Quote Originally Posted by Nemo5990 View Post
I'm a developer for another game an it wouldn't be that difficult to code the Collision [On]>Off Switch for the FF XIV Config Executable disabling it ingame would be a hard thing but to be able to place that option in the Config thats easy as acouple command lines AI has nothing to do the the Collision its what the model was made with you add a modifier to the model which would be collision an soft body depending on what you wanna do with it an then edit the outter soft body with Collision an inner soft body to 0 with no Collision AI doesn't do anything i use the some of the same modeling programs as SE used for this game like Blender an Maya im not really sure if they use 3ds max or Zbrush
I don't think you're fully aware of the issue being discussed.

Previously, collision required that monsters path around players in order to reach a target that lay beyond the players in the way. This allowed players to "wall off" a less-defensible player in order to give the party more time to recapture hate and get the monster back to the tank. When collision was turned off globally, this tactic no longer worked. This isn't something you can allow the players to turn off on the client-side, it's something that has to be managed on the server and handled on the client (because the client doesn't tell the AI mobs where to go).

When I mentioned AI, I was saying that if you turned off collision globally so that all entities could collide, you could use enemy AI to "emulate" maintaining distance from player targets to pretend that there's collision enabled. This has the added plus of allowing players to overtake entities when a combination of latency and collision essentially requires the player to run "around" a monster in order to catch it (see FFXI).