I'm okay with this as long as the monsters have a purpose. If not they'll just be ignored like 99% of the current open world is.



I'm okay with this as long as the monsters have a purpose. If not they'll just be ignored like 99% of the current open world is.

100% agree and do want the night time mobs.
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.
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