would be nice if some mobs only ran from you when you were in active mode. This way you couldn't engage them without sneaking up on them. It would actually be kind of annoying but would add some depth to the game.
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would be nice if some mobs only ran from you when you were in active mode. This way you couldn't engage them without sneaking up on them. It would actually be kind of annoying but would add some depth to the game.
I did like this, I didn't like how goats were everywhere and thus would all swarm you...
I hope they bring this back to some extent.
Curious Galagos are no longer curious. I should not have to wear a big yellow hat to have a monkey follow me. Please re-implement.
Agreed, this was a nice touch to have on the environment. Please bring it back and enhance it to encompass more monsters.
It was slightly annoying, I agree. But I sort of saw that as part of the challenge in fighting that particular mob. It kinda offset the ease of defeating mice with the extra effort required to attack them.
Also, as someone mentioned within the thread, I think "scaring off" curious mobs by having a weapon drawn is a brilliant idea. For those who don't wish to collect a troop of monkeys at their feet as they explore, they could just run about with weapon drawn and gain no attraction.
I can dig what you're saying! My only thing is the following of certain types... they get in my camera shot and annoy the crap out of me... so yeah drawing ones weapon should eradicate curiosity haha!
I just wonder what the developers motivation was for changing some of the other mobs that were not curious but would alert you before attacking. What reason could they have had to remove those behaviours? Did the developers think that being able to skirt around efts in a dungeon was so bad they had to universaly change their behaviour?
I like the idea of active mode "scaring off" curious monsters and think it would be really interesting for it to work both ways. have a couple curious aggressive monsters that only check you out and follow you but don't attack... unless you draw your weapon. Would definitely spice things up.
Mobs that follow you and run away when in active mode
Mobs that warn and eventually attack
Mobs that watch you when you are near
Mobs that do not aggro while in passive, but aggro if you are in active
Mobs that use defensive abilities but do not aggro
Mobs that "smart" link (example, you fight a nanny; only one billy goat will link thus raising difficulty, but NOT creating endless chains of links.
Mobs that weakness
Mobs that aggro yellow/red health
Mobs that aggro only at night
Mobs that aggro only at day
...on a full moon...
...in certain weather...
Mobs that run away when you use a weapon skill
Mobs that aggro DoW, but not DoM or DoM but not DoW (Or DoM at night, DoW at day, whatever)
That's just off the top of my head. Some of them from 11, some from pre-AI nerf, some new but found in other games, some already in the game. So many ways to spice things up. And that's not even getting into combat AI...
...Mobs that actively try to bind you and run away to /ra... but that's another thread.
signed this, i didn't like curious AI so much because of how far they followed you and how closely, but the rest of it i loved, gave a sense that these mobs were somewhat alive.
I miss the goat and cobyln that stalks me while i'm gathering... lol
How has this thread not been given dev attention yet?
Almost unanimous approval, just over 250 likes...
No crown yet.
Weird.
Bring it back....hello any dev here ?
call back mob AI.... 'w')/ <yes please>
that one make FFXIV dif from other game
signed! yes pls
Signed! And more mob AI!
I would imagine it may be because the community team is waiting for a response from the developers to the issue, it's not like Yoshida is trolling the english boards all the time, Bayohone and Rikuriki send the dev team these questions and respond once they hear from us...usually.
Sometimes they are ultra awesome and say "Sent this to devs awaiting reply"
But it's obvious this thread just needs more likes.
signed. I really miss the AI, it was my favorite thing in beta.
You have my vote! I thought it brought great personality to the game, as well as each mob type. It's a great flavour.
Aw, we got bumped off the hot topics listing x.x
Hopefully Jynx is right, and a rep' already saw this thread.
Yeah I really want a rep to notice this thread! I feel like the monster interactions made this game more interesting and unique.
I imagine when they are looking at the forums and see a post with near 300 likes it's hard to ignore. The question may be harder to answer than we think, look at how long it took the "REmake of zones" thread to get attention despite the ferverous unanimous agreement that it was something that needed a answer.
I'll keep pushing this thread as long as I can until we hear something, anything, from the community team. Even a "We forwarded this question to the devs" would do for me.
Bump... With trivia for those that were not stupidly lucky enough to be chosen for the first waves of closed testing.
Way back during alpha testing the curious ai caused some hilarious issues with leve mobs in particular opo-opo's. The ai would kick in and mobs would begin following around random people who were in no way shape or form connected with the active leve. the leashing behavior would not activate, in nor would they despawn when the leave failed.
It was a simi common sight for a short time to see some one running around blood shore with a pet opo-opo in tow. Due to the oddness of the behavior a small percentage of the na testers began to wonder if it was in fact gm's/dev's taking control of the monsters to covertly see what players were doing.
I thought some would get a kick out of it
I remember hearing stories about that.
signed. agree. would be a good thing to have :D
This is an important topic. /Bump
Few things i wanna point out to the OP Mice mobs still very much run away when you WS and Fungar still counter you with the poison move when you hit them while they are inflated I did several test on this before the i started the summer event, So you should remove those from the list that is false information. I would love for more mob AI but the Eft aggro thing seemed more like a bug considering the nature of this game's release state than an game mechanic but idk.
Nowhere did I state those AI quirks were removed, I stated they were unique features that the monsters have. You will note for removed features I have "Used too"
Eft agro was not a bug, it was even stated by developers that mobs who. "Sensed your presence before attacking, no longer wai they just attack"
Prior to 1.18 Efts if you triggered their sound agro would lift their heads and start "Listening" for you if you immediatly stopped moving they would go back to being nuetral after 10 or so seconds of searching, allowing you do move further and sneak by them. Thats not a bug, that was planned behavioural AI and it's a crying shame that they removed it for any reason.
Among wanting the few behaviours back that were removed, people also wish that Curious AI will come back in some form we are not almost 300 likes strong becase I'm lieing to people....
I want to see more monster AI, I want to see agressive AI's that will see you across the map and actively come towards you even before becoming "Agressive" and attacking. I want to see AI where certain mob famillies either avoid or attack eachother on rare occasion. I want to see monsters that Link, as someone suggested perhaps Aldgoat billies would only link to the nanies (and only one at most) to protect the "Flock" as it were. I want monsters that hide like Antlions in XI and just come out of nowhere and dropkick you. I want mobs that Evolve over time if not killed like Wamoura in XI.
There are tons of things I wish the monsters in XIV would do, this is a next generation MMO and I expect a thriving world full of life, and I'm sure other do as well. The developers need to hear this from us.
Discussed this with monster wrangler Matsui. Firstly, as I'm sure you're all aware, the reason that aldgoats and other monsters stopped coming closer was due to the fact that they would be tagged by player AoEs (and all the frustration that brought with it); we don't have plans to bring that aspect back. However, we would like to add more liveliness to monsters as you have been suggesting.
Hurrah, finally a reply! Thank you.
But, really? Even with the modifications to AoE functionality supposedly being considered by the developers, or the ideas about not having them follow quite so closely or flee under certain circumstances? The reason for its removal is clear enough, but is just leaving it out really the only, and best option?
What about the other removed behaviors that the vast majority do seem to want to see returned, such as the conditional aggression on Efts, and enemies that 'sensed our presence before attacking' and the like?
And.. I don't suppose by some miracle you might be able to tell us at what point, or after what set of planned fixes and changes, we might see these 'liveliness additions', can you?
You guys might be misreading, he's just saying there's no plans to bring back the curious, follow-you type enemy behavior (and good riddance to that). The other type of quirks as well as new ones are still fair game for being reintroduced.
As they say, don't shoot the messenger -- Blame those who continually complain about everything for absolutely no reason. "Oh noes my AoE will hit a goat! Remove their curious nature SE!" Fixes come when they come, you can't plan it, because then if a delay happens, you have disgruntled people, hence why more and more companies (even outside of gaming) are now on a "when it's finished" mantra.