Just kill things before adds are a problem.
https://youtu.be/NsoEt_3VPog
Just kill things before adds are a problem.
https://youtu.be/NsoEt_3VPog
http://king.canadane.com
This, however, is a thing I would definitely like to see implemented. Signs and marks could definitely improve complexity, and might make it a little easier to implement some of the other dungeons that might prove difficult for the AI to complete.
Try that again as anything but tank.Just kill things before adds are a problem.
https://youtu.be/NsoEt_3VPog
And believe me I do use those commands as need be. However, there are times when that is terribly inconvenient.
The main incentive for me making this thread is actually the Tonberry King. The tank npc goes out of their way to attack all of the adds, including the stabbers, when all I need/want them to do is tank the boss. As a dps I go after the adds and take them out easily, but it's rough on the squadron when the tank runs around attacking adds with the boss in tow. Not only do I have to attack the adds immediately to kill them but I also have to stop and spam engage on the boss so the tank stops chasing the adds.Just kill things before adds are a problem.
https://youtu.be/NsoEt_3VPog
Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.
I think really, until devs provide some tweak or improvement to give a little more control, we won't have that ability. I hope it's possible through some means; I'd love to see being able to give proper commands and directions through signs and waymarks (my personal favorite possibility) or anything else they come up with. But with the simplistic code we're starting with, just gotta make due.
And while I agree that more control would make things easier, maybe, for now, the way devs set things up, maybe they intended it to be this awkwardly challenging.
I've made it up to Stone Vigil, where I hit my first death/wipe. The problem I'm hitting is positioning, and getting caught off guard as a healer, or the squad ending up stacked on the tank.
Would something like you said that ignores adds but called say Focus. Problem is how do you get the tank to be told not to focus on adds while you and others can? Someone can probably remember, was the implementation of something similar to FF-12 Gambit system going to pop up? Or was that just talk that got jolted up here?
Gambits, while not needing to have so many categories, would make things maybe a bit better. You would still need a toggle, what would make the bosses differ from normal trash adds that they could use to tell them apart?
Last edited by Leigaon; 11-08-2017 at 05:33 AM.
They can do alot of things with gambits if the resources is worth it.
Gambit Pathing:
- Tank gambit set to auto engage section by section after one section is cleared walking through dungeon unless commanded to wait.
- Healer gambit can be set to stay 10 yalms away from tank.
- DPS can be set to stand to flank or rear of tank's target.
They can have group gambit formations:
- Pincer= DPS stand behind enemy/enemies, tank in front, healer stand behind DPS
- Cross= DPS stand to flanks, tank in front, healer in back of enemy/enemies
- Spread= All allies run away from each other upon you disengaging.
- Follow= All allies follow your path upon disengaging.
- Focus= All allies focus on your target ignoring adds.
- Free= All allies hit any target when you are engaged.
Then there is the priority gambits via AI programming:
- Healer will prioritize healing when any ally is 70%,or whatever percent you set.
- Healer will prioritize healing tank before DPS if all allies are below the set percent and spread to far for aoe heal.
- Healer will prioritize aoe heals when all allies are below threshold set and with aoe range.
- Healer will apply damage shield when x skill is used by enemy.
- DPS will AoE when more than 3 enemies are engaged and in range.
I am just throwing some stuff out there but they still employ the man who designed gambits and I am sure he could come up with a really intuitive system even if he didn't work on it personally here, his knowledge could help the dev team make a vastly improved AI.
As for how to mark bosses different from normal enemies?
They could easily add an enemy list for each dungeon. Have bosses marked as bosses and trash marked as trash.
Example:
Firemane= Boss
Fire wisps= Trash
Set gambits pre dungeon who to prioritize to kill
Thunderclap Guivre= Boss
Lightning elementals= Trash
Set gambits pre dungeon who to prioritize to kill
Tangata= Boss
Fire Wisps= Trash
Set gambits pre dungeon who to prioritize to kill
Just allow us to set priorities on each monster in dungeon pre dungeon in the list. Which would be remembered and saved until we choose to alter the priorities. Just imagine a map of said dungeon with a UI list on the side where you could set enemy priorities or draw a path for the tank to follow.
Last edited by Sandpark; 11-08-2017 at 08:30 AM.
I'm not sure if Squadron meant to be something complex strategy like verminions.
They don't have to know the mobs, they just have to do proper skills on the target we selected.
A separate single target and AoE Engage button is enough for me.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.