Ya, i think it's pretty stupid this thing has 500 likes, and ready check only had a few. Yet they keep on taking away the mob AI and adding stupid features like ready check.
Ya, i think it's pretty stupid this thing has 500 likes, and ready check only had a few. Yet they keep on taking away the mob AI and adding stupid features like ready check.
I agree with your first sentence. But how the hell is ready check stupid? The other day my pickup party went into Ifrit without making sure that everyone was ready. One of the WHMs was afk the whole fight. We got Ifrit down to 1%. Point made?
No because I've killed ifrit with 4 people.
My point is, instead of making this happen, they put their development time in taking it out(instead of improving) and adding other pointless features.
Last edited by Rokien; 07-19-2012 at 12:47 AM.
Doesn't matter how many YOU'VE killed Ifrit with...not everyone can be like Rokien. Again...I don't see how 'ready check' is pointless.


I do miss a lot of the mob AI (except for most of the curious AI) I think it really made the game stand out quite a bit compared to other MMO AI
Sad thing is, since mob grinding will do jack all in 2.0, we probably won't get smart ai on regular monsters anymore
It really was the small things that made XI (and XIV) stand out from other MMOs. You were shittin your pants while going through undead territory while weakened prayin your weakness didn't wear or that was it.
People say we need monsters that hit you for 7-9k a hit to instill danger? Pft, give us Undead that aggro low health or monsters that aggro ability usage.
Snurble, they buff and heal you.
whats the problem?
you guys asking for goats to follow you around? next thing you know you accidentally aoe them and they gang up on you. happened to me..
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.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.
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