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  1. #41
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    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.
    (0)

  2. #42
    Player
    drivendawn's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Driven Rapturespell
    World
    Mateus
    Main Class
    Pugilist Lv 50
    100% agree and do want the night time mobs.
    (1)

  3. #43
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Erendis View Post
    This picture was blocked by Avast as harmful.
    Avast is stupid.

    It's an NES Castlevania screenshot.
    (0)

  4. #44
    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.

  5. #45
    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)

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