Take the Micro out of Macros

oldnewb
oldnewb Posts: 0 Arc User
edited March 2012 in Suggestion Box
I am very new to the game and have tried to do my due diligence in testing these out before complaining, but if I have just overlooked some things let me know.

I find that macros are very limited in a quite a few ways...

1. I can only choose from very few icons. None of them are what I am really looking for as they don't quite capture what my actions are doing. I should be able to choose from almost any icon that is in the game.

2. I cannot name my macros. Nothing special here...I just want to name it.

3. When one action in the sequence fails the macro stops. I should at least be able to say what happens when a skill fails (for not enough chi for example). Let the default be that the actions stops, but give me the option to continue.

4. I want to be able to define a script (a true script) where I can include anything be it a skill or emote. I want a "GET THE HELL OUTTA DODGE" macro where I put on my wings and fly off. I want a macro where I say in squad chat, "Your tank is attacking [creature name]. Shut up and hit it!"

5. If we are given the ability to name macros then we should be able to call other macros by name from within another macro. Of course you run the risk of having a recursive macro, but that is easily guarded against.

When I think of more I will post it.
Post edited by oldnewb on

Comments

  • AnnBlackfire - Archosaur
    AnnBlackfire - Archosaur Posts: 224 Arc User
    edited March 2012
    oldnewb wrote: »
    I am very new to the game and have tried to do my due diligence in testing these out before complaining, but if I have just overlooked some things let me know.

    I find that macros are very limited in a quite a few ways...

    1. I can only choose from very few icons. None of them are what I am really looking for as they don't quite capture what my actions are doing. I should be able to choose from almost any icon that is in the game.

    2. I cannot name my macros. Nothing special here...I just want to name it.

    3. When one action in the sequence fails the macro stops. I should at least be able to say what happens when a skill fails (for not enough chi for example). Let the default be that the actions stops, but give me the option to continue.

    4. I want to be able to define a script (a true script) where I can include anything be it a skill or emote. I want a "GET THE HELL OUTTA DODGE" macro where I put on my wings and fly off. I want a macro where I say in squad chat, "Your tank is attacking [creature name]. Shut up and hit it!"

    5. If we are given the ability to name macros then we should be able to call other macros by name from within another macro. Of course you run the risk of having a recursive macro, but that is easily guarded against.

    When I think of more I will post it.

    to start out with, macros are rather old. They been around for years and had no updates so far (to my knowlage at least). Besides this, it was only meant to make it slightly easier so that you won't have to keep all your skills in the skill bars making it impossible to see much.

    1. See my answer above. But I do agree this should be updated with new ones

    2. Naming macro's is perhaps ok while working on them, but you won't need that during fighting. You don't have the time to read when mobs attack you. So would be rather pointless.

    3. I noticed the same thing I fixed it with adding 2x 'Normal Attack' which seems to lessen this problem.

    4. Idea is nice, but i'm affraid you don't have much space left to place such things in.

    5. Thats a matter of working out the scripts on the PWI crew side, nothing that you should worry about b:victory
  • oldnewb
    oldnewb Posts: 0 Arc User
    edited March 2012
    Ann,

    Thanks for the reply, but I think that my reason for posting was misconstrued. I am going to post replies to your responses. Not upset or anything like that, but I want to make sure that my points are understood.

    [Ann]
    "to start out with, macros are rather old. They been around for years and had no updates so far (to my knowlage at least). Besides this, it was only meant to make it slightly easier so that you won't have to keep all your skills in the skill bars making it impossible to see much."
    [OldNewb]
    I can tell that they are old and have not been updated, and that they were meant to ease some aspects of gameplay. That is not a good enough reason to not ask for improvements and accept the current poor status. There are tons of features in programs today that we take for granted that do amazing things but started out with a totally different use in mind. The current implementation is missing out greatly on its potential and needs an upgrade.

    [Ann]
    "1. See my answer above. But I do agree this should be updated with new ones"
    [OldNewb]
    They don't have to create new ones. Just give me access to the icons that are already a part of the game.

    [Ann]
    2. Naming macro's is perhaps ok while working on them, but you won't need that during fighting. You don't have the time to read when mobs attack you. So would be rather pointless.
    [OldNewb]
    With limited icons to choose from (most of which I absolutely hate) there could be some that are reused until they expand the list of choices. If I were to hover over two macros with the same icon and see "Macro(0)" and "Macro(5)" that is not much help to me. Seeing "FireBlast" or "SlowPoison" (although admittedly they would have different icons) is helpful. But the suggestion on naming was more for allowing the inclusion on existing macros in other macros.

    Say I am an archer and I want a set of macros for fighting ranged mobs and another for fighting ones that live to be all in my personal space. I create macros called "StartFight", "SlowPoison", "GetoffMe" and "BlastEm" that all call the appropriate skills. Then I create two macros called "RangedMob" and "CloseTalker". RangedMob will call StartFight, SlowPoison and then BlastEm. CloseTalker will call StartFight, SlowPoison, GetoffMe and finally BlastEm.

    The power of being able to do that will open up very different gameplay, and I just can't see how this is pointless.

    [Ann]
    3. I noticed the same thing I fixed it with adding 2x 'Normal Attack' which seems to lessen this problem.
    [OldNewb]
    So adding the normal attack twice is a cool workaround, and I will try it. However, some of my macros are full and will not allow it.

    [Ann]
    4. Idea is nice, but i'm affraid you don't have much space left to place such things in.
    [OldNewb]
    Developers cannot hide forever behind the current implementation not easily handling a good feature. Trust me. I am a software developer and live it every day. Here is how i see it working.

    When you create/edit a macro it brings up a new window that has a left and right side. The left will show the list of eligible macros and skills that can be added. On the right is the list of items that are currently added. You can remove, add and change the order of the items on the right. The order in which they appear in the (unlimited) list is how they will be run.

    To keep people from creating recursive macros the game will do two things 1. Not include the current macro in the list of items that can be included. Of course this will only be an issue wen you are editing and not creating. 2. keep track off the name of the current macro that is being run and not allow it to be run again. This will come into play if someone includes a macro that includes the "parent" macro.

    This is not hard to implement at all. Should be mostly a UI change and maybe one or two data structures behind the scenes.

    [Ann]
    5. Thats a matter of working out the scripts on the PWI crew side, nothing that you should worry about
    [OldNewb]
    I don't understand this at all. I believe that when you make a complaint, you should be prepared with a potential solution. Don't just whine about something. Put some effort into thinking about how it can work. The reality is that someone put some hard labor into making this game how it is. I don't want to just come in here and say. "THIS SUCKS!" I want to offer my experience in the form of what I know could be pitfalls and ways to get around them.
  • Nymphali - Dreamweaver
    Nymphali - Dreamweaver Posts: 449 Arc User
    edited March 2012
    oldnewb wrote: »
    I am very new to the game and have tried to do my due diligence in testing these out before complaining, but if I have just overlooked some things let me know.

    I find that macros are very limited in a quite a few ways...

    1. I can only choose from very few icons. None of them are what I am really looking for as they don't quite capture what my actions are doing. I should be able to choose from almost any icon that is in the game. Agreed.

    2. I cannot name my macros. Nothing special here...I just want to name it. Makes sense.

    3. When one action in the sequence fails the macro stops. I should at least be able to say what happens when a skill fails (for not enough chi for example). Let the default be that the actions stops, but give me the option to continue. Well, this don't happen to melees, if you put 'auto' before any skill, the auto will last until the skill is ready or until you have chi for that skill. Example: 'repeat >', 'auto', 'eruption', 'auto' will repeat auto and spark until target dies or until you die/get stunned/sealed.

    4. I want to be able to define a script (a true script) where I can include anything be it a skill or emote. I want a "GET THE HELL OUTTA DODGE" macro where I put on my wings and fly off. I want a macro where I say in squad chat, "Your tank is attacking [creature name]. Shut up and hit it!". Nice, I'd really like something like: "If Chi >= 150 <= 200 then { use Rising Dragon Strike, useifready Wolf Emblem, use Celestial eruption }"

    5. If we are given the ability to name macros then we should be able to call other macros by name from within another macro. Of course you run the risk of having a recursive macro, but that is easily guarded against. You can make a repeating macro just by placing the 'repeat' action before the group of actions to be repeated.

    When I think of more I will post it. ill be waiting.

    Therefore, WE know that evolves advanced programming and devs are busy trying to get rid of the already existing bugs b:surrender
  • mkl0011
    mkl0011 Posts: 56 Arc User
    edited March 2012
    The macro is slightly slower than regular clicking,that's why i don't use it. And plus some times i need to improvise and modify the chains in different situations. Say i have low hp or the monster is about to use a magic attack. And most monsters lvl 60+ will always have a physical and magic attack so relying on macro is risky
    ****