Clearly they feel the same way, cause it's been a problem from day one and they've given zero *** about it.
Even so far as saying they'll fix it, and then doing exactly; not that.
November 2024 Version Update |
||
November 2024 Version Update
Clearly they feel the same way, cause it's been a problem from day one and they've given zero *** about it.
Even so far as saying they'll fix it, and then doing exactly; not that. People "figuring the game out" arent supertanking multiple mobs that can kill them quicker than Eiryl dies on the first floor in Sheol A. Putting their weapon away for 1 second wont get them killed.
Offline
Posts: 2535
More just a general annoyance than anything, I like AT when its just a bunch of melee mobs and im the only one dealing with them, everywhere else its kept off for the aforementioned scenarios, a toggle to make it proximity based shouldnt be that large a hurdle
Like they only need a config option that says lowest HP or closest. Already way better than we have it now. We would all pick closest. If someone hates the new system, the old one is still there.
Both options depend on your positioning your character so the target options are in your LoS. Obviously a more robust system that worked correctly would be ideal. If I were designing it, and I wanted to satisfy you bunch of apes, I would add a command that lets you select your next auto-target based on name or id. Then, you can make a <stnpc> macro to manually pick what you want most before your current mob dies. Or, someone can make an addon that does exactly what you want.
It's low-effort to implement (one command that stores one variable on server and checks it before the current logic). It includes vanilla players appropriately. Addons meet every criteria that the nitpickers could dream up. Done. Offline
Posts: 1138
_addon.name = 'Manual'
_addon.version = '1.1' _addon.author = 'Thorny (Shiva)' I will help you test that, my gorilla. I think I understand what this is really about though. 'Poorly designed AT' is cope for people who boff their TP on mobs that are out of range. That and/or they lack the frame perfect execution to beat JA0, so they're forced to leave it on. How about we just remove the TP penalty and call it good? I feel like none of the other beef is filling and the time would really be better spent on any of the things listed in the recent survey. That would be enough to placate most. Lost tp out of range was also something they promised to fix. And didn't.
It's a band-aid on an amputation though. It doesn't cover the whole problem. People min/max 1 dps. Manually retargetting and/or disengaging is a huge dps loss. It's not that hard to see that it's a desired fix. (yes fix, not alteration, because it's improper function) Offline
It's a relic of the time when fights took 10+ min and fighting more than one mob at a time was a death sentence.
The game got faster, but targetting and engaging hasn't. As a result, the gameplay suffers. There is an addon called AutoTargetAssist that attempts to fix this, but it's not instant like the built in auto-target, it basically re-engages on a new target quicker than doing it manually. Seun said: » I will help you test that, my gorilla. Seun said: » they lack the frame perfect execution to beat JA0, so they're forced to leave it on. Seun said: » How about we just remove the TP penalty and call it good? I feel like none of the other beef is filling My proposed system would allow addons (like AutoTargetAssist) to actually work correctly and keep your weapon delay and engage window up. Any solely client side system does not reliably accomplish that. You can avoid dropping tp by having a distance check in your luas. The first one goes anywhere in the lua, you just need to define target_distance. I believe that number changes based on your race and maybe even your model size. 3.5 works for small elvaan (f). You can fiddle with it with things like urganites that don't move and figure out your number pretty easily.
Code function user_setup() target_distance = 3.5 -- Set Racial Distance Here -- end Then you just call it during pretarget. This way if the mob is small or huge, it will still know that you're in the right area to not drop tp. I saw a version of this that worked very poorly against large mob types in other people's luas. Code function job_pretarget(spell, action, spellMap, eventArgs) if spell.type == "WeaponSkill" and spell.target.distance > (target_distance + spell.target.model_size) then -- Cancel WS If You Are Out Of Range -- eventArgs.cancel=true add_to_chat(123, spell.name..' Canceled: [Out of Range]') return end end It still won't save your tp if your mob is actively being aggressively yanked around by a healer/tank or if the instance is super laggy but otherwise it works pretty well. Wont that *** up on larger targets like Mireu or whatever unless you are all up in their business?
No, again:
Quote: This way if the mob is small or huge, it will still know that you're in the right area to not drop tp. I saw a version of this that worked very poorly against large mob types in other people's luas. that's what spell.target.model_size does in the statement. Without it, you get the janky problems with large mobs. |
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|