Page 1 of 2 1 2 LastLast
Results 1 to 10 of 20
  1. #1
    Player
    Raizen_Reyne's Avatar
    Join Date
    May 2011
    Location
    (Ul'Dah)
    Posts
    53
    Character
    Neige Vargaresa
    World
    Ragnarok
    Main Class
    Lancer Lv 50

    [DEV] Monsters returning to their territory

    I struggled to find a post on this using the search function but I'm pretty sure it's been mentioned before but will post anyway about my attempt to clear a tunnel solo earlier...

    Since 1.18 I have been doing all my play solo due to the fact I can't find an exp group for the life of me... seems nobody is using the new seek party function.... So I decided to go look for some decent places to grind, I was looking around a cave near Nophica's Wells and came across a long narrow tunnel filled with bombs and skeletons, I decided to start pulling them to clear the tunnel but this was tough because they were clustered together anyway. After managing to get one of them away I backed up around the bend a little to not aggro the others, after about 20 seconds of me fighting wasting cooldowns and mana the mobs decides to run back to its territory, this happened repeatedly in the end I managed to just steamroll through the tunnel giving up on my tactical attempt.

    So as said before please fix this as you did say you wanted to encourage skillfull play, this might not be directly related to skills or how you use them but pulling and using the terrain effectively is also a factor in battles but the current system doesn't allow for you to do that....

    Please fix this or make the monsters territory larger, I would hate to eventually get a grind party that consists of the party having to run and move all over the place to get to the mob, the exp party camps in FFXI were great in this regard, while the zones are probably too large to remove it completely at least make the territory much bigger.
    (8)

  2. #2
    Player

    Join Date
    Mar 2011
    Posts
    25
    I 100% completely Agree With this. while i can usually work around this in solo play, i find it extremely frustrating that everyone is as said before just running up to evey mob, heck even mages will just run straight up to a mob with surrounding aggresive mobs like its ok that they have agg and are getting hit with every aoe WS and spell, its sloppy and difficult for healer's to keep up with and hard to make other's understand. it feels like less of an tactical accomplishment and just a crazy mad rush with no direction. plus the fact that your agg turns into my agg if i have to heal you(meaning anyone besides the tank) and if i die then you die. The biggest argument i hear is the territory thing, but this could easily be fixed with a long extension, heck id go for full map chases like the old day's so people really get the picture.
    (2)

  3. #3
    Player

    Join Date
    Jul 2011
    Posts
    279
    I'd like to see this as well, if you aggro you should either kill it or die. Bring back some of the danger in the world. Right now it feels like you can almost free roam anywhere you want with little worry.
    (1)

  4. #4
    Player
    Perrin_Aybarra's Avatar
    Join Date
    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by Chain View Post
    I'd like to see this as well, if you aggro you should either kill it or die. Bring back some of the danger in the world. Right now it feels like you can almost free roam anywhere you want with little worry.
    I agree but they should implement abilities/spells with a proper cooldownto reset the aggro so the mob stopd chasing you. That way you can use it on emergency if you aggroed something and don't want to kill.
    (1)

  5. #5
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    I don't agree. The instant this (free-ranging) is added, you'll see high rank mobs parked outside towns and zone points...intentionally for mpking. That was the whole reason why there is a "territory" range in the first place.
    (0)

  6. #6
    Player
    Raizen_Reyne's Avatar
    Join Date
    May 2011
    Location
    (Ul'Dah)
    Posts
    53
    Character
    Neige Vargaresa
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    Quote Originally Posted by tymora View Post
    I don't agree. The instant this (free-ranging) is added, you'll see high rank mobs parked outside towns and zone points...intentionally for mpking. That was the whole reason why there is a "territory" range in the first place.
    This is why I suggested to simply make the range bigger, rather than none existent.
    (2)

  7. #7
    Player

    Join Date
    Mar 2011
    Posts
    69
    If there has to be a range, mobs shouldn't leash until 10-20 seconds of not being touched. It's ridiculous that something will just turn around and leash while being whacked on.

    Personally though, I preferred the system XI eventually settled on. Never-ending aggro that simply despawned and respawned in the proper place after the person(s) with enmity died/zoned. No MPK, no trains through dungeons, and a world where you actually have to pay attention while traveling. Not to mention that it opened the door for neat little flavor mechanics, like losing aggro if you're out of sight of the enemy and run over water causing it to lose your 'scent'.
    (3)

  8. #8
    Player
    Ferth's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Celeras View Post
    If there has to be a range, mobs shouldn't leash until 10-20 seconds of not being touched. It's ridiculous that something will just turn around and leash while being whacked on.

    Personally though, I preferred the system XI eventually settled on. Never-ending aggro that simply despawned and respawned in the proper place after the person(s) with enmity died/zoned. No MPK, no trains through dungeons, and a world where you actually have to pay attention while traveling. Not to mention that it opened the door for neat little flavor mechanics, like losing aggro if you're out of sight of the enemy and run over water causing it to lose your 'scent'.
    Agreed.

    It was fun just traversing the world of FFXI, frustrating at times... but still fun.
    (0)

  9. #9
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    The current leashing behaviour is also extremely exploitable by ranged attackers. Before 1.18, people used it to solo Uraeus by repeatedly dotting it up, then making it return to its territory.

    The zones in FFXIV are generally larger than in FFXI (a problem, I feel, as there is less diversity in the world) but some kind of endless tracking until the enemy loses sight/scent or a zone line is crossed would still work, I think.
    (1)

  10. #10
    Player
    Raizen_Reyne's Avatar
    Join Date
    May 2011
    Location
    (Ul'Dah)
    Posts
    53
    Character
    Neige Vargaresa
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Frein View Post
    The current leashing behaviour is also extremely exploitable by ranged attackers. Before 1.18, people used it to solo Uraeus by repeatedly dotting it up, then making it return to its territory.

    The zones in FFXIV are generally larger than in FFXI (a problem, I feel, as there is less diversity in the world) but some kind of endless tracking until the enemy loses sight/scent or a zone line is crossed would still work, I think.
    Yeah totally agree here too, I once went with some friends to get my Kokoroon Darkshell Mail from the NM, got there and saw an archer doing this. Problem was the fight took so long because of this we were left waiting around for a very long time while this person abused the territory range :\
    (0)

Page 1 of 2 1 2 LastLast