I have been using this UI and reading this whole post for the last couple days, (which was quite a job!) and you did an awesome job Pinco. Thanks for all the work you put in and making the game a better place. Because of your UI, and the undeniable benefits it has, I finally convinced two of the most die-hard classic client users in my guild to make the switch, and I hope to bring it up at the next meeting and see how many more I can hook. I have three questions for you:
1- I think a good portion of what makes classic players not want to switch to the enhanced client is laziness. They have so many macros set up and they don't want to go through the process of creating them all again. I know the macros work very differently between the two clients, but is there enough similarity to be able to cut and paste information from the files of the old client to the new to at least cut some of the work out of it and get people at least marginally functional the minute they make the switch?
2- Another reason I have heard for not making the switch from the mage players is that they like to be able to precast spells. Is there a way to retain the ability to easily precast spells while at the same time take advantage of the new targeting system and its benefits?
3- I have been using the enhanced client for a year, and one of the annoying things that used to get my sampire killed was using hit effect and area effect weapons and losing aggro because of not completely killing one target before starting the next. In other words, my character would stop automatically defending itself and I'd have to go back into war mode and manually attack one of the remaining enemies that were beating on me while I just stood there. To fix that I made a chain macro to (select closest enemy target), (toggle whirlwind special move), (attack current target) and I would just use that instead of fighting in peace mode. The only problem is when one of my guildmate's EVs happened to be the closest enemy, I would accidentally hit it and make a pesky little tag along that would follow me around, attacking me as I fought. Several times I acidentally made an enemy of a guildie's colossus which makes a hell of a worse enemy than an EV, believe me. So is there any way that I can filter out summons as being attackable to avoid that problem?
1- I think a good portion of what makes classic players not want to switch to the enhanced client is laziness. They have so many macros set up and they don't want to go through the process of creating them all again. I know the macros work very differently between the two clients, but is there enough similarity to be able to cut and paste information from the files of the old client to the new to at least cut some of the work out of it and get people at least marginally functional the minute they make the switch?
2- Another reason I have heard for not making the switch from the mage players is that they like to be able to precast spells. Is there a way to retain the ability to easily precast spells while at the same time take advantage of the new targeting system and its benefits?
3- I have been using the enhanced client for a year, and one of the annoying things that used to get my sampire killed was using hit effect and area effect weapons and losing aggro because of not completely killing one target before starting the next. In other words, my character would stop automatically defending itself and I'd have to go back into war mode and manually attack one of the remaining enemies that were beating on me while I just stood there. To fix that I made a chain macro to (select closest enemy target), (toggle whirlwind special move), (attack current target) and I would just use that instead of fighting in peace mode. The only problem is when one of my guildmate's EVs happened to be the closest enemy, I would accidentally hit it and make a pesky little tag along that would follow me around, attacking me as I fought. Several times I acidentally made an enemy of a guildie's colossus which makes a hell of a worse enemy than an EV, believe me. So is there any way that I can filter out summons as being attackable to avoid that problem?