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  1. #1
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    I can't say how the monster aggro in ARR (not because of the NDA, but because I was not in Alpha), but in 1.x there was variations. Sight aggro, sound aggro and sight+sound aggro. Don't go in front of a sight aggro monster, don't run past a sound aggro monster and don't go to near to a sight+sound aggro monster.
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  2. #2
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    Quote Originally Posted by Felis View Post
    I can't say how the monster aggro in ARR (not because of the NDA, but because I was not in Alpha), but in 1.x there was variations. Sight aggro, sound aggro and sight+sound aggro. Don't go in front of a sight aggro monster, don't run past a sound aggro monster and don't go to near to a sight+sound aggro monster.
    But that's no fun
    (0)

  3. #3
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Alhanelem View Post
    Maybe I was just imagining it, but I thought enemies would aggro from a larger distance depending on how far below their level you were.
    I know it did that in WoW but I don't remember that in 1.0.

    I imagine they'll stick to their formula that has worked in both FFXI and FFXIV 1.0; have a combination of non-aggro, sight and sound aggro mobs. It'll be interesting to find out whether running out of sight or walking past sound detecting mobs stays in the new version or if they have something else planned.
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