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.




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.
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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.
Last edited by Lemuria; 10-18-2015 at 06:20 PM.
the dullahans in north shroud only react to sounds for example
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.
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.
- 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.
Last edited by Jynx; 10-19-2015 at 03:50 AM.



Damn that system sounded well thought out. Actual believable AI instead of just attack/not attack.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.
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.
- 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.
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.
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.




I think this is a great idea, would love to see it implemented.



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.
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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.
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