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Quit the flee or I flee FFXIV.Follow

#1 Oct 21 2010 at 5:28 PM Rating: Decent
6 posts
Dunno if there is a thread about this or not. Didn´t find any so I just write this down. Well, we all just love enemies that flee. Don´t we. It was OK the first 47 times, but now it´s REALLY ******* me off. When you sometimes have to chase them over a whole map!!! WTF is up with that!?!? They need to put a end to this "little" detail or I will do as the enemies and flee like a motha.... from FFXIV. And that would suck cause the rest I really love. But that one thing is just killing the fun for me. Yes, it´s annoying me THAT much.

Edited, Oct 21st 2010 7:30pm by Lahuzer
#2 Oct 21 2010 at 5:32 PM Rating: Good
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This bug does suck but I find it helps to try to change your position - like if the wolf is running up the hill to heal try getting around the wolf so you are higher on the hill than it... but yeah this sucks... a wolf killed me today because of it.
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#3 Oct 21 2010 at 5:33 PM Rating: Default
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why do you guys make socks to complain abt the game and use your sage/scholar/guru accts to praise it.... take the rep hit

i hereby proclaim an anti SOCK rule and some kind of IP implimentation of only a max of 3 accts per ip.. to accompany those which live in a house of gamers would still accomodate and also alieviate us from the people who have like 10+sock accts
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#4 Oct 21 2010 at 5:37 PM Rating: Decent
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Galkaholics wrote:
why do you guys make socks to complain abt the game and use your sage/scholar/guru accts to praise it.... take the rep hit

i hereby proclaim an anti SOCK rule and some kind of IP implimentation of only a max of 3 accts per ip.. to accompany those which live in a house of gamers would still accomodate and also alieviate us from the people who have like 10+sock accts


That seems pretty presumptuous Galkaholics, just because Olorinus agreed with OP? Or because OP has 1 post?

That set aside -

I don't mind the fact that enemies flee, but I do wish it wasn't pre-programmed into leves. It would be nice if it was random, so you don't know when an enemy would flee or not.
#5 Oct 21 2010 at 5:41 PM Rating: Good
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I don't have any socks >.>

(other than the ones I am wearing on my feet)
____________________________
lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#6 Oct 21 2010 at 5:42 PM Rating: Default
6 posts
SleeplessMickey wrote:
Galkaholics wrote:
why do you guys make socks to complain abt the game and use your sage/scholar/guru accts to praise it.... take the rep hit

i hereby proclaim an anti SOCK rule and some kind of IP implimentation of only a max of 3 accts per ip.. to accompany those which live in a house of gamers would still accomodate and also alieviate us from the people who have like 10+sock accts


That seems pretty presumptuous Galkaholics, just because Olorinus agreed with OP? Or because OP has 1 post?

That set aside -

I don't mind the fact that enemies flee, but I do wish it wasn't pre-programmed into leves. It would be nice if it was random, so you don't know when an enemy would flee or not.


Well, I sure couldn´t agree more. But as it is now. You KNOW what´s gonna happen. Ohh, I´ve killes 5 out of 6 Deathstroke Assassins. I wonder what will happen!?!? What!?!? He... Flees!?!? If it were random, it would be nice, and if you could catch him, it would also be nice. As it is now. FAIL.
#7 Oct 21 2010 at 5:44 PM Rating: Decent
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9,526 posts
you can catch him... I have done it, even solo
____________________________
lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#8Galkaholics, Posted: Oct 21 2010 at 5:44 PM, Rating: Sub-Default, (Expand Post) actualy that was coincidental im not assuming it was him/her specificly he just happened to post at i was typing i thought i would be the first responce lol but i based it on other similar threads.. aka jimmy 52 post count posts the same thing he gets blammed to sub default in minutes whereas jhonny 1 post keeps getting uprated back to decent/good makes my spidey sence tingle
#9 Oct 21 2010 at 5:45 PM Rating: Decent
6 posts
Olorinus the Vile wrote:
you can catch him... I have done it, even solo


Well, I´ve been right on their tail and hit all I have, but nothing lands. Dunno if it´s because I´m a pug or not, and have to be really close. But it sure hasn´t worked for me.
#10 Oct 21 2010 at 5:48 PM Rating: Default
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on topic if your a conj you can actualy kill the fleeing mob before it runs if you do it right but i find it easier to follow cause then if you hadnt previously done the quest it makes it really hard to locate the next set of mobs without something to follow especially if they are above/below you thru a cave or passage you get to the yellow spot and see no red dots cause your too high or too low and to get under where you are requires you run all the way back to where you ere and take a diffrent path. this has ended with a few too many close calls beat the leve with 30 seconds or less to spare situations as well as a few "omg im completely lost" wander around til time runs out and fail situations
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FFXIV Rabanastre: Lolita Conplex deleted. misfits ls used me gave em all my stuff being a good guildie then they riddiculed me til i quit.. stay away from

#11 Oct 21 2010 at 5:52 PM Rating: Decent
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Galkaholics wrote:
on topic if your a conj you can actualy kill the fleeing mob before it runs if you do it right but i find it easier to follow cause then if you hadnt previously done the quest it makes it really hard to locate the next set of mobs without something to follow especially if they are above/below you thru a cave or passage you get to the yellow spot and see no red dots cause your too high or too low and to get under where you are requires you run all the way back to where you ere and take a diffrent path. this has ended with a few too many close calls beat the leve with 30 seconds or less to spare situations as well as a few "omg im completely lost" wander around til time runs out and fail situations


Oh, well then it doesn´t matter if you can kill them or not. You still have to run around to look for the others. Only good thing is they won´t be 3 on 1 if your solo. Still having to run after them, like 4-5 minutes, is just annoying. They can have that mob spawn then and there. If they are ninjas, they pop out of the ground, ninja style. If they are imps they come flying in etc. It can be done WAY better and more fun for the players then having to chase them around, or start looking for that extra mob somewhere.

Edited, Oct 21st 2010 7:53pm by Lahuzer
#12 Oct 21 2010 at 5:56 PM Rating: Decent
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519 posts
Lahuzer wrote:
Galkaholics wrote:
on topic if your a conj you can actualy kill the fleeing mob before it runs if you do it right but i find it easier to follow cause then if you hadnt previously done the quest it makes it really hard to locate the next set of mobs without something to follow especially if they are above/below you thru a cave or passage you get to the yellow spot and see no red dots cause your too high or too low and to get under where you are requires you run all the way back to where you ere and take a diffrent path. this has ended with a few too many close calls beat the leve with 30 seconds or less to spare situations as well as a few "omg im completely lost" wander around til time runs out and fail situations


Oh, well then it doesn´t matter if you can kill them or not. You still have to run around to look for the others. Only good thing is they won´t be 3 on 1 if your solo. Still having to run after them, like 4-5 minutes, is just annoying. They can have that mob spawn then and there. If they are ninjas, they pop out of the ground, ninja style. If they are imps they come flying in etc. It can be done WAY better and more fun for the players then having to chase them around, or start looking for that extra mob somewhere.

Edited, Oct 21st 2010 7:53pm by Lahuzer


but the thing it they "Could" be ninja poofing in or come flying down in. ive seen it happen at least two or three times. i think its server lag that ruins it
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FFXIV Rabanastre: Lolita Conplex deleted. misfits ls used me gave em all my stuff being a good guildie then they riddiculed me til i quit.. stay away from

#13 Oct 21 2010 at 6:03 PM Rating: Good
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The 'the target attempts to flee' does suck, but you KNOW its going to be an ambush so you can take your time and plan accordingly. The sudden mob-runs-away-regens-full-health-then-returns thing is a badly broken tethering mechanic that needs to be fixed.

Galkaholics wrote:
why do you guys make socks to complain abt the game and use your sage/scholar/guru accts to praise it.... take the rep hit
What does rep matter anyways?

Edited, Oct 22nd 2010 12:04am by Timorith
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#14 Oct 21 2010 at 6:17 PM Rating: Good
Curious question... Are you fussing about enemies fleeing during regular combat and recovering HP, or enemies fleeing during a leve and spawning back-up? Because if it's the second, sorry bud but that's normal. It's part of the leve that sometime a leve target will flee to a specified location and approaching it when it stops at that location spawns additional enemies. The other option is to kill it before it can flee or reaches its destination. If a leve target begins to run away it's gonna spawn the additional targets whether or not you defeat it. Defeating it only prevents the other targets from linking and trying to gang up on you.

EDIT: A response to a note about having to "track" down a target or additional enemies. If an enemy is defeated before it reaches its destination the other enemies will spawn on the map and it'll show you the given area where they are. Same with if you lose the target. It'll reach its destination and spawn the additional targets upon arrival and thus shows you its new location on the map. So there's no worries if it gets away, just go to the location on the map and take'em down.

Edited, Oct 21st 2010 5:20pm by SamusKnight
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#15 Oct 21 2010 at 6:37 PM Rating: Decent
6 posts
Sir SamusKnight wrote:
Curious question... Are you fussing about enemies fleeing during regular combat and recovering HP, or enemies fleeing during a leve and spawning back-up? Because if it's the second, sorry bud but that's normal. It's part of the leve that sometime a leve target will flee to a specified location and approaching it when it stops at that location spawns additional enemies. The other option is to kill it before it can flee or reaches its destination. If a leve target begins to run away it's gonna spawn the additional targets whether or not you defeat it. Defeating it only prevents the other targets from linking and trying to gang up on you.

EDIT: A response to a note about having to "track" down a target or additional enemies. If an enemy is defeated before it reaches its destination the other enemies will spawn on the map and it'll show you the given area where they are. Same with if you lose the target. It'll reach its destination and spawn the additional targets upon arrival and thus shows you its new location on the map. So there's no worries if it gets away, just go to the location on the map and take'em down.

Edited, Oct 21st 2010 5:20pm by SamusKnight


Well what I am complaining about is that there is no VARIETY at all in those leves that has the mob fleeing. Them trying to "hide" the fact that you will have to kill 2 more mobs down the line gets tiresome pretty fast. And when you have those 8 leves every 36 hours it gets pretty dang BOOOOOOOORING. You can´t SERIOUSLY mean that you think it´s fun to do this over and over and over? Grinding is way better then that. Cause, you get what you see. No more, no less. But having to run around sometimes a whole map for those 2 last mobs is just lack of inspiration. If some of you find it jolly fun. Fine for you. I dispise it, and hope they do something, ANYTHING, about it before I run away til they have it fixed.

Edited, Oct 21st 2010 8:38pm by Lahuzer
#16 Oct 21 2010 at 6:49 PM Rating: Good
Lahuzer wrote:
Sir SamusKnight wrote:
Curious question... Are you fussing about enemies fleeing during regular combat and recovering HP, or enemies fleeing during a leve and spawning back-up? Because if it's the second, sorry bud but that's normal. It's part of the leve that sometime a leve target will flee to a specified location and approaching it when it stops at that location spawns additional enemies. The other option is to kill it before it can flee or reaches its destination. If a leve target begins to run away it's gonna spawn the additional targets whether or not you defeat it. Defeating it only prevents the other targets from linking and trying to gang up on you.

EDIT: A response to a note about having to "track" down a target or additional enemies. If an enemy is defeated before it reaches its destination the other enemies will spawn on the map and it'll show you the given area where they are. Same with if you lose the target. It'll reach its destination and spawn the additional targets upon arrival and thus shows you its new location on the map. So there's no worries if it gets away, just go to the location on the map and take'em down.

Edited, Oct 21st 2010 5:20pm by SamusKnight


Well what I am complaining about is that there is no VARIETY at all in those leves that has the mob fleeing. Them trying to "hide" the fact that you will have to kill 2 more mobs down the line gets tiresome pretty fast. And when you have those 8 leves every 36 hours it gets pretty dang BOOOOOOOORING. You can´t SERIOUSLY mean that you think it´s fun to do this over and over and over? Grinding is way better then that. Cause, you get what you see. No more, no less. But having to run around sometimes a whole map for those 2 last mobs is just lack of inspiration. If some of you find it jolly fun. Fine for you. I dispise it, and hope they do something, ANYTHING, about it before I run away til they have it fixed.

Edited, Oct 21st 2010 8:38pm by Lahuzer


What do you mean by no variety? If you know a target's going to flee why not kill all but two, weaken them both down, then deal an AoE attack that takes out both at once? It'll immediately spawn the last two targets on the map with an arrow showing you their direction. That's what I usually do with most leves I solo, I weaken down one enemy then weaken the second, whip out an AoE spell and take them both down at once. As long as more than one target is alive the last target will NEVER flee. Soon as its partner is dead however, it'll take off running. Use this to your advantage and just nail the last two targets with an AoE attack and take'em down both at the same time.

And so you know, whether or not you leave isn't going to make them suddenly change it. It gets annoying I admit at times when you're trying to get skill-ups and a target goes running, causing you to lose the skill ups you just earned. With SE's track record and this being an intentional thing I wouldn't count on them changing anything about it.

Edited, Oct 21st 2010 5:50pm by SamusKnight

Edited, Oct 21st 2010 5:55pm by SamusKnight
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#17 Oct 21 2010 at 6:50 PM Rating: Default
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Lahuzer wrote:

Well what I am complaining about is that there is no VARIETY at all in those leves that has the mob fleeing. Them trying to "hide" the fact that you will have to kill 2 more mobs down the line gets tiresome pretty fast.
Edited, Oct 21st 2010 8:38pm by Lahuzer


You should mention this in the OP just to clarify what the gripe is. Atleast in the Deathstroke leve the last two summoned mobs are different, right!? There's your creativity! Besides, you should be happy they are taking you on a tour of the outskirts of Camp Horizon. The scenery is just beautiful, this game is soooo pretty!
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#18 Oct 21 2010 at 7:01 PM Rating: Good
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Lahuzer wrote:
Olorinus the Vile wrote:
you can catch him... I have done it, even solo


Well, I´ve been right on their tail and hit all I have, but nothing lands. Dunno if it´s because I´m a pug or not, and have to be really close. But it sure hasn´t worked for me.


As a PUG, if you put away your weapon, chase them, (you will catch up as the pause every now and then) then when your right on them, target (don't have to change to active mode) and use Seismic shock. It actaully calculates the hit before the animation of you pulling out your weapon. Seismic shock has good distance. So you can hit him.

But your still going to have to run to the spawn point of the other two targets.

Edited, Oct 21st 2010 9:03pm by scotchio
#19 Oct 21 2010 at 7:19 PM Rating: Decent
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I think the bug is when they regain their HP by running away. The running part is probably just a new monster mechanic. Never did understand why something I am pounding into oblivion would just stand there and take it. I am smart enough to run when I am about to die. Makes sense...but I can't just run and regain all my hp back...so they shouldn't be able to either...unless they have an ability to do so.

Edited, Oct 21st 2010 9:20pm by WhtxKorean
#20 Oct 21 2010 at 7:34 PM Rating: Good
Here's a tip for the leves: Look at what the target is for your leve. Leves that have you tracking down and exterminating certain targets are likely to flee. For example, the Ul'dah leve "Revenge of the Dodos" has you killing just Dodos, there's no disguises or item hunting involved. This level may result in a target trying to make a break for it so as a rule of thumb, take down the last two targets at the same time.

Leves where you have to uncover a hidden enemy (Firestarter Imps or Carrion Ladybugs for example.) won't have you chasing down a target, so far I've yet to have one instance where a target fled when doing these. Another is if you're gathering items (Floatstone, Cactuar Leg, etc.) from a series of enemies they won't attempt to flee. As soon as the last item is obtained, the remaining targets will despawn. Quite honestly most leve targets fall pretty quickly (They can hit hard, have high defense, but usually are much weaker in terms of HP than their normal brethren.) so unless you lack ranged attack skills, you can often kill them before they reach their destination and spawn more.

If an enemy is moving too fast, sheath your weapon and start running, you move much faster in cases like this and the enemy normally stops for a second or two when it's fleeing giving you time to catch up. Once you're close enough, unleash a ranged attack or spell. Fortunately unlike FFXI, you can keep casting as you move. Start up a spell and keep running, it will still go off without fail. If you don't kill the target, sheath your weapon and repeat the process again.
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FINAL FANTASY XIV Roleplayer

Sair Gammonari - Hyur Midlander Male - Conjurer (Somewhat retired.)
Mihana Zhralyia - Miqo'te Seeker of the Sun Female - Archer



#21 Oct 21 2010 at 8:57 PM Rating: Decent
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Ok so lets not take things for face value. Just like everything else in this game, SE gives you an oppertunity to learn, and build on the concepts that they introduce. So yeah right now we grind out these leves 8 ad day every 36 great. Theres only a few concepts because not everyone has a chance to do all 8 every 36. Because well everyone isnt pro.

So yeah, what I'm trying to say is that right now on basic low level leves, the monsters run and re-group, im sure this is just the tip of whats to come in regards to level complexity. Just relax, enjoy what you have, they are still working on details to keep the game fun and intruiging.

I can see something like:
" Run to house A, house A has 3 monters and a tough mob. When you beat all 3 monsters, the head mob runs off to regroup with more mini mobs, rinse repeat add story and voila you have a Final Fantasy 3 type storyline on a MMO.

I love these type of fights in FF3 or whatever the japenese version of that is.

So if you didnt want to read all of that, the short answer is.

THEY ARE BUILDING FOUNDATION.
Thanks.
#22 Oct 22 2010 at 1:16 AM Rating: Decent
6 posts
Dartagon wrote:
Ok so lets not take things for face value. Just like everything else in this game, SE gives you an oppertunity to learn, and build on the concepts that they introduce. So yeah right now we grind out these leves 8 ad day every 36 great. Theres only a few concepts because not everyone has a chance to do all 8 every 36. Because well everyone isnt pro.

So yeah, what I'm trying to say is that right now on basic low level leves, the monsters run and re-group, im sure this is just the tip of whats to come in regards to level complexity. Just relax, enjoy what you have, they are still working on details to keep the game fun and intruiging.

I can see something like:
" Run to house A, house A has 3 monters and a tough mob. When you beat all 3 monsters, the head mob runs off to regroup with more mini mobs, rinse repeat add story and voila you have a Final Fantasy 3 type storyline on a MMO.

I love these type of fights in FF3 or whatever the japenese version of that is.

So if you didnt want to read all of that, the short answer is.

THEY ARE BUILDING FOUNDATION.
Thanks.


Well I sure hope your right. Cause I really love the rest of the game, and the other leves I have no problem with either. But about the fleeing leves. Even if I do kill the one that tries to flee I still would have to run all over the map for the last two. So that wouldn´t solve the "running for over 5 minutes to get the last two mobs"-issue. It´s annoying to have to take on that run even though the game looks just lovely. ;)
#23 Oct 22 2010 at 2:24 AM Rating: Decent
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Once the other mob arrives you can view where they are exactly by opening the large map view
#24 Oct 22 2010 at 2:41 AM Rating: Decent
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i would run if Lafelle or Hyur kickin my ***!
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