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  1. #11
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,483
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Just kill things before adds are a problem.
    https://youtu.be/NsoEt_3VPog
    (1)

    http://king.canadane.com

  2. #12
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Alien_Gamer View Post
    But the game does have target marks. Program the squad to kill mobs in order of the targets and not to attack the null targets.
    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.
    (0)

  3. #13
    Player
    Lunali's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    44
    Character
    Lunali Brighteyes
    World
    Cactuar
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Canadane View Post
    Just kill things before adds are a problem.
    https://youtu.be/NsoEt_3VPog
    Try that again as anything but tank.
    (2)

  4. #14
    Player
    Joe777's Avatar
    Join Date
    Dec 2016
    Location
    Kugane
    Posts
    673
    Character
    Joe Ultima
    World
    Coeurl
    Main Class
    Rogue Lv 70
    Quote Originally Posted by Hasrat View Post
    Problem probably is, the game likely has no way of recognizing "adds." A mob is a mob is a mob.

    That's why they gave you the "Engage"/"Disengage" options.
    And believe me I do use those commands as need be. However, there are times when that is terribly inconvenient.

    Quote Originally Posted by Canadane View Post
    Just kill things before adds are a problem.
    https://youtu.be/NsoEt_3VPog
    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.
    (0)
    Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.

  5. #15
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    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.
    (0)

  6. #16
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Joe777 View Post
    The main incentive for me making this thread is actually the Tonberry King...
    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?
    (0)
    Last edited by Leigaon; 11-08-2017 at 05:33 AM.

  7. #17
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    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.
    (1)
    Last edited by Sandpark; 11-08-2017 at 08:30 AM.

  8. #18
    Player
    uvuvwevwevweonyetenyevweugwemu's Avatar
    Join Date
    Dec 2016
    Posts
    408
    Character
    Pa Lin'guine
    World
    Siren
    Main Class
    Blue Mage Lv 60
    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.
    (0)

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