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  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    43

    Mobs Returning to it's territory

    This is not a bitching thread, but more of as "any suggestions?" thread.

    I play FFXI for 4 years (saying that for reference).

    So I was partying with a friend last night and this is probably my first time partying after the 1.19 PATCH. Didn't really know where to go so we hit up some underground tunnels (you know, where all the mole rats are at). I know through experience that Bats usually spawn when it's night time, so I did an FFXI pull (pulling to mob to our party)... and in the middle of the fight, I was holding pretty good aggro, but he decides to just leave us... so I had to go back and grab him, of course 2 bats would spawn and aggro us...

    Anyways, that's the story. Is there a trick to this? or should we just fight in a camp with lower levels in case of aggros? Thanks!
    (3)

  2. #2
    Player
    Anonymoose's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    5,031
    Character
    Anony Moose
    World
    Excalibur
    Main Class
    Arcanist Lv 100
    It's just a different system than XI, it takes time to get used to. XIV parties tend to migrate in small circles of a crowded area killing TOGETHER instead of just gluing their asses to one spot and pulling from 200 yalms way. (I like it better.)

    I'd recommend finding an area where you can either circle a large object killing the mobs around it, or running back and forth between two large crowed groups. The goal isn't to find a rhythm of repops in one space, it's to move in such a way that when you complete your path, the first mobs are back.

    The circle method is best, as you can keep your chains.
    (2)
    Last edited by Anonymoose; 10-13-2011 at 08:01 AM.
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola

  3. #3
    Player
    Synfrag's Avatar
    Join Date
    Jun 2011
    Location
    Ul'Dah
    Posts
    377
    Character
    Syn Kazama
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Anonymoose View Post
    It's just a different system than XI, it takes time to get used to. XIV parties tend to migrate in small circles of a crowded area killing TOGETHER instead of just gluing their asses to one spot and pulling from 200 yalms way.

    I'd recommend finding an area where you can either circle a large object killing the mobs around it, or running back and forth between two large crowed groups. The goal isn't to find a rhythm of repops in one space, it's to move in such a way that when you complete your path, the first mobs are back.

    The circle method is best, as you can keep your chains.
    No it's actually a problem I believe. I get the same problem if the mob is aggressive. Chanse, please put your feedback in this thread in the bugs section.
    (1)
    Last edited by Synfrag; 10-13-2011 at 08:03 AM. Reason: sp

  4. #4
    Player
    Travesty's Avatar
    Join Date
    Mar 2011
    Posts
    290
    Character
    Travesty Eidolon
    World
    Coeurl
    Main Class
    Dragoon Lv 90
    Yeah this is a bug, I think with aggressive mobs. Was happening to me last night while I was duoing. Some of the mobs I was actively fighting would just turn around and start returning.
    (1)

  5. #5
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Chanse View Post
    This is not a bitching thread, but more of as "any suggestions?" thread.

    I play FFXI for 4 years (saying that for reference).

    So I was partying with a friend last night and this is probably my first time partying after the 1.19 PATCH. Didn't really know where to go so we hit up some underground tunnels (you know, where all the mole rats are at). I know through experience that Bats usually spawn when it's night time, so I did an FFXI pull (pulling to mob to our party)... and in the middle of the fight, I was holding pretty good aggro, but he decides to just leave us... so I had to go back and grab him, of course 2 bats would spawn and aggro us...

    Anyways, that's the story. Is there a trick to this? or should we just fight in a camp with lower levels in case of aggros? Thanks!
    You can't pull monsters great distances from where they spawn. Due to the semi-seamless world (I say "semi" because only areas within each region are seamless), monsters will only chase you so far. As others have said, you just generally find an area of mobs of the level you want to fight, and just move around a little while you keep killing. Don't be too afraid of links, as you will get bonus EXP for them (as long as you can survive).

    This isn't a bug/problem as some people are saying. They simply will not stay out of their home area for more than a certain amount of time.
    (2)

  6. #6
    Player
    Kopuno's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    275
    Character
    Rhizzae Cathedral
    World
    Mateus
    Main Class
    Summoner Lv 70
    It is a bug, because you can pull them a couple feet and they will suddenly run off. Although, I know SE said something about mobs running back for help, but this is a very crappy mechanic if it is indeed that way.
    (0)

  7. #7
    Player
    LoydTallister's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    25
    Character
    Crolant Tallister
    World
    Goblin
    Main Class
    Gladiator Lv 50
    I don't like this a whole lot but I am learning to deal with it for now. One thing I have learned from this game is nothing is set in stone yet. So overall don't let this get you down.
    (0)
    Quote Originally Posted by Pinurabi View Post
    Nice find, LoydTallister! (That's a name made to wear the honorific "Sir" if I've ever seen one!)

    The case of the missing companion name has been cracked, and the revised text will go live in 1.19. Thanks!

  8. #8
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    Yeah I have hit a mob from a range, and its gone back to its original location. I've hit beastmen up close to have them put their weapon away while I'm still all ready to eff them up. I believe there is present boundaries for mobs and where they spawn, and we're just hitting that boundary, or if not that there is a something acting up and making the boundaries spaz (game programming is not my things so IDK just a hypothesis)
    (0)

  9. #9
    Player
    miqokini's Avatar
    Join Date
    Jul 2011
    Posts
    480
    Character
    Belts Guan
    World
    Faerie
    Main Class
    Goldsmith Lv 50
    Yeah, definitely a bug. I'm surprised there aren't more people in here. This has been happening to me and my buddy as long as we've been playing (since release).

    For instance, at the Ixali camp in Coerthas, you can pull a mob not even 15 yalms from where he was standing, be dead in the middle or even at the end of a fight with him, and all of a sudden he just runs back like nothing ever happened.

    Extremely annoying.
    (0)
    10/14/11 - FFXIV community civil war erupts. "I'm paying and the game is gonna be awesome." VS. "I'm leaving and the game is gonna die." Let the battles begin!

  10. #10
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    43
    Quote Originally Posted by Alhanelem View Post
    You can't pull monsters great distances from where they spawn. Due to the semi-seamless world (I say "semi" because only areas within each region are seamless), monsters will only chase you so far. As others have said, you just generally find an area of mobs of the level you want to fight, and just move around a little while you keep killing. Don't be too afraid of links, as you will get bonus EXP for them (as long as you can survive).

    This isn't a bug/problem as some people are saying. They simply will not stay out of their home area for more than a certain amount of time.

    I totally understand this... but I wear the distance was not that great. When the mob decided to return to their territory, I can still provoke it (so I guess it's still in provoke distance). And sorry I should have mention the range/distance better... so, no I didn't pull the mob in a long distance... just enough to be away from the circle, not like Valkurm Dune Style.. LOL.
    (0)

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