not sure if anybody else notices this, but some battles we have monsters attacking each other (reminds me of FFT)
http://cdn.guildwork.net/albums/imag...4c2c1b7883.jpg
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not sure if anybody else notices this, but some battles we have monsters attacking each other (reminds me of FFT)
http://cdn.guildwork.net/albums/imag...4c2c1b7883.jpg
They had that in 1.0 for normal Mobs as well. The Mob AI in 1.0 was way better than the current one, not only the actions they did against each other, also they reacted different to you depending on if you walked by them/ran or stood still.
That feature is in a lot of games.
I like how the easiest way to avoid fighting a MoB is to just avoid it's line of sight; it's smart things the developers added like that which I can appreciate.
Limsa areas in 1.0 had Goobbues that would pick up a small monster and eat it time to time. Was quite comical to watch until he ran out of things to eat and aggro'd you..
I would love to see more FATES featuring this.
I see BST class in the works.
It is not the sight/sound aggro. Sound/sight aggro is still in the Game, but there was a difference tho. Like Efts would aggro you right away if you would run by, but if you would "walk" they would just look at you ready to attack, but unless you would start running they would not attack you. Also from straight running into his "range" then standing still, could make him "de-aggro". It was like "grabbing their attention", but they would not bother attacking you until you did "something". Like Snurbles did cast protect on them themself if you would pull out your weapons, as another example.
this is a mechanic they should implement in harder instanced content.
Yea. I love watching the different planar factions duke it out in Rift. xD Always entertaining to watch a life invasion and a fire invasion collide. Predator monsters there will kill prey, as well.
One thing I love in FFXIV and miss in other MMOs is being able to bypass aggro by going behind a monster.
One thing I miss is when knowledge used to play a part in wether you got agro or not, knowing what is agressive to sight/sound or even "True sound" was paramount to fully exploring the world. Even those level 80 zones where few dare tread were perfectly accessable (With few exceptions and even then a bit of patience went a long way) if you had knowledge or your surroundings.
I'll always miss having a open world that felt alive.
Greetings,
Thanks for the feedback on the mechanics you’d like to see for FATE battles! We let the development team know and they will be taking it into consideration.
"Sound" aggro in this game is now more like true sense, in that they aggro anything within their aggro range. In 1.0, there used to be regular sound aggro mobs who you could avoid by walking (instead of running). It added a nice bit of variety.
Though, there's not much need to avoid mobs anymore. I liked having to sneak through some parts of dungeons and the open world because enemies were literally designed to be impossible to defeat. Not saying all enemies should be, but nice having some sections that require stealth and finesse as a change of pace.
On topic, I love mob v mob too. Would love to see things like "us vs Garleans vs Beastmen" in FATEs or other content. I'd love to see mobs prey on mobs outside of FATEs in the world too. Some mobs being predatory animals, and others prey.
I also miss mobs such as lambs or mandagoras that would just innocently follow you, but not aggro/attack, and would love to see mobs who run away when attacked (they dont want to fight at all) as well as mobs that run when they're weakened.
Thanks Camate!
Is the company perhaps interested in making the world more 'threatening' in places?
For instance, how pathetically easy it is to just walk off any mob group in the game & survive like nothing... or just walk straight behind the backs of dangerous mobs to avoid them altogether.
No.. not fates... true open world content please and thank you. Only one person in the thread to this point asked for it as a feature of fates. Just about every other poster mentioned open world (or instanced) content.
We are talking about things not defined in limited circles :)
Isn't there a FATE near Quartermill where the Goblins and Poachers are fighting as well?
But I would love to see more of it in the open world and dungeons as well.
The examples of several mobs reacting to you in different ways also sound amazing.
For that matter, the enemies in the beastman strongholds could react more to your presence as well, especially the Amal'ja. It might be a bit of a pain if they do, but now I am able to slaughter their comrades while sitting on their tail and they don't even react.
Yummy, let's eat each other!
FATEs lack fun and reward once you reach level 50. I know they are meant to be just another way to level, but they are boring even when leveling to be honest. When I saw Aspidochelone pop the first time I killed him because my FFXI instinct told me this was important, but the reward is such a /snore. I feel bad for him to be in such a silly FATE, lol.
You should add a chance at a greater reward from FATEs, like weapons/armour drops that are actually of some good use when leveling or some items that you can use to craft better weapons/armour and perhaps furnishings.
I'd also like to see FATEs that are actually pretty challenging, somewhat like when you do Primal fights or w/e boss fights in dungeons. There are no challenging FATEs at the moment. Behemoth and Odin are "zerged" in minutes. I also feel bad for Odin and Behemoth to be branded as a FATE, lol.
Even if we forget FATEs for a moment and just add little things that other MMOs all have like NMs popping from normal mobs now and then or just on some spawn timer, you could even create a new Hunting log to search for such "Notorious Monsters" and again you could make them challenging to even attempt. And eventually I'd end up mentioning HNMs, that's were this was going eventually. But I'm done rambling, these are just some little things I feel the game needs and that I've experienced in previous MMOs that I enjoyed. The world as it is at the moment isn't dangerous at all, please make it more challenging since you can teleport all over the place with ease already.
Yoshida wrote about the aggro mechanics in the beta forum last year.
Sight aggro - Every enemy with eyes
Sound aggro - Every enemy with no eyes or not very visible eyes
true sense - got removed
I think the main problem people have with FATEs are that they don't give gears as rewards.
Maybe if the NM FATEs would give some NM gear with 15% chance if the player get gold would be good (or 75% with gold and first claim).
I'd also like to see a real link system.
Like, when I pull a Beasmen, why all the other Beastmens near it just watch me kill him and do nothing ?
It's just don't make any sense.
We had that in almost all MMO for as long as I can remember.
While they indeed do start to link, the higher level beastmen do not (presumably exactly because of this mechanic).
Like I mentioned before, you can fight standing an Amal'ja's tail and he still won't join the fray. You can even kill off only one of the Amal'ja sitting around a campfire, and the rest will just continue chatting like nothing happened. I believe the Sylph are a bit more social and will gang up on you, but as it stands the Amal'ja just stand there and look in a different direction :p
(I haven't spend much time around the other beastmen strongholds so I can't say much about those)