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Tractor and Zoning Follow

#1 Aug 01 2013 at 4:15 PM Rating: Good
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Akihiko Matsui wrote:

Matsui here.

Sorry to keep you all waiting. This is a response in regards to the request to make it so Tractor does not involve an area change.

To start with the conclusion, it is difficult to change the specifications of core aspects.

Specifically, as a result of testing, we found multiple bugs cropping up. Additionally, the affected scope of changing these specs is large, and the problem is that it is so large that it is difficult to accurately estimate testing costs.

With that said though, we've been considering if we can make this happen by limiting the testing scope, for example making it so Tractor does not involve an area change during Wildskeeper Reives only, and we've decided to continue our discussions and testing.

As the testing volume for the August 6th version update and the end of August version update is very large, this won't be possible right away; however, we are aiming to get this done for the version update to follow.

To start out we are first exploring whether we can make what we are thinking about happen or not, so once I have some information I will be sure to make a follow-up post. Thank you.

http://forum.square-enix.com/ffxi/threads/36225-Tractor-and-Zoning?p=461101#post461101
#2 Aug 01 2013 at 4:41 PM Rating: Good
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...........what is so damned difficult? They already have the ability to re-position you within a zone without zoning (i.e. confluxes). Why is changing Tractor to do the same thing but have a variable X,Y,Z positional component being based on the caster so difficult? They've proven that they can do it before.

Tractor's built into the code so deep you can unravel your spaghetti? Then here's a great solution: REPLACE THE SPELL WITH A NEW ONE.

I swear with the excuses I've seen from the team (and most are excuses, not reasons) it's like you ask them "What's 2 + 2?" and they immediately huddle into a team to start discussing and throwing around any calculus or trig theorems they can think of to solve the problem.

It's like the concept of K.I.S.S. is completely alien over there. Bizarre.
#3 Aug 01 2013 at 5:34 PM Rating: Default
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Considering how many people I've seen sliding around on the ground while dead, I'm really not convinced this sort of thing is as difficult as they imply.
#4 Aug 01 2013 at 5:36 PM Rating: Excellent
I can see both sides of this. Tractor is old, old code. Over a decade old. The confluxes are newer code, and I'd hope they are better spec'd out. Since he's referencing the specs of Tractor, I can only guess that whatever dev coded that back in the stone ages ascribed to "the code IS the documentation!" and forgot to list all the dependencies Tractor linked to.

They might have just tried a simple copy and paste from the flux code over to tractor,and the result was that when the player returned to the other side, they emerged as a level 1 WHM Tarutaru because the original dev thought it was a great anti-hacking measure. Smiley: lol
#5 Aug 01 2013 at 6:59 PM Rating: Good
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In this thread: it suddenly becomes more and more obvious why companies don't address questions directly, and instead stick to either vague answers or walls of silence.
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#6 Aug 01 2013 at 8:47 PM Rating: Good
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nice that they are at least looking at it.
#7 Aug 02 2013 at 7:48 AM Rating: Excellent
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This puzzles me because mobs have draw-in mechanics that don't require zoning. By default, Tractor has a default range, which should ideally have all pertinent area data in your memory so a 21 yalm jump shouldn't lead to any glitchiness. The presence of third-party tools indirectly supports this. I view confluxes as zoning because the brief black screen helps the game redraw your new location all pretty-like and they're all more the viewing range apart.
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#8 Aug 02 2013 at 9:06 AM Rating: Excellent
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Slightly different question from the tractor issue mentioned here but if you use a nexus cape to teleport to someone in the same area, does that effectively zone that person who is being teleported?

Nexus cape used in that way is a bit like being tractored... I think.

Sorry just asking as I may be doing CoP again for someone and that run up the mountain is a bit annoying and wondered if there was a way around it.

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#9 Aug 02 2013 at 9:25 AM Rating: Excellent
It does count as a zoning, even if it ends up being in the same zone.
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#10 Aug 02 2013 at 10:29 AM Rating: Good
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Yeah I thought so.
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#11 Aug 02 2013 at 12:12 PM Rating: Excellent
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Professor Shock Vlorsutes wrote:
It does count as a zoning, even if it ends up being in the same zone.


I found this out trying to do that quest that requires climbing the Tor before the KI breaks...
#12 Aug 02 2013 at 1:13 PM Rating: Excellent
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I suppose another easy way of testing this kind of thing is have bst summon a pet before using a nexus cape. :)
Having the KI break after fighting the NM would be a bit annoying.
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