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  1. #1
    Player
    tymora's Avatar
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    Mar 2011
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    1,724
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    Tymora Estrellauta
    World
    Balmung
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    Thaumaturge Lv 90

    Logical Mob Placements

    A request for placing mobs in logical locations in future release.

    E.g.
    Unless Wahoo (a fish) swim in the air or Apkallu can fly, Apkallu flocks should be near water and not in the middle of nowhere like 49,30 in Coerthas.
    (5)

  2. #2
    Player
    MariyaShidou's Avatar
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    Mar 2011
    Location
    Ul'dah
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    1,111
    Character
    Mariya Shidou
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by tymora View Post
    A request for placing mobs in logical locations in future release.

    E.g.
    Unless Wahoo (a fish) swim in the air or Apkallu can fly, Apkallu flocks should be near water and not in the middle of nowhere like 49,30 in Coerthas.
    We got Jellyfish floating in the air, so obviously Wahoo can fly.
    (0)

  3. #3
    Player
    Lehed's Avatar
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    Jul 2011
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    18
    Character
    Piccolo Alruin
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    This seems semi related, but I think it would be nice if the mobs actually did something instead of just roaming around. A example would be the Antlings. I was thinking if they came out of a nest in the ground and walked in lines like real ants, to a certain point as if gathering food. Or even more simple if the goats and stuff were grazing or something more natural. I guess my point is it seems weird when they just stand around. Though I wouldn't know how to do this with all mobs, as I'm not sure what a bomb would be doing casually.
    (3)

  4. #4
    Player
    Nakiamiie's Avatar
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    Apr 2011
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    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Lehed View Post
    This seems semi related, but I think it would be nice if the mobs actually did something instead of just roaming around. A example would be the Antlings. I was thinking if they came out of a nest in the ground and walked in lines like real ants, to a certain point as if gathering food. Or even more simple if the goats and stuff were grazing or something more natural. I guess my point is it seems weird when they just stand around. Though I wouldn't know how to do this with all mobs, as I'm not sure what a bomb would be doing casually.
    Something similar was discussed here a long time ago, but instead they removed the monsters' behaviour. My guess is they want to redesign it all and put it in 2.0. We are in 2011, soon 2012, I believe it is quite a huge flaw to not have monster AI in an MMORPG now. I don't really understand people's complaints about monsters fleeing, walking to them during combat or other behaviour, it feels like some persons just want being spoon-fed monsters. A world that is more dynamic is a better world. Monsters with complex AI makes combat much more interesting AND outside of combat things are so much better (scenery comes alive, different strategies are used to avoid monsters or lure them, etc.)

    Anyway, let's keep our hopes up for 2.0, I'm sure we'll hear more about this in the coming months when we are closer to 2.0's release date.
    (5)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  5. #5
    Player
    Innes's Avatar
    Join Date
    Apr 2011
    Posts
    115
    Character
    Wayward Automaton
    World
    Siren
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Nakiamiie View Post
    Something similar was discussed here a long time ago, but instead they removed the monsters' behaviour. My guess is they want to redesign it all and put it in 2.0. We are in 2011, soon 2012, I believe it is quite a huge flaw to not have monster AI in an MMORPG now. I don't really understand people's complaints about monsters fleeing, walking to them during combat or other behaviour, it feels like some persons just want being spoon-fed monsters. A world that is more dynamic is a better world. Monsters with complex AI makes combat much more interesting AND outside of combat things are so much better (scenery comes alive, different strategies are used to avoid monsters or lure them, etc.)

    Anyway, let's keep our hopes up for 2.0, I'm sure we'll hear more about this in the coming months when we are closer to 2.0's release date.
    i agree with most of the above, and 2.0 will usher a plethora of additions and changes. With the monster AI, there is room for improvement. As with said red colored quote, No monster no NPC no anything would wonder into a combat area only to be hit by an attack and join the fight. Linking is a great addiction, and works very well! But NOT monsters walking into a fight. Aside from that issue with monster AI, everything up into patch1.20 looks great, keep it up Yoshi and TEAM!
    (0)

  6. #6
    Player
    tymora's Avatar
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    Mar 2011
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    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Raptors should move around in packs.
    Non-aggro enemies should flee on combat - That's what your bind is for.
    (0)

  7. #7
    Player
    Discordia's Avatar
    Join Date
    Mar 2011
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    Limsa Lominsa
    Posts
    138
    Character
    Mio Kuromi
    World
    Siren
    Main Class
    Marauder Lv 63
    I'd like to also add the fact that for some bizarre reasons, SE has decided to add aggro mobs in areas where there were none before (i.e., spots for fishing leves, like Pulmia's First Course) I'm not sure if these mobs just snuck in with Heavensturn and is related to that or if they are a result of some weird server bug (holdovers from either a recent attempted group leve or escort event or Behest) but it's annoying if you got gathering classes higher than battle classes and are trying to attempt these leves.
    (0)

  8. #8
    Player
    SeraviEdalborez's Avatar
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    Mar 2011
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    1,558
    Character
    Seravi Edalborez
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    ^ Stealth. Though I think the new mobs in Cedarwood (among others) were added in 1.20a

    I collected some of the mob data on mooglebox's locator tool, and I've gotta agree that they're waiting for 2.0 for anything major to happen. Many areas are/were barren, while others have another group of mobs less than a square away. It's all focused to be on the well-travelled path and for most aggressive mobs to be off the road (except Condors in Dragonhead that I remember). Anything over 50+ that existed before massive mob placement reforms has pretty much been untouched, save for Turning Leaf.
    (0)
    Last edited by SeraviEdalborez; 01-02-2012 at 08:43 AM.

    XI: Zeroblade, Titan Server

  9. #9
    Player
    TheFatHousecat's Avatar
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    Mar 2011
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    710
    Character
    Deepening Shadow
    World
    Balmung
    Main Class
    Warrior Lv 70
    Quote Originally Posted by tymora View Post
    A request for placing mobs in logical locations in future release.

    E.g.
    Unless Wahoo (a fish) swim in the air or Apkallu can fly, Apkallu flocks should be near water and not in the middle of nowhere like 49,30 in Coerthas.
    Well if you really want to be logical, most seabirds roost several (in a few cases almost 100 mi.) from the ocean. I think mainly to keep their eggs safe from sea predators and other hunters that prowl near the coast.
    (0)

  10. #10
    Player
    Join Date
    Mar 2011
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    Limsa Lominsa
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    283
    Quote Originally Posted by Discordia View Post
    I'd like to also add the fact that for some bizarre reasons, SE has decided to add aggro mobs in areas where there were none before (i.e., spots for fishing leves, like Pulmia's First Course) I'm not sure if these mobs just snuck in with Heavensturn and is related to that or if they are a result of some weird server bug (holdovers from either a recent attempted group leve or escort event or Behest) but it's annoying if you got gathering classes higher than battle classes and are trying to attempt these leves.
    1.20 mob revision to create more 20-30 grind spots, also to prevent/lower DoL power leveling, since hitting a node higher than yours five levels ahead of time would give some insane HP, now you have to hit the node on your level otherwise mobs can see through your stealth ability.
    (0)