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  1. #1
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,531
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    I think it would be a waste to implement such a feature and not have a single quest or two involving getting a timed mob.
    (5)

    http://king.canadane.com

  2. #2
    Player
    ServerCollaps's Avatar
    Join Date
    Jan 2012
    Posts
    2,280
    Character
    Tiger Undie
    World
    Alpha
    Main Class
    Fisher Lv 100
    hogs always notice you, drakes are blind and you can move around them as long as you dont run (same with some others), cobolds have sight aggro etc.
    (2)

  3. #3
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by ServerCollaps View Post
    hogs always notice you, drakes are blind and you can move around them as long as you dont run (same with some others), cobolds have sight aggro etc.
    Decided to test this theory. Used Disciple of the Land, walked in front of the hogs in South Shroud. No aggro. Used Ninja and stealth, walked in front of the same hogs. No aggro. Not exactly true sight so far. As for the drakes, I set my movement speed to walking and strolled past a drake. Got aggressive when it looked at me. I'd love to be wrong on these points, but unless we're talking about very specific examples of these mob types, I've never encountered the same situation that you apparently have.

    Are there specific exceptional enemies that have these aggro types?

    Update: Okay, I found at least one good example of sound aggressive monsters. Jellyfish, such as Sea Wasps will aggro you even with their backs turned. I suspect the same may be true of some other waterkin enemies.
    (1)
    Last edited by Lemuria; 10-18-2015 at 06:20 PM.

  4. #4
    Player
    ServerCollaps's Avatar
    Join Date
    Jan 2012
    Posts
    2,280
    Character
    Tiger Undie
    World
    Alpha
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Lemuria View Post
    Update: Okay, I found at least one good example of sound aggressive monsters. Jellyfish, such as Sea Wasps will aggro you even with their backs turned. I suspect the same may be true of some other waterkin enemies.
    the dullahans in north shroud only react to sounds for example
    (0)

  5. #5
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by ServerCollaps View Post
    hogs always notice you, drakes are blind and you can move around them as long as you dont run (same with some others), cobolds have sight aggro etc.
    Common misconception from back in 1.0 when monsters were a bit more fleshed out behaviour wise. A few choice beastmen mobs and Hogs has a small area of True sight a few malms infront of them with a larger non-true cone in front. Efts had sound agro but would need to "hear" you once you caught their attention if you stopped moving they would go on with their business.

    1.0 Monsters had a few AI Quirks to learn and helped a ton once you got to know them all those "Impossible death zones" people cried about were actually easilly traversable with a few exceptions. Here are a few of the old AI quirks we had.

    • Funguar wont use Queasy cloud, or (not sure on name) Mushroom whip if you don't attack them when they inflate or deflate.
    • Mice mobs tend to flee after you weaponskill and cower for a few moments
    • Red crabs "Used to" Raise their claws instead of flat out agroing until you got closer to them
    • Drakes will warn you before they agro
    • Efts "Used to" Become "Aware" of your presense via sound, and if you stopped moving during this phase where they appeared to be listening for you...you could avoid agro!
    • Many mobs used to follow you around Monkies, and Aldgoats being a prime example.
    • Deer and Quqirn would run away from you.
    There were tons of other examples of unique monster behavior but mainly because of the monkies and aldgoats people despised this system as a few choice enemies would tend to follow too close during combat and make using AOE difficult. So instead of tweaking things they threw the entire system out.
    (6)
    Last edited by Jynx; 10-19-2015 at 03:50 AM.

  6. #6
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Jynx View Post
    Common misconception from back in 1.0 when monsters were a bit more fleshed out behaviour wise. A few choice beastmen mobs and Hogs has a small area of True sight a few malms infront of them with a larger non-true cone in front. Efts had sound agro but would need to "hear" you once you caught their attention if you stopped moving they would go on with their business.

    1.0 Monsters had a few AI Quirks to learn and helped a ton once you got to know them all those "Impossible death zones" people cried about were actually easilly traversable with a few exceptions. Here are a few of the old AI quirks we had.

    • Funguar wont use Queasy cloud, or (not sure on name) Mushroom whip if you don't attack them when they inflate or deflate.
    • Mice mobs tend to flee after you weaponskill and cower for a few moments
    • Red crabs "Used to" Raise their claws instead of flat out agroing until you got closer to them
    • Drakes will warn you before they agro
    • Efts "Used to" Become "Aware" of your presense via sound, and if you stopped moving during this phase where they appeared to be listening for you...you could avoid agro!
    • Many mobs used to follow you around Monkies, and Aldgoats being a prime example.
    • Deer and Quqirn would run away from you.
    There were tons of other examples of unique monster behavior but mainly because of the monkies and aldgoats people despised this system as a few choice enemies would tend to follow too close during combat and make using AOE difficult. So instead of tweaking things they threw the entire system out.
    Damn that system sounded well thought out. Actual believable AI instead of just attack/not attack.

    I did hear from a FC mate that the aldgoats following you around would make aoeing harder since they'd get in the way.

    From the time I played at the very beginning, I recall monsters would have a "!" symbol above their head if they were noticing you, and if you got away fast enough they wouldn't attack.
    (2)

  7. #7
    Player
    DragonHunterG's Avatar
    Join Date
    Aug 2013
    Posts
    181
    Character
    Cyan Garamonde
    World
    Zalera
    Main Class
    Samurai Lv 80
    Something like that or I was also thinking it would be cool to see some sort of actual behavior from roaming creatures. Like they will go to a place and sleep during the night, maybe some will stay awake and keep watch over the others and if you attack them during this time, they will have higher attack/hp or whatever. little details that show life. instead they just plod back and forth between their established points, never deviate, never sleep, never move any differently.
    (3)

  8. #8
    Player
    Solarra's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    887
    Character
    Sylbritt Muscadet
    World
    Cerberus
    Main Class
    Archer Lv 89
    I think this is a great idea, would love to see it implemented.
    (2)

  9. #9
    Player
    MistyMew's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,475
    Character
    Misty Mew
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    day/night time mobs would be cool indeed.

    I have always wanted a couple zones to have seasons as well, spring, summer, autumn, and winter with not only complete environmental changes but mob changes as well. Dont think that will happen though, but it would be nice.
    (4)


    MORE HIGH HEELS + INSTANCED HOUSING! !

  10. #10
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    We don't really spend much time fighting mobs anyway, so I'm not sure if most people would notice the change. 3.0 monster drop rates are so horribly low, while HP pools on mobs are so large, that I did almost all of my crafting material farming by sending out retainers on ventures. And while daily hunts send us out to kill certain enemies, maybe only 20% of the enemies in 3.0 show up as possible targets.

    So while the idea is fun, they need to work harder not to trivialize open area mobs in general.
    (1)

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