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Chatlog OverloadFollow

#1 Apr 06 2006 at 3:35 PM Rating: Good
24 posts
Ok, so while I was playing the beta, I found one thing very, very irritating. The chatlog would fill up so fast, especially during battles, that I couldn't see what was going on. At first, it was of little importance and then when I got to Kazham, I started doing my first low level skillchains. The skillchains were quite easy and though they barely added any damage, it was cool just being able to land them. But, I still had the problem of not being able to see when a skillchain was being initiated because my chatlog was being spammed with info that I just didn’t need. This was especially bad in Kazham because so many of us Beta Testers were leveling at roughly the same rate. There were, at any given time, 30 or so parties leveling up outside of Kazham and my chatlog was registering all of their information as well as my own party’s.

So, after a little bit of digging, I discovered the chat filters. Boy, were these handy. I literally turned on every filter that didn’t involve myself or my party. At times I found that I was missing some critical information, so I played around with the chat filters until I was satisfied with the information I was receiving. Yet, even with the reduction in spam on my chatlog, battles could still be tough to track using the chatlog and there were times when I missed or came close to missing a skillchain because it barely registered in my chatlog window. The primary culprit was the damage on both the mob and on party members.

Well, I didn’t want to get rid of the damage info because I felt it was important to see how effective the party and I were and without the damage info, there was little way of knowing. As a Monk, I had the option of changing out my hand-to-hand weapons (Kingdom Cesti & Lynx Baghnakhs) and my neck equip (Spike Necklace & Tiger Stole). I found that by monitoring my damage output and swapping equipment, I could maximize my damage specific to the mob I was fighting.

So, then I discovered that you can change the damage display from the chatlog to on-screen and the damage would register above the creature or party member when hit. Now, I could see everything happening in my chatlog and I never missed skillchains, yet I could still view damage as it occurred. I know it seems rather trivial and I’m sure all the experienced players already solved this long ago, but many of my fellow Beta players never took advantage of this. Many didn’t even know you could do this. My gameplay improved immensely just by being able to see critical information as it was passed. All you Beta testers out there who haven’t gotten into partying yet, learn how to manipulate your chatlog because it will help you be better players in the long run.

Well, that’s my opinion anyway. Now I’d like to hear from some of the experienced players. What do you guys think? Was this a problem for you? If it was, how did you solve it? Thanks. -- Malidar
#2 Apr 06 2006 at 3:43 PM Rating: Good
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1,255 posts
More or less as a mage, I've turned on every filter I can think of. With the exception of WHM, the only thing that numbers mean to me is something else to take up my limited window space.
#3 Apr 06 2006 at 3:58 PM Rating: Decent
Config > Misc > Screen!
#4 Apr 06 2006 at 4:34 PM Rating: Decent
i turn on every filter that involves people/monsters outside my alliance. i dont care which goblin just raped which nooober who got too close etc. i also filter check notices and emotes because those are irritating as hell.
#5 Apr 06 2006 at 5:17 PM Rating: Good
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1,255 posts
That's why you never see it when I /slap you. How sad :_(
#6 Apr 06 2006 at 5:21 PM Rating: Decent
=O

you mean... ive missed being slapped by the great and powerful sophus?! time to turn that filter off i guess.
#7 Apr 06 2006 at 5:50 PM Rating: Good
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1,255 posts
No no that's okay, leave the filter on. It will be more fun knowing that you can't see the /emote ;)
#8 Apr 06 2006 at 6:30 PM Rating: Decent
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1,090 posts
Quote:

Well, that’s my opinion anyway. Now I’d like to hear from some of the experienced players. What do you guys think? Was this a problem for you? If it was, how did you solve it? Thanks. -- Malidar

The easy way to solve it is to have the person put a /p "Firing Slug Shot @ <t>" line in their macro, then set party chat to "hold" in the chat filters. That'll make any party chat stay at the top of the chat screen for a second or so instead of flying past. Just don't get carried away with putting party chat in macros where it's not needed ;).
#9 Apr 06 2006 at 9:32 PM Rating: Decent
49 posts
Quote:
Quote:
Well, that’s my opinion anyway. Now I’d like to hear from some of the experienced players. What do you guys think? Was this a problem for you? If it was, how did you solve it? Thanks. -- Malidar


The easy way to solve it is to have the person put a /p "Firing Slug Shot @ <t>" line in their macro, then set party chat to "hold" in the chat filters. That'll make any party chat stay at the top of the chat screen for a second or so instead of flying past. Just don't get carried away with putting party chat in macros where it's not needed ;).


what could also help is, give a TP report using /p TP @ <tpp> in their macro so anyone who's involved in the chain can have an idea when SC would be. putting <call> in their TP alerts and WS alert macros is also helpful even to us mages since we know when to stop healing and start readying for a Burst.
#10 Apr 07 2006 at 2:28 AM Rating: Excellent
Just not <call>...do <call15> or some random chime... <call> make's baby jesus cry

Edited, Fri Apr 7 03:40:07 2006 by TDarkmoon
#11 Apr 07 2006 at 6:53 AM Rating: Decent
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79 posts
<call5> is the loudest, most annoying call.
Use it when someone is asleep @KB <.<;
(I have never fallen asleep during PT... they LIE!)
#12 Apr 07 2006 at 7:57 AM Rating: Good
Call and Call1 should be taken out of the game. Especially when someones using it for provoke or something that happens on a regular basis.

It gets to the point those two will give me a headache if they are played too often.

As for call5. I love it and hate it. Its one of the most horrible of the sounds yet fun to play once in a while because everyone hates it.

Edit: There is one thing I've noticed. The sound effects level that you can set in config has no bearing on the calls. If I've got my sound cranked to listen to the radio nothing worse then a Call1 coming through drowning out the radio.

Edited, Fri Apr 7 09:03:50 2006 by NuclearMayhem
#13 Apr 07 2006 at 9:46 AM Rating: Good
There's nothing more annyoing to me than being in the middle of a spell when melee decide to SC out of nowhere. Yeah, a little heads up is nice if you expect a MB. I personally prefer melee to have <call> or <call1> in the WS macro, but for constant TP updates and other things, I'm partial to <call14>.

I block almost everything except special actions for me, party, and foe. As BLM, I like seeing my damage and party damage (otherwise I can't see the SC and MB were successful). As WHM, I only look at damage taken by party, or perhaps attacks evaded by party if I'm watching NIN shadows.

I seem to be having difficulty picking out the right filter so I can see my NPC's damage. I tried party, alliance, other, and NPC attacks and I'm still not seeing it. Only thing I have left to try is "damage taken by foes".

It can take a while to get used to seeing everything in the log. My personal preference is to always unequip my LS unless I'm really comfortable with how the party is going and can manage the conversation while keeping tabs on the battle.
#14 Apr 07 2006 at 10:07 AM Rating: Good
When I first started this game this was indeed a huge issue. hundreds of players in the dunes, qufim island. kazham, eldieme, crawlers nest. But they did an update or added a setting where you could make party text "stick" so the battle spam would not psh of legit text this was a wonderful thing. so now I dont really use filters at all anymore and I have dmg set to "both" so I can look back and check numbers. And since I solo a lot the only people around are NM campers who talk once in a blue moon :)

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