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  1. #1
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90

    Command missions - why not just release all the dungeons?

    When I heard command missions were only coming out a few at a time my immediate thought was that they were tuning the AI to work with specific dungeon mechanics, like when doing certain job/story quests with npc’s they will, for example, gather for stack markers and spread out for splash damage.

    But so far the squadron just uses generic all purpose AI that is outright broken in some bosses and seems like it could be applied universally to every dungeon that can be undersized.

    So why not just release every dungeon for command missions? If the AI isn’t being changed for each instance then what’s the reason to withhold any of them?
    (9)
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  2. #2
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    I think there's no AI in the quests and them dodging aoes are simply a programming to respond to boss dances. Frankly I noticed this during the SCH quests when the Npcs kept getting in my way with splash markers, which made me question if it was AI or just them programming the boss to behave in a pattern with NPC then responding and creating the illusion of AI.

    Ofc I'll be glad if proven wrong
    (1)

  3. #3
    Player
    Zeromon's Avatar
    Join Date
    Dec 2016
    Location
    Gridania
    Posts
    79
    Character
    Zero'tas Dyr-mon
    World
    Zalera
    Main Class
    White Mage Lv 90
    Yeah, its the lack of AI. Each npc must be programmed to attack and dodge. If there's a special boss mechanic the NPCs must be able to do it all. Imagine if the NPCs had no idea to break you out of an instant death mechanic like a Granite Gaol (Titan mechanic) the whole dungeon run would be impossible.
    (1)
    Last edited by Zeromon; 03-30-2018 at 09:25 AM.

  4. #4
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Zeromon View Post
    Yeah, its the lack of AI. Each npc must be programmed to attack and dodge. If there's a special boss mechanic the NPCs must be able to do it all. Imagine if the NPCs had no idea to break you out of an instant death mechanic like a Granite Gaol (Titan mechanic) the whole dungeon run would be impossible.
    Not only that, some boss attacks targets only players and nothing else, it seems the computer doesn't recognize the presence of the squadron as players or valid targets, which means that in an ipotethical dungeon or trial like titan HM the fight would end after few secs of beign gaoled (Unless you can order them from the gaol)
    (1)

  5. #5
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    Even if they're not changing AI, they've still got to thoroughly test to make sure nothing breaks. Running as every job, with every possible combination of squad classes, with varying orders (balanced, defensive, etc).
    (0)

  6. #6
    Player
    SannaR's Avatar
    Join Date
    Feb 2018
    Posts
    3,313
    Character
    Sanna Rosewood
    World
    Midgardsormr
    Main Class
    White Mage Lv 100
    Didn't they also change how some of the dungeons work when your doing them with your squad? I already know they ignore jail type things. They do it every time the 2nd boss in Bray puts me in that bubble. If anything the squad needs to be taught how to break off from a boss that isn't taking any damage. They can stand in pools of bad but when you have the 2nd and last boss of Halitali types where you have to kill adds in order for it to take damage again they just whack on the boss. I know you can make them attack the propper adds, but in some of the later places that can become hard. I shudder to think about taking them into Pharos where we all know what happens if you try to burn the 1st boss down. Or even Quarn normal or Hard. Would they be effected by doom or be turned into mummies?
    (0)

  7. #7
    Player
    basketofseals's Avatar
    Join Date
    Jul 2015
    Posts
    815
    Character
    Verrine Mercer
    World
    Balmung
    Main Class
    Samurai Lv 86
    I can't think of in any way the dungeons have been edited to work with squadrons. The reason mechanics only target the player is because squadron NPCs are coded as pets. Theoretically the groundwork is already set so long as there isn't a mechanic that needs to be done while you're disabled that isn't as simple as kill something.

    That being said, I doubt they'd be able to do any dungeons in Heavensward and beyond. Damage really ramps up, especially since the NPCs don't dodge anything, and the healer AI is absolutely awful.
    (1)

  8. #8
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by basketofseals View Post
    I can't think of in any way the dungeons have been edited to work with squadrons. The reason mechanics only target the player is because squadron NPCs are coded as pets. Theoretically the groundwork is already set so long as there isn't a mechanic that needs to be done while you're disabled that isn't as simple as kill something.

    That being said, I doubt they'd be able to do any dungeons in Heavensward and beyond. Damage really ramps up, especially since the NPCs don't dodge anything, and the healer AI is absolutely awful.
    I'd love to see the Squadrons being used in the trials, but I'm pretty sure I know how it would go:

    - Garuda, doesn't attack the right one, enrage timer is hit, no way to get them to stand behind the rocks.
    - Titan (all versions), all immediately fall off, none of them get you out of the gaol, so you die.
    - Ifrit, probably the only one you could conceivably do if you can manually have them target things.
    - Ramuh, see Ifrit, add fear mechanic
    - Shiva, they won't attack the frozen popsicle you get stuck in, so you die.
    - King Moggle Mog, NOPE, that ain't happening.
    - Greg, NOPE
    - Leviathan - unlikely.

    As for the dungeons:
    Haukke Manor Hard - doable
    Halitali Hard - doable
    Brayflox Longstop - ugh, probably doable if you don't try to speed run it. Mainly the final boss would result in party KO, as they'd target the bombs if you don't disengage them.
    Hullbreaker - I don't see them being able to do the final boss mechanics
    Stone Vigil hard - Cuca Fera would not be doable
    Tam-Tara Deepcroft (Hard) - Probably doable, might have to play healer
    SnowCloak - Doable, though the second boss and final boss have mechanics that might be hard to get the party to stand behind objects
    Satasha Hard - Nope, unless you play healer.
    The Sunken Temple of Qarn (Hard) - Probably impossible just due to the final boss mechanics, same issue as the Vault's final boss.
    The Keeper of the Lake - Doable, though this is rather heal intensive, so I don't see it working with an AI healer.
    The Wanderer's Palace (Hard) - Probably doable, but again AI healer would absolutely not know what to do here.
    Amdapor Keep (Hard) - AI player would probably suck at the first boss, but I don't see anything that would make it impossible. The final boss might be an issue if you get Suppuration. Mostly I think they would not avoid the spinning scythes.

    I think half of these problems could be solved if there was a "stack on my position" button. Everything else requires mechanics awareness, and given how many solo instances during jobs go, the AI tanks and AI healers tend to make no effort to avoid stepping in bad, and have no way to prioritize targets.

    With the HW and SB content, there are much more mechanics, and unless the AI players suddenly become aware of those mechanics, I don't see it working.

    Like Copperbell was a lot harder than it needed to be, primarily because the AI players ignore the mechanics from the bosses.

    Like Square-Enix, here's a suggestion. Allow the players to execute a "playbook" which contains some simple "AI Pet" type of commands.

    eg,
    "If (boss) casting (skill), move (away/closer/stack on my position)",
    "if (I) am casting (skill), move (closer/closer-even-if-AOE-telegraphed)",
    "if (list of possible things this boss can cast/environment can cast) do (things the tank/dps/healer AI can do)",
    "if (monster spawned) and AI player is (DPS/Tank/Healer)(attack/ignore/stack on tank)"

    I know of a game that had this kind of thing, but we're talking about a supplemental rule that overrides the AI rather than acts as the sole instruction.
    (0)

  9. #9
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    dmg does ramps up but since they are pets they take less dmg from most aoes anyway
    (0)

  10. #10
    Player
    basketofseals's Avatar
    Join Date
    Jul 2015
    Posts
    815
    Character
    Verrine Mercer
    World
    Balmung
    Main Class
    Samurai Lv 86
    Quote Originally Posted by Remedi View Post
    dmg does ramps up but since they are pets they take less dmg from most aoes anyway
    That damage resistance does not apply to squadron mates. They would absolutely eat the dirt in the Vault.
    (0)

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