OverlordOutpost Posted May 7, 2015 Share #26 Posted May 7, 2015 I actually had to be badgered into using macros in WoW when we were pushing endgame content in order to maximize my Hunter DPS. I have no need (nor desire) to maximize in FFXIV, so I have no combat macros. That thankfully may never be a case, at present; Combat Macros for DPS purposes only lower your DPS because of delays and queuing. Link to comment
Darien Cadell Posted May 7, 2015 Share #27 Posted May 7, 2015 I have a macro for Eos, because she's so incredibly stupid I have to use her on Obey to prevent her from being stupid. Even with the macro, she ends up being stupid and not finishing it for whatever reasons she decides, but at least it's all on one hotkey I can mash. Everything else, I do manually. I have on occasion had macros for crafting, but they change so often, I just stopped. If it's important, I'll do it by hand. If it's not, I'll quicksynth or Steady Hand II/Rapid Synth. If it's a big deal, I'll head to google to find someone else's macro. Link to comment
Temmi Posted May 7, 2015 Share #28 Posted May 7, 2015 OTHER IMPORTANT NOTE! (Because I find it really important to say) Please for the love of all that is good (or bad if that's your style), DO NOT put your fancy text before your actions. Why? Because when one spams their macro hotkey/button/etc as one is wont to do, it floods the chat. Add a sound effect and I can promise there's a person who get horrible eye twitching from the following. I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING *thing actually happens now that the skill goes off* Alternatively, try a macro like this: /ac "thing" /party I JUST DID A THING Then, spam away. It won't actually go through until your skill does, AND you can get fancy text! I'm not entirely sure that this is accurate. My CC macros look like this: /micon "Repose" /mk off /action "Repose" /party "Repose" on ! /wait 1 /mk bind1 The shoutout goes through to my party as soon as I press the button, even though the shoutout is after the command text. I tend to be pretty precise with my skill-usage, so I rarely spam party chat, but it has happened. Not sure how your example is different than mine, though. I didn't show an improper macro. The offending one that'd create my example would be: /party I JUST DID A THING /ac "thing" In the above, spamming the button does the text before the action. ...so if the action isn't ready, it will only do the text, and nothing else. It's particularly with trigger-happy button-mashers (like me), which is why I don't really macro anything that will end up in a text box. I think I'm still confused. The offensive macro you posted and mine are the same, functionally. If you mash either button for either of these macros, the text will go off in party chat regardless of if the ability is off CD or not. Are you just saying that people should be more precise with their macros that also include text, or are you saying that macros that include text should simply not be used? Link to comment
Gegenji Posted May 7, 2015 Share #29 Posted May 7, 2015 OTHER IMPORTANT NOTE! (Because I find it really important to say) Please for the love of all that is good (or bad if that's your style), DO NOT put your fancy text before your actions. Why? Because when one spams their macro hotkey/button/etc as one is wont to do, it floods the chat. Add a sound effect and I can promise there's a person who get horrible eye twitching from the following. I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING I JUST DID A THING *thing actually happens now that the skill goes off* Alternatively, try a macro like this: /ac "thing" /party I JUST DID A THING Then, spam away. It won't actually go through until your skill does, AND you can get fancy text! I'm not entirely sure that this is accurate. My CC macros look like this: /micon "Repose" /mk off /action "Repose" /party "Repose" on ! /wait 1 /mk bind1 The shoutout goes through to my party as soon as I press the button, even though the shoutout is after the command text. I tend to be pretty precise with my skill-usage, so I rarely spam party chat, but it has happened. Not sure how your example is different than mine, though. I didn't show an improper macro. The offending one that'd create my example would be: /party I JUST DID A THING /ac "thing" In the above, spamming the button does the text before the action. ...so if the action isn't ready, it will only do the text, and nothing else. It's particularly with trigger-happy button-mashers (like me), which is why I don't really macro anything that will end up in a text box. I think I'm still confused. The offensive macro you posted and mine are the same, functionally. If you mash either button for either of these macros, the text will go off in party chat regardless of if the ability is off CD or not. Are you just saying that people should be more precise with their macros that also include text, or are you saying that macros that include text should simply not be used? I think the implication is that it is good for people using macros with text like how both of you presented it - with the text AFTER the action and not before. That way, the text won't appear until the action completes successfully, avoiding a wall of text if you're mashing that Swiftcast/Rez macro to get it off as soon as it's off cooldown. Link to comment
Temmi Posted May 7, 2015 Share #30 Posted May 7, 2015 -snip- I think the implication is that it is good for people using macros with text like how both of you presented it - with the text AFTER the action and not before. That way, the text won't appear until the action completes successfully, avoiding a wall of text if you're mashing that Swiftcast/Rez macro to get it off as soon as it's off cooldown. But that's not true. In my macro, with the text coming after the command, it still displays the text regardless of whether my action goes off or not. In a recent dungeon, I was being glomped by particularly friendly mobs and tried to sleep them. In my haste, I did double tap my Repose macro within about a half-second, and despite Repose only triggering once, my alert text happened twice. Would putting in a /wait before the text remove this issue? Hmm... will be testing a bit when I get in game. Link to comment
Unnamed Mercenary Posted May 7, 2015 Share #31 Posted May 7, 2015 -snip- I think the implication is that it is good for people using macros with text like how both of you presented it - with the text AFTER the action and not before. That way, the text won't appear until the action completes successfully, avoiding a wall of text if you're mashing that Swiftcast/Rez macro to get it off as soon as it's off cooldown. But that's not true. In my macro, with the text coming after the command, it still displays the text regardless of whether my action goes off or not. In a recent dungeon, I was being glomped by particularly friendly mobs and tried to sleep them. In my haste, I did double tap my Repose macro within about a half-second, and despite Repose only triggering once, my alert text happened twice. Would putting in a /wait before the text remove this issue? Hmm... will be testing a bit when I get in game. As a test, change /party to /echo or something. Now, use the cooldown ability without the macro, or just get it going and advnace your chat log. Just as the ability is about to be available again (say.....5 seconds until read) mash that macro key as fast and hard as you can, as if your life depends on it. Like "OH SHIT I'M DYING AND REALLY NEED THIS HALLOWED GROUND TO GO OFF OR I'M DEAD!!!!!1!!1ONE" fast. Lemme know which one spams your text box more. Filler text before or after. Edit (because it might help): This method of play isn't to be "considerate" or "accurate". It's mashing buttons like you're trying to kill your contorller/keyboard. It's not a "oh, perhaps my skill is ready!" *presses button once* "No? OK, maybe now!" *presses button again, gently* "Hmm....oh! I see! It needs another half second. OK! /Now/ it's ready~!" *presses button* I'll uh...save us from the word vomit I'd use if I typed out what I'm screaming while dying, trying to pop all my cooldowns to survive. (Only to watch Franz die on the screen) Link to comment
Temmi Posted May 8, 2015 Share #32 Posted May 8, 2015 The mental images of all kinds of crazy party messages and ascii macros flying around as your big Highlander dies just really amuses me. Thanks for that. I'll test with the echo when I can get online. As an aside, is there a way to make it so that you only call out a party alert if the skill goes out? Link to comment
Unnamed Mercenary Posted May 8, 2015 Share #33 Posted May 8, 2015 The mental images of all kinds of crazy party messages and ascii macros flying around as your big Highlander dies just really amuses me. Thanks for that. I'll test with the echo when I can get online. As an aside, is there a way to make it so that you only call out a party alert if the skill goes out? I wish there was a way to do conditional macros. You have no idea. ...but that'd be more like programming than making a macro, which could present an "unfair advantage" to players who macro. But if we could make something like if ( [skill].ready ){ /ac skill /p "skill used!" } else if ( [skill].cooldown /e Your skill's almost ready. It has skill.cooldown seconds left else /e [skill] has a long cooldown left I would be ecstatic. But this would require the macro system to be be much more complex than needed. Lucky for at least my own mental health, I don't see a lot of the giant ascii macros being used in a spammy fashion. (I can only think of a couple times, and they were either limit breaks or wipe messages). ...It's only the sound effect "Just used provoke " or "SKILLNAME Just Used It. " style ones I'll see often. (Well, more like hear. I can always hide the chatbox if needed) Link to comment
allgivenover Posted May 8, 2015 Share #34 Posted May 8, 2015 At that point we are implementing a scripting language with object oriented capability. Bla bla ps3 limitations phrased as something that doesn't directly vilify the ps3. Also we don't need that many lines. Just tell us exactly how much time is left on the cooldown. if([skill].coolDown > 0){ /e [skill] ready in [skill].coolDown seconds. Oh.. if only. This is why I loved XII so much. It was basically scripting built into the battle system. Link to comment
Unnamed Mercenary Posted May 8, 2015 Share #35 Posted May 8, 2015 At that point we are implementing a scripting language with object oriented capability. Bla bla ps3 limitations phrased as something that doesn't directly vilify the ps3. Also we don't need that many lines. Just tell us exactly how much time is left on the cooldown. if([skill].coolDown > 0){ /e [skill] ready in [skill].coolDown seconds. Oh.. if only. This is why I loved XII so much. It was basically scripting built into the battle system. I thought we have a command in this game to give the time left on a cooldown. Let me poke through commands. I'll edit/update if I find it. ...and yeah, it's be object-oriented-ish in my example. I'd say it'd work great client-side, but with latency aka squeenix lag, it'd probably miserably fail. edit: this was fast. /recast “action name” - Displays time remaining until the specified action can be used again. So they've definitely got a system strong enough to look up the information. Evaluation and conditionals would probably stretch it though. Link to comment
allgivenover Posted May 8, 2015 Share #36 Posted May 8, 2015 At that point we are implementing a scripting language with object oriented capability. Bla bla ps3 limitations phrased as something that doesn't directly vilify the ps3. Also we don't need that many lines. Just tell us exactly how much time is left on the cooldown. if([skill].coolDown > 0){ /e [skill] ready in [skill].coolDown seconds. Oh.. if only. This is why I loved XII so much. It was basically scripting built into the battle system. I thought we have a command in this game to give the time left on a cooldown. Let me poke through commands. I'll edit/update if I find it. ...and yeah, it's be object-oriented-ish in my example. I'd say it'd work great client-side, but with latency aka squeenix lag, it'd probably miserably fail. Considering the by design positional update lag is so the PS3 can even run this game, at least I think so, yeah it couldn't handle this properly. Link to comment
Unnamed Mercenary Posted May 8, 2015 Share #37 Posted May 8, 2015 At that point we are implementing a scripting language with object oriented capability. Bla bla ps3 limitations phrased as something that doesn't directly vilify the ps3. Also we don't need that many lines. Just tell us exactly how much time is left on the cooldown. if([skill].coolDown > 0){ /e [skill] ready in [skill].coolDown seconds. Oh.. if only. This is why I loved XII so much. It was basically scripting built into the battle system. I thought we have a command in this game to give the time left on a cooldown. Let me poke through commands. I'll edit/update if I find it. ...and yeah, it's be object-oriented-ish in my example. I'd say it'd work great client-side, but with latency aka squeenix lag, it'd probably miserably fail. Considering the by design positional update lag is so the PS3 can even run this game, at least I think so, yeah it couldn't handle this properly. The crappy positioning is likely to reduce server-side laod/bandwidth in my opinion. ...much lighter on a server if it doesn't need constant connections. ...the issue of course, is that if there's a network hiccup or if the server gets overloaded.....well, we see it often. Sending 0 and Receiving 0. Link to comment
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now