Entertainer Archive
Thread: My Favorite Recursive Macro Is In Peril?
Ikewe wrote:
Well you might be in for a bit of a surprise. There is now a delay in changing clothes if you are skill animating. It was initially announced as a delay in changing armor and weapons in combat but it also affects entertainer costume changes. Unless you add in a smoke bomb effect you will for a brief period be dancing in your underclothes rather than a colorful gown.
Ikewe, Master Dancer
Well my macro equips a new dress every 2 seconds and I am never seen in my undies. I've been doing this for the last 3 days (since i've been back) and havent had any trouble at all while either dancing or playing music. /shrug
TH - *Rennio and to everyone who is concerned about recursive macros, we are not going to remove the /ui macro commands. We are going to use a different method to encourage people to play "at the keyboard". Removing those basic abilities for players to use the GUI command would be a huge inconvenience and we dont want to do that.
Ikewe wrote:
Well you might be in for a bit of a surprise. There is now a delay in changing clothes if you are skill animating. It was initially announced as a delay in changing armor and weapons in combat but it also affects entertainer costume changes. Unless you add in a smoke bomb effect you will for a brief period be dancing in your underclothes rather than a colorful gown.
Ikewe, Master Dancer
There is no delay on clothing changes that I've noticed, either on live servers or on TC. Armor and weapons changes are going through the combat queue, clothing items are not. I have severalquick-change hotkeys using multiple garments in each, and none of my testing has resulted in delays. Just be careful that your outfits don't contain more than one item that's classified as armor, and there should be no problems.
That said... if someone is having clothing changes go through the combat queue resulting in delays, could you provide specific information about whatgarments are experiencing delays so that I can do some further testing on these things?
There is no delay on clothing changes that I've noticed, either on live servers or on TC. Armor and weapons changes are going through the combat queue, clothing items are not. I have severalquick-change hotkeys using multiple garments in each, and none of my testing has resulted in delays. Just be careful that your outfits don't contain more than one item that's classified as armor, and there should be no problems.
That said... if someone is having clothing changes go through the combat queue resulting in delays, could you provide specific information about whatgarments are experiencing delays so that I can do some further testing on these things?
Hmm once again I feel so ...special... that I am experiencing a feature that others don't... Any way,, I just tested again to be certain I wasn't losing my mind and here's what happened:
If Ichange from a one piece outfit (skinsuit, jumpsuit, fleshwrap, gown, etc..) into a two-piece outfit (leather pants with sportswrap or low cut top for example) then for a brief moment people will see first my underwear and then my bra. I did verify that one person in my group also saw the delay so that I know it's not just my system. I see no delay if I change from a one piece to a one piece or a two piece to a two piece or from a two piece to a one piece. And no I am not using any armor pieces in my costume changes- no ubese armor shirts for example.
You can also have the macro do /echo to put up a message on your screen, or use "/alarmaddin h m message" at the beginning of the macro to sound an alarm when the macro has finished."
fett3041 wrote:
Folks, once again, they're not getting rid of your favorite macro. Just making it so it won't loop. You can still adjust your macro to make it last a good chunk of time. And then, a friend of mine had these suggestions:
- There are a few problems with recursive macroes, camping on a loot spawn is one of them. Why dont the devs just take out the /loot command and make people drag the crap into their inventory manually? solves that problem.
- There used to be a problem with afk merchant spam but now we can stop afk chat from being seen in our spatial window plus there is always /addignore.
- Another major problem is the afk entertainers WHO ARE HOLOGRINDING, next tuesday these people are done with the cantinas (end of the hologrind) and they may actually be fun and full of active people again. Like Mar said, its a better idea to wait and see if the death of the hologrind is enough to fix the sitiuation first instead of taking something very useful out of the game.
- The people who bought another acount wont be just forgetting these accounts, they created a musician or dancer for their own needs and they wont stop using them, they dont need to be in two places at once to buff another character.
If the above bullet points are all correct (and come on, you know they are), would getting rid of recursive macroes be the answer to any problem that we are currently experiencing or would it just take away something from others?
(i said my piece for ya mar, now im going back to beating the snot out of things)
MarinhaTiga wrote:
I just hope that other alternatives are considered.
I am pretty sure that all of the options have been considered by the development team. We have given them probably hundreds of ideas how to deal with the problem of AFK playing. The loss of recursive macros is a very small price to pay to get back a lively game all around. It is not solely about buffbots, not even just about entertaining. Its about people taking advantage of a perfectly good macro tool and exploiting it for their own gains. There are legitimate uses of recursive macros that we will lose. Yet, the accumulation of losses still does not out weigh they gain of a game that is far better off in the end.