunch of ability equip macros, and trigger them after equipping the weapon? Does SE get some sort of satisfaction out of this? <_<
I agree with you on every point. The game SHOULD remember the last actions you had equipped for a class. In fact, it should be easier to change classes than digging thru your inventory to find the corresponding items!

Sadly, the game is how it is. If you want to switch ability sets quickly you gotta use macros. I dislike it also but that's the mechanic we have to deal with atm. Sounds sh*tty but its clean.


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#8 Oct 24 2010 at 8:12 PM Rating: Decent
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MajidahSihaam wrote:
zoltanrs wrote:

All I heard was: "WAHH! Why do I have to press buttons and actually take a moment of time to do anything. I want this game to play itself. I am bad and this is confusing! SE should know what button I want to press too. FU SE!"


Reading isn't hard once you learn man, don't worry, you'll get good at it in no time.


No offense but it's fircking awsome to see diehard fanboi's flame other die hard fanboi's
#9 Oct 24 2010 at 8:44 PM Rating: Excellent
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Gadhelyn wrote:
I'm pretty sure you can put all the equip commands into a single macro.

They probably didn't want to put in a class-specific memory for actions because think of how much more memory it would require to store your character. Right now you have the personalizations you made in character creator, the gear and items in your inventory, what you're wearing, the abilities you have up now, and your ranks (am I missing something?). Now I have no idea how much space is required per ability, but it'd have to include information to specify which ability it is and which slot you're putting it in. There are then 30 something? ability slots. So 30ish times however much storage is necessary per item, max. If they were to save that sort of information for every class you've played, then that's a maximum of 18 times 30ish times storage per item. It might just be a smaller file to store your macros, at the very least it'd be less connections to different files (you'd have to point to the class and to the ability files if you store abilities per class).

tl;dr: it's either (a) to save space or (b) to make character data less complex.

Besides, once you've made your macros, except to update them for new equipment or abilities, then they're set. You can use them whenever to switch.


Unless they're doing some FUBAR'd programming, all it would really take is a 2D array of "shorts" (2 bytes) which is enough to store a number up to about 65,000. If they used "int" instead (4 bytes), the number could be as high as a little over 4 million. Map each number to an ability, then store the number in the correct array position. Even with the 720 slots required to store each slot for each class, you're looking at less than 3MB per character (plus 2 or 4 bytes onto whatever representation of an ability they use, for the mapping).

Nevermind that action bar mapping should be stored client side anyway (like macros already are).
#10 Oct 24 2010 at 8:47 PM Rating: Good
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MajidahSihaam wrote:
Does SE get some sort of satisfaction out of this? <_<


They certainly do; they undoubtedly do; there is no other reason for a game to be made like this.
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#11 Oct 24 2010 at 8:50 PM Rating: Good
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i think they purposefully left it the way it is and added the macro system for a reason; customizability. the macro system allows you set and fine tune your actions in a way that you want at the push of a button. it takes a moment to set the macro up, sure, but once thats done you dont have to worry about it ever again.

while it would nice i suppose, i dont think its necessary. i figure if anything, not having it done automatically avoids a lot of client/server requests each time somebody equips a weapon in a different class. leaving it all on the players end means it only happens when the player is absolutely sure it wants to happen.
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#12 Oct 24 2010 at 8:54 PM Rating: Good
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Gadhelyn wrote:
I'm pretty sure you can put all the equip commands into a single macro.
For a class under rank 10 or so, sure. After r20ish you will have to use at LEAST 2 macros to fully swap an ability set, as well as another 2 to clear all your abilities first to avoid the 'Equipping this action will exceed your available action points' error.

It's a cumbersome and tedious system to facilitate what should be an entertaining and fun class change system. Shame.


Edited, Oct 25th 2010 3:12am by Timorith
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#13 Oct 24 2010 at 9:10 PM Rating: Good
As someone who never played FFXI and is only now getting used to macros, it's rather convenient to use /eaction especially if you want to shunt, say, your Heavy Strike to Action slot 3 so you can have Pummel in slot 1, allowing you to spam 3-4 normal attacks (depending on what you have + purchased from guilds :)
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#14 Oct 24 2010 at 9:25 PM Rating: Good
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For the record, SE has some of the ********* net coding and database management skills that I've ever had the mispleasure of dealing with.

There is very little that needs to be saved to a server. Name, items, experience, XYZ location of map A. You don't even need the skill sets saved server side. You can make a handy text file on the clients' PC. The text file can be scripted so that outside of the game you can actually enter in your binds before going back in game. I know they can do this, because thats how they did XI.

Again, Redundancy is killing this game. Both in what you can and cannot see. So much they should just make purely client side that they haven't.
#15 Oct 24 2010 at 9:33 PM Rating: Good
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This system allows for more flexibility. You can have a different set of abilities for soloing (where you're gonna want Cure and a couple of buffs available) and for party play (provoke, etc.)

It's a little cumbersome with the 10-command limit, though.
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