not sure if anybody else notices this, but some battles we have monsters attacking each other (reminds me of FFT)
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not sure if anybody else notices this, but some battles we have monsters attacking each other (reminds me of FFT)
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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.
there are still monsters that agro by sound![]()
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.
Last edited by Nero; 03-11-2014 at 12:53 AM.
"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.
Last edited by BlueMage; 03-15-2014 at 09:30 AM.
That actually still exists. The Ochus and Landtraps in the Sylphlands function that way at least.
I like this, and to add to your point, I like the way in some levequests, that mobs run away to an obscure location and join other mobs to sabotage you just when you think you have the leve done. If this mechanic was added to open world mobs it would be cool.
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There are still mobs like this. Rafflesia encountered while doing Sylph daily quests, for example, will not aggro you if you walk or are standing still. Still, the mechanic is mostly useless since you can kill any overworld enemies in 10 seconds or less.
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).
Last edited by Felis; 03-16-2014 at 10:21 PM.
mobs behavior from 1.0 still in 2.0, only thing had been change are the mobs vs mobs behavior only appear in certain FATE, not OW anymore
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