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  1. #1
    Player
    Magis's Avatar
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    Aug 2013
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    Ul'dah
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    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60

    Since the open world is going to be more difficult, will aggro types be varied?

    Since we finally will have a reason to be careful and avoid aggro, will we see aggro types feature a more prominent role? Both in FFXI and FFXIV 1.0 (and technically 2.0), mobs had different aggro types attached to them. Most aggroed by sight (so hiding behind them didn't aggro). Some by sound only like bats or eyeless monsters (walking around them didn't aggro, running or using abilities did), undead detected the dying, and elementals aggro magic cast near them, etc.

    FFXIV ARR does indeed still have the aggro system in place from 1.0, but due to the lack of danger it's not noticed by most players. That and most mobs aggro by sight. However it's still in place; Nankas in Hullbreaker and various swarms for example can be "walked" around. It would be awesome if this took a bigger role.

    Since I can't find a page on FFXIV's aggro mechanics... here's XI's which follow (more or less) the same rules:

    Code:
        Sight: The enemy will detect you if you are within 15 yalms, inside the enemy's "field of vision," and not Invisible. 
    
            This "field of vision" is approximately 60-75 degrees from the direct front of the enemy, and can be avoided by walking around or behind the field (and the enemy itself).
            The faint inner circle on the radar is at about 15 yalms. 
    
        Sound: The enemy will detect you if you are within 8 yalms of it and not Sneaked. 
    
            Sound aggro is detected in a circular radius from the center of the enemy's model. As such, walking behind the enemy will not avoid aggro to sound.
            The Ninja Job Trait Stealth and the Ranger Job Trait Alertness can occasionally reduce detection to sound-aggroing enemies. 
    
        Magic: The enemy will detect you if magic is cast within 20 yalms of it (counted from where you are standing; the position of the target does not matter). 
    
            Magic aggro is detected in a circular radius from the center of the enemy's model.
            Spells that do not cost MP will not cause magic aggro. As such, Ninjutsu and Bard songs are safe to use.
            The outer circle on the (non-Ninja) radar is at about 20 yalms. 
    
        Ability: The enemy will detect you if you use a Job Ability or Weapon Skill within 20 yalms of it. 
    
            Ability aggro is detected in a circular radius from the center of the enemy's model.
            At the moment, only certain monster families from Aht Urhgan regions exhibit this behavior. 
    
        Low HP/"Blood": The enemy will detect you if your HP color is yellow, orange, or red while within 20 yalms of it. 
    
            Blood aggro is detected in a circular radius from the center of the enemy's model. 
    
        True Sight: A version of Sight aggro that ignores Invisible status. (All other conditions of Sight aggro will apply.) 
    
        True Sound: A version of Sound aggro that ignores Sneak status. (All other conditions of Sound aggro will apply.) 
    
        Sleeping Non-Aggro: Some mobs in Treasures of Aht Urhgan and Abyssea areas are Diurnal or Nocturnal, and will therefore occasionally be sleeping. The "Zzz"s floating from their heads indicate that they will not aggro until they are awoken (either because they are attacked or because the clock changes to their "awake" time). Unlike normal Sleep, any type of aggressive action will cause them to awaken from this type of sleep, even if it does not deal any damage. 
    
        Spawned Monsters: Many spawned monsters will immediately attack the person who caused the monster to spawn. In some cases, it may be possible to spawn the monster(s) with a Sneak effect up and cause the monster(s) to spawn passive (not aggressive). (Spawning monsters with an Invisible effect up is generally impossible because it prevents you from examining/trading to ???s or similar points.) 
    
        Scent: Many enemies pursue their target (in addition to their detection methods) using Scent. It is possible to "lose" aggro on these types of enemies if the player Deodorizes him or herself while he or she is out of the enemy's widest detection range. If aggro was successfully lost, the enemy will give up chasing the player at the point where Deodorize was applied.
    
        Water element (Rain) weather and walking through bodies of water will have a similar effect to that of Deodorize.
    (6)
    Last edited by Magis; 05-22-2015 at 11:08 PM.

  2. #2
    Player
    Seryl199's Avatar
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    Sep 2013
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    549
    Character
    Delferia Seule
    World
    Siren
    Main Class
    Astrologian Lv 60
    I've seen these types, and I'll be interested as well to see it be more relevant, instead of just routing my choco to go behind every mob. I'm always sneaky around Dullahan types though, they can't see you very well without a head!
    (3)

  3. #3
    Player
    Xatsh's Avatar
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    Mar 2011
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    Uldah
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    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Would be nice, but I would not expect them to add a complex system like this to XIV.

    They went with a more simplistic easy to understand system in XIV. Too afraid of confusing the new ppl to the genre and frustrating ppl. The new generation does not like having to learn what mobs do what without a marker over the mobs head saying what it does.
    (1)

  4. #4
    Player
    Magis's Avatar
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    Ul'dah
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    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Seryl199 View Post
    I've seen these types, and I'll be interested as well to see it be more relevant, instead of just routing my choco to go behind every mob. I'm always sneaky around Dullahan types though, they can't see you very well without a head!
    DOH, how did I not noticed that XD?
    (0)

  5. #5
    Player
    Felis's Avatar
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    Mar 2011
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    Gridania
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    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    We have already sight aggro and sound aggro.
    As an example the Eft type enemies are sound aggro. They don't notice you if you walk instead of running.
    i think Yoshida explained it with: if it have eyes, it is sight aggro. If it don't have eyes or bad eyes then it is sound aggro.

    Looking at the OP list, 1.0 had sight aggro, sound aggro, and true sound aggro (i called it smell aggro to me ^^)
    (0)
    Last edited by Felis; 05-22-2015 at 11:21 PM.

  6. #6
    Player
    Radacci's Avatar
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    Aug 2012
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    Gridania
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    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    I don't think there's gonna be much to worry about. Unless mobs got ranged snares/stuns, and can bullrush you, and stuff.
    not that we saw all the new maps, but mobs seemed quite spread out, so aggroing to much doesn't seem likely, unless it's a fate where lots of mobs spawn.
    (0)

  7. #7
    Player
    Vaer's Avatar
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    Oct 2011
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    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Mobs leash pretty easily so unless they remove that, (i.e in XI they would follow you forever until they were killed, you died, or you zoned, before they changed it anyways) i doubt there will be quite that much of a difference like some think. Unless they add ranged attacks to everything, which was present in 1.0 but removed from most mobs.

    I think they said i130 would last up until halfway at 55, so with that in mind geared players will have it easier than others off the bat anyways.
    (0)

  8. #8
    Player
    Gooner_iBluAirJGR's Avatar
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    Aug 2013
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    Ul'dah
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    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Radacci View Post
    I don't think there's gonna be much to worry about. Unless mobs got ranged snares/stuns, and can bullrush you, and stuff.
    not that we saw all the new maps, but mobs seemed quite spread out, so aggroing to much doesn't seem likely, unless it's a fate where lots of mobs spawn.
    Yeah I feel the same. From what I can gather, the more dangerous monsters thing wont come into play unless you're in a densely populated beast tribe camp or a dragon roost or something.
    Only time will tell.
    (0)
    YouTube.com/c/iBluairjgr

  9. #9
    Player
    Almalexia's Avatar
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    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Felis View Post
    i think Yoshida explained it with: if it have eyes, it is sight aggro. If it don't have eyes or bad eyes then it is sound aggro.
    Unless you're a skeleton.
    (0)

  10. #10
    Player
    h0tNstilettos's Avatar
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    Aug 2013
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    Limsa Lominsa
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    565
    Character
    Samira Starlightzz
    World
    Leviathan
    Main Class
    Red Mage Lv 70
    In the Live Letter XXI from yesterday, Yoshi had said at one part that the enemies will aggro each player differently based on certain things. He didn't really go into specifics though. Maybe he meant like certain classes/jobs were more likely to be aggroed by certain enemies. Not sure.
    (0)