Yes.
But only if the AI quirks are designed around the battle system.
Part of the original problem was that certain attacks and abilities did not mesh well with how the enemies behaved.
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Yes.
But only if the AI quirks are designed around the battle system.
Part of the original problem was that certain attacks and abilities did not mesh well with how the enemies behaved.
Signed.
Agree. Just fix the curious system a but. I like the quick when draw weapons method
If they really want to make the game feel a bit more alive, they can take some hints from their 2 previous FFs. Certain enemy types will attack other enemy types if they are in the vicinity and taking a cue from FFXII, get stronger upon defeating the their prey (and give us more SP if we kill them). The fact that we wouldn't be the only thing hunting mobs would definitely add a bit of life to the game. Even using XIII as an example, you can sneak up on mob that is preoccupied with it's own battle. It wouldn't be easy to implement though, otherwise we'd be competing against our own prey.
The eft changes really suck btw. Several of the nodes in the Black Shroud instantly became harder to attain.
I agree with OP and other posts up to here.
Also bring back sneak/invis/etc
Signed.
I really miss having my random pets.
Now the creatures are just lifeless punching bags, when before I actually felt a slight tinge of guilt for slaying one of them.
Please bring it back SE!
Signed, too!
Lord knows I missed the enemy behavior quirks, I honestly can't believe they pulled them. I mean it was a fun feature that development time was actively spent on and some of the things they removed weren't even problem for anyone.
Sure, some of them could be annoying, but even those added flavour, and there is no way that anyone could argue, so far as I can figure, that removing the behavioral quirks made things more interesting. I think the only thing I would have changed would have been to make enemies that followed you keep a few feet away instead of zeroing on you.
So yes, please, re-applying the behavioral quirks of certain enemies would go a long way to restoring my presently somewhat eroded faith in the development team's interest in creating a world just as much as they want to create a good game.
Yep. And it can be played off of any kind of reaction really.
They sense a quick, possibly aggressive motion and they flee.. just like some animals in real life.
They hear one of their own in danger, letting out cries that clearly indicate "something's harming me", then they would move away, rather than become curious and approach. Or, if they're a social creature, they might come to them instead.
100% behind this idea, I wish they'd stop simply removing things instead of trying to fix them.
Signed! But please don't let the goats follow me for as long as they did