But that's no funI can't say how the monster aggro in ARR (not because of the NDA, but because I was not in Alpha), but in 1.x there was variations. Sight aggro, sound aggro and sight+sound aggro. Don't go in front of a sight aggro monster, don't run past a sound aggro monster and don't go to near to a sight+sound aggro monster.![]()
I know it did that in WoW but I don't remember that in 1.0.
I imagine they'll stick to their formula that has worked in both FFXI and FFXIV 1.0; have a combination of non-aggro, sight and sound aggro mobs. It'll be interesting to find out whether running out of sight or walking past sound detecting mobs stays in the new version or if they have something else planned.
It appeared to me from the Alpha vids that its pretty similar to how it was in 1.0, with the exception that ARR seems to put a large red icon over ANY mob that is considered aggressive. From that, it looks like you'll be able to tell if a mob is aggressive from a mile away, although how it aggros is still up in the air.
This was already in 1.x. you could turn the icon offIt appeared to me from the Alpha vids that its pretty similar to how it was in 1.0, with the exception that ARR seems to put a large red icon over ANY mob that is considered aggressive. From that, it looks like you'll be able to tell if a mob is aggressive from a mile away, although how it aggros is still up in the air.
{Sneak} & {Invisible} {Can i have it?} {Please assist}
|
![]() |
![]() |
![]() |
|
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.