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Little AnnoyancesFollow

#127 May 12 2014 at 2:42 PM Rating: Excellent
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On the category of small stupid annoyances...

Why can't the armoire just repair my stuff? Storing things in the armoire requires the things to be at full durability, probably because of the way the item is being stored on the backend. The repair guy is literally 1 foot from the door. Why not just charge me to repair the thing when I put it in the armoire? Why do I have to go outside, sit through a loading screen, talk to the npc, cycle through all the submenus repairing gear, go back to the door, go back through another loading screen, and THEN put the stupid thing in the armoire?

It's small. It's stupid. But it's annoying.

Oh and I'm back.
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#128 May 13 2014 at 7:26 AM Rating: Good
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Quote:
Storing things in the armoire requires the things to be at full durability,


So THAT's why I could not get the Armoire to accept any of my gear. Blah. I need to store some of the pages and pages of junk I have in it, as my armory chest is getting kinda full these days.
#129 May 13 2014 at 10:00 AM Rating: Decent
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There's only certain items that can be kept in it though. Event items and job specific equipment iirc.
#130 May 13 2014 at 11:01 AM Rating: Decent
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Adzieboy wrote:
There's only certain items that can be kept in it though. Event items and job specific equipment iirc.


Event (prior update, new stuff rarely storeable off the bat)
Special Items (e.g Dalamud Horn, Bomb/Cactaur earrings etc)
AF1 items
Seasonal items etc

So it is fairly limited.
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#131 May 13 2014 at 11:49 AM Rating: Good
Catwho wrote:
I still fork out the $$$ to the NPC because I can't be ***** to carry around the required catalysts or to switch classes, especially if I'm about to head into a fight. SE did this deliberately as a steady minor gil sink since transit costs can be cut down to nothing if you are not in a hurry.

I just top up my gear every time I'm near a Mender. That way it's only a couple of hundred at a time and it doesn't feel like much. And I always log out in the FC house, so I do it then and start fresh every time I log back in.
#132 May 16 2014 at 7:48 PM Rating: Decent
*Raining when I'm crafting in the city. If this was real I would have ruined my stuff.

*Trying to hit that sync button fast to get in the last second of a fate before it closes. With a mouse. On a bucket just out of reach. When I'm on PS3. Usually spilling my drink, myself, and my cat off my couch.

*People saying cruel things to less experienced players.

*Forums that show you've edited.




.

Edited, May 16th 2014 9:52pm by Jemcrystaline
#133 May 17 2014 at 2:50 PM Rating: Good
That little bit the camera moves when you summon/dismiss your retainer. I'm all ready to click it to summon the other one, then it moves on me.
#134 May 17 2014 at 5:59 PM Rating: Good
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I hate how you can't right-click an equipment slot on the character sheet to equip something in your inventory.

I'll craft an item, and it'll appear in my inventory and then I'll open my character screen and click on the slot it goes in, and it automatically opens the Armory Chest... but there's no "Go to Inventory" button.

Then I have to close that, open the inventory, then drag the item from my inventory to the character sheet and *then* save the new setup.

Also...

The Market Board automatically places every piece of equipment in the equipment chest, regardless of why exactly you were buying it (GC turn-ins, etc). I haven't done it yet, but I imagine I'd hate the day I accidentally turned in one of my tools, weapons, or armor because it was the same kind that I was already using because of this.
#135 May 17 2014 at 6:14 PM Rating: Good
I think if you right click an item in inventory and you can wear it, you get the option to equip.
#136 May 18 2014 at 10:18 AM Rating: Decent
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FATEs where instead of the mobs all immediately disappearing once it's won, they retreat and fly off... for miles... taking forever to disappear... with you still on their aggro lists, preventing you from changing job or getting on your mount.

I get that sometimes they want to portray a sort of "enemy has been thoroughly beaten so now they are retreating" sense, but would it kill them to change all the FATE enemies into npcs once the FATE is won (into a green name/target, kinda like what they made the Manor Sentry in Haukke HM do after you beat him up enough) so that it clears all players off aggro lists?

Edited, May 18th 2014 12:21pm by Fynlar
#137 May 18 2014 at 11:19 AM Rating: Decent
Fynlar wrote:
FATEs where instead of the mobs all immediately disappearing once it's won, they retreat and fly off... for miles... taking forever to disappear... with you still on their aggro lists, preventing you from changing job or getting on your mount.

I get that sometimes they want to portray a sort of "enemy has been thoroughly beaten so now they are retreating" sense, but would it kill them to change all the FATE enemies into npcs once the FATE is won (into a green name/target, kinda like what they made the Manor Sentry in Haukke HM do after you beat him up enough) so that it clears all players off aggro lists?

Edited, May 18th 2014 12:21pm by Fynlar


Lol. I can't tell if I hate this for find it hilarious. Those Limsa sheep omg they go a long ways!
#138 May 18 2014 at 10:29 PM Rating: Excellent
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Fynlar wrote:
FATEs where instead of the mobs all immediately disappearing once it's won, they retreat and fly off... for miles... taking forever to disappear... with you still on their aggro lists, preventing you from changing job or getting on your mount.

I get that sometimes they want to portray a sort of "enemy has been thoroughly beaten so now they are retreating" sense, but would it kill them to change all the FATE enemies into npcs once the FATE is won (into a green name/target, kinda like what they made the Manor Sentry in Haukke HM do after you beat him up enough) so that it clears all players off aggro lists?

Edited, May 18th 2014 12:21pm by Fynlar


Or they could just act like mobs do when you break their "leash" -- they suddenly forget about you, you're removed from their aggro list and you're removed from combat with them. But for some reason, FATE mobs have such a ridiculously long "Leash" on them (much further than normal mobs) despite that tiny little FATE area.

Oh, and that brings me to something else I really stinking hate:

Some FATEs have ridiculously small areas. You go in, Level Sync, and start fighting. A mob telegraphs a move, you step out of it and... *Bleep Blip* ..... your Level Sync wears off and the mob you were fighting resets. This especially sucks when it is one of those Miniboss FATEs; if you were trying to solo it, you instantly lose all progress.

Seriously?

Why are some of those FATE areas so damn small!?

Like... that one in Eastern Thanalan, that Gigantoad FATE in that pond near where you fight the mages in the Main Quest if you started with Ul'dah. There's almost no room to dodge his stomp attacks whatsoever without resetting the damn thing.
#139 May 24 2014 at 1:50 AM Rating: Excellent
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I wish there was a way to hide a quest in the duty list. Sometimes I want to keep a quest in my log without doing it. I wish I could hide that one quest without disabling the entire duty list. I want to be able to see leves and dailies and FATEs and stuff without also having that partially completed relic I don't care much about staring me in the face 24/7.
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#140 May 24 2014 at 1:54 AM Rating: Decent
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I also sometimes wonder just what the devs were thinking when designing some quests. Like that kobold daily where you have to get to point B in X time and getting hit lowers the time. Who's bright idea was it to put the end point right on top of the almost constantly active CT FATE? Did no one actually play test that quest before it went live?
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75 Rabbit/75 Sheep/75 Coeurl/75 Eft/75 Raptor/75 Hippogryph/75 Puk
75 Scorpion/75 Wamoura/75 Pixie/75 Peiste/64 Sabotender
51 Bird/41 Mandragora/40 Bee/37 Crawler/37 Bat

Items no one cares about: O
Missions no one cares about: O
Crafts no one cares about: O
#141 May 24 2014 at 7:17 AM Rating: Decent
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Karlina wrote:
I also sometimes wonder just what the devs were thinking when designing some quests. Like that kobold daily where you have to get to point B in X time and getting hit lowers the time. Who's bright idea was it to put the end point right on top of the almost constantly active CT FATE? Did no one actually play test that quest before it went live?


They did play test it, the problem is the changes they made due to people ******** makes it a "conflict" as it's a server by server basis. CT fates respawn quicker in general but they aren't constantly up, so the end point is perfectly fine.

That's the problem with quest based grinds though, eventually you'll run into issues like this since there's only so much they can do when they won't introduce new areas.

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