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  1. #1
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Hey hey~ Let's keep the discussion on monster AI please.

    I think everyone agrees the only problematic AI was the curious fellows and this thread has giving some good solutions. I'm not sure if programing curious monsters to flee as soon as a weapon is drawn (Just jump back a few steps due to your startling them not flat out run) would be a massive feat.

    But I do hope the monsters of 2.0 have more flair than the current ones possess. I'd love to see nifty things like Funguars move towards the last place monsters died so they could in a way seem like they were planting themselves on the corpses on dead enemies/players.

    Or if Cactuars and other seedkin (If available) would tend to congregate near water for longer periods of time or seek out sunny patches in the dense forest undergrowth.

    A pack of wolves circling the outside of a large goat herd making a bit of a barrier to entry of easier targets for players.
    (5)

  2. #2
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Jynx View Post
    Hey hey~ Let's keep the discussion on monster AI please.

    I think everyone agrees the only problematic AI was the curious fellows and this thread has giving some good solutions. I'm not sure if programing curious monsters to flee as soon as a weapon is drawn (Just jump back a few steps due to your startling them not flat out run) would be a massive feat.

    But I do hope the monsters of 2.0 have more flair than the current ones possess. I'd love to see nifty things like Funguars move towards the last place monsters died so they could in a way seem like they were planting themselves on the corpses on dead enemies/players.

    Or if Cactuars and other seedkin (If available) would tend to congregate near water for longer periods of time or seek out sunny patches in the dense forest undergrowth.

    A pack of wolves circling the outside of a large goat herd making a bit of a barrier to entry of easier targets for players.
    I think it probably came downt to get rid of it or spend funds to completely overhaul AI, I'm assuming reprogramming AI is not a small task and quite expensive. But I really hope SE does intend to do it at some point, I loved the reactionary AI like the crabs and deer you mentioned. Haven't played any other MMOs that had that.
    (1)