Depop would be stupid .....
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Depop would be stupid .....
AI is total plus for next gen MMOs.
Re-additions sound great,
minus random mobs walking into a battle. And minimum radius for curious mobs that follow, if you begin a battle, they would naturally take distance.
I wonder if the mobs in 2.0 will have any special quirks.
I can't believe this thread hasn't gotten another, more informative, response.
Does anyone else think the "Leashing" mechanics we currently have need to go for 2.0 as well? Is it me or it just sad when I draw agro all I need to do is step outside of the cave to escape certain doom.
Animal are territorial so what's wrong with this whole "leash" mechanic? Why would an animal want follow you to an unknown area or perhaps one where they are threatened by something that preys on them, that's what's truly illogical lol. The monster stops chasing you cause it no longer sees a need to keep tracking you down since they no longer consider you a threat of invading their personal space. Not all mobs are like that though some will follow you for quite some times and you may find yourself running into more threatening enemies but overall there is nothing wrong with the mechanic.
I do apologize if this has been mentioned before but just because some of the more noticeable mechanics are gone doesn't mean they aren't still there. On the journey to obtaining the Exploration achievement you start to learn that there are still quite a bit of kinks to each mob, sure they look overwhelming at a lv 80+ level but if you proceed in a proper manner you have nothing to fear.
Some basic ones are the red crabs north of Camp Bald Knoll won't aggro you as long as you walk behind them and don't move when they are looking at it. Think of it as red light green light, you move while they aren't looking at you, then as they turn around and move you just stand as still as possible til they pass you. Though not all crabs act in a similar manner the green crabs easter of bloodshore won't aggro you as long as you walk past them regardless of if they see you are not. As for the drakes from what I've seen none of them will aggro you as long as you walk past them, the same goes for Efts. As for raptors they seem to aggro you if they see you, you might be able to run behind them, but even if you are standing still if they turn and see you they will aggro. There are some boars that you can walk behind as long as they don't see you though some boars like the Pugot are more aggressive and seem to aggro you if you get to close to them. Then the Morbol aggro if you get to close as but they are easy to outrun so if you can find a safe spot to hide at you can outrun them.
Overall the AI is still there, you just have to explore and find it for yourself, the more noticeable ones aren't there anymore but the aggro is quite varied once you start to explore and obtain each gate. Odds are other means of aggro will be added to the game later on but for now take a step back and appreciate that there are indeed some areas in which the AI is quite interesting to deal with.
Sound
Sight
Scent
Yeah that'a quite the list of "Kinks" that monsters have. Please note that this persons post is full of misinformation as well Boars of all shapes and sizes agro to "True sound / scent" meaning you can't sneak by them, walking reduces their agro raduis by a large ammount but if you are too close they will still agro you.
Overall the AI is not still there asides a few very, very, very, very basic agro mechanics that has been pointed out that even XI did better (Loosing scent tracking monsters by stepping in water).
As someone who is very adrent in documenting monster behaviour and a fellow gatherer of all the nodes I am dissapointed to have to disagree with you with every fiber of my being.
I guess the next time I murder a Amaljaa and his closest kin I just don't expect the next one to just give up after I've walked a mere 20 feet away. Not everything we fight can be clasified as a "Animal" and territorial ones doubtfully give up when you reach their "Territory" line when you just finished stabbing it in the eye.
*edit*
Not sure how I missed this.
Once again misinformation, I don't mean to bother but crabs are also SOUND agro I can walk infront of them all day and night...in fact I'm doing so right now.
http://oi40.tinypic.com/mh8tg8.jpghttp://oi40.tinypic.com/2djdo3a.jpg
I'd rather not have a replay of me getting chased from one end of the Valkrum Dunes to the other by a goblin, tyvm.
A Goblin gets tired and leaves you alone.
A Zombie won't until it can't track you anymore.
An Antling would only guard its territory.
A Wolf would chase from a distance if you're above its level and wait for a chance to attack (stand still for too long?) but gives up if you leave its area or finds a Marmot to kill instead.
etc.
MOAR LIKES!!! That is all...
I know there's a dev post already. But who cares?
I completely agree with this post. Was always interesting seeing how different creatures interacted with you and others. XD was often well worth agroing and dieing just to see what it'd do lol.
Posting for the purpose of supporting proposition
How come has there been no dev response saying they will catter to all our wishes regarding this topic?
Rukkirii, I demand an explanation. :rolleyes:
I still think in this thread we had some amazing ideas on how even the Curious AI could have been handled alot better.
IE: Draw your weapon and watch those curious goats scatter!
I do miss this... the curious beasts are cool and I agree with either a short follow range or keep a long follow but they flee when you become violent
I still miss the mob AI... I want my aldgoats to follow me!!!
(And I bet it'd make caravan's easier...)
(And FFXI's Lycopodiums did it too D: )
Yay hit 500 likes.
Anyways just thought there may be some fresh discussion with 2.0 looming ever closer, and that moon looking more ominous than ever.
Do you guys think we might see a slight change in monster positioning at least maybe with the looming doom of the continent in mind more agressive monsters might make their way onto the landscape.
Elementals in the woods due to the forests unbridled wood-sin
Antlings (Once again) encroaching on Ul'Dahs roads
Goobues wander away from their secluded islands once more?
Hopefully we get to see some of the more unique un-seen monster types floating around the world before it goes kaput even if they have to lower their levels slightly to make it more sensable to have them on the beaten path.
Of course I need to say something about AI though don't I.
...where the blood agro at?
I miss those behaviour too. The following part was a problem cause far to strong mobs followed you and did kill you if you used AOE attaks. But totally removing everything seems like a bad move. That's like trowing a hole car away cause one window was broken.
This is one of the things that gave the game a realistic ambiance.
I will say for leashing: It was probably one of the biggest advantages that allowed me to get all the Aetherial Gates. If all those boars had kept pursuing me... I do agree that some mobs should just keep chasing you.
Signed.
I loved to stroke dodos that came close to me before slashing them. :)
Ya, i think it's pretty stupid this thing has 500 likes, and ready check only had a few. Yet they keep on taking away the mob AI and adding stupid features like ready check.
I do miss a lot of the mob AI (except for most of the curious AI) I think it really made the game stand out quite a bit compared to other MMO AI
Snurble, they buff and heal you.
whats the problem?
you guys asking for goats to follow you around? next thing you know you accidentally aoe them and they gang up on you. happened to me..
Hey hey~ Let's keep the discussion on monster AI please.
I think everyone agrees the only problematic AI was the curious fellows and this thread has giving some good solutions. I'm not sure if programing curious monsters to flee as soon as a weapon is drawn (Just jump back a few steps due to your startling them not flat out run) would be a massive feat.
But I do hope the monsters of 2.0 have more flair than the current ones possess. I'd love to see nifty things like Funguars move towards the last place monsters died so they could in a way seem like they were planting themselves on the corpses on dead enemies/players.
Or if Cactuars and other seedkin (If available) would tend to congregate near water for longer periods of time or seek out sunny patches in the dense forest undergrowth.
A pack of wolves circling the outside of a large goat herd making a bit of a barrier to entry of easier targets for players.
I think it probably came downt to get rid of it or spend funds to completely overhaul AI, I'm assuming reprogramming AI is not a small task and quite expensive. But I really hope SE does intend to do it at some point, I loved the reactionary AI like the crabs and deer you mentioned. Haven't played any other MMOs that had that.