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#1 Mar 05 2013 at 5:31 PM Rating: Good
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239 posts
Hi,

maybe this was asked/answered already but I didn't manage to find it, in which case please forgive me for repeating the question. I'm really curious about how aggro will work in ARR. Will it still be based on different factors, like sight, sound, magic casting and whatnot? Or will it be based simply on range? I always found the aggro system one of the cool things in FFXI, allowing for some nice and dangerous exploration trips here and there.

Anyone knows how this will work?

Thanks!

-Sneaky
#2 Mar 05 2013 at 5:39 PM Rating: Excellent
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1,112 posts
I was always a bit disapointed that 1.0 didnt have sneak and invis (and on those rare occasions, deoderize for getting away) for aggro avoidance. I hope the more complex aggro mechanics from XI make a comeback in 2.0, as I find it much more enjoyable than the flat distance-radar ability of mobs in other MMO games. I'm sure everyone who played XI has memories of ninja'ing past sight based mobs at some time or another!
#3 Mar 05 2013 at 5:50 PM Rating: Excellent
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728 posts

Kordain wrote:
I'm sure everyone who played XI has memories of ninja'ing past sight based mobs at some time or another!


Or even more vivid memories of said mobs turning around right as you recast and linking the whole room...
#4 Mar 05 2013 at 5:54 PM Rating: Good
DamienSScott wrote:

Kordain wrote:
I'm sure everyone who played XI has memories of ninja'ing past sight based mobs at some time or another!


Or even more vivid memories of said mobs turning around right as you recast and linking the whole room...


Sky... Sky...
#5 Mar 05 2013 at 7:58 PM Rating: Excellent
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492 posts
crawlers' nest before the patch muahaha death before you loaded!
#6 Mar 05 2013 at 8:11 PM Rating: Good
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131 posts
Remember sneaking behind goblins in the dunes in FFXI, oh the horror when they suddenly turned around when you was just behind them XD. Almost crapped by pants everytime xD That was untill I started lvling summoner... Carby makes hell of a decoy XD
#7 Mar 05 2013 at 11:09 PM Rating: Good
Remember the days off aggroing gobs in the dunes, running to Konschtat Highlands, then rezoning into the dunes to see that your gob train aggroed and MPK'd all the afk party seekers at the Outpost NPC?
#8 Mar 06 2013 at 12:23 AM Rating: Good
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412 posts
Goblins and the creepy little grrr grunt they made!
#9 Mar 06 2013 at 12:27 AM Rating: Good
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3,530 posts
Heh heh, good times. In parties, my spouse and I would randomly cast Deodorize on our friend as a joke. Smiley: lol

More on topic, I doubt FFXIV will feature a complex aggro system. It'll likely be based on range, and monsters will inexplicably stop, turn around, and robotically walk back to their "proper" spawn locations if they chase you even a bit too far. SE already dropped the more interesting monster behaviour -- like curious nanny goats -- over a year ago, after all. :c


Edited, Mar 6th 2013 1:29am by KaneKitty
#10 Mar 06 2013 at 5:41 AM Rating: Excellent
Those nanny goats creeped me the hell out Smiley: glare
#11 Mar 06 2013 at 10:55 AM Rating: Decent
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78 posts
Yeah, all of those goats just starring into your soul everywhere you go around them. But on topic, I believe SE will probably will stay on the same mechanics of 1.0 as far as aproching mobs. Agro will be base on range, sound and sight, depending what Mob you encounter you may sneak around them by one of those and probably there will be some that will agro just because you look at them wrong.
#12 Mar 06 2013 at 11:23 AM Rating: Decent
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656 posts
Aggro... i have lots of "Great" memories...

one time... I went to Ulegurand's Rnage (sp.) when it was still new, just to explore... I somehow think that Minotaur was sound aggro, but being a WHM, i always put on sneak and invisible all the time, and always go from behind the mobs if possible. It gave me great pleasure and a spooky feeling like you enter a haunted house.
I was taking screenshots of these "new" mobs, standing next to them and do some stupid emotes. as both the Minotaur and I were both facing the camera (i got to really really close) he aggro me and i have to run for my life, then only for me to fall into one of the holes on the slope and lead me to nowhere in the tunnel... and died... and of course.. I didnt have reraise on..

yeah, aggro system in FFXI is fun, but i never know which mob actually need deodorize.
#13 Mar 06 2013 at 12:05 PM Rating: Good
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254 posts
I think deodorize was only for stopping them from following, I don't believe any monster actually agro'd smell, other than the GF :p
#14 Mar 06 2013 at 1:55 PM Rating: Good
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1,112 posts
Skaditoo wrote:
I think deodorize was only for stopping them from following, I don't believe any monster actually agro'd smell, other than the GF :p


Yeah nothing in XI aggrod by scent that I can recall, but a lot of beasts tracked you by scent once you did pull aggro. I know it took a bit of explaining to a THF friend who was pulling in (I think it was) Boyahda Tree and every now and then the mobs would "bug out" and despawn instead of following him back-- in actual fact he was running through water and breaking the scent trail so the mob lost him and would reset. Deoderize worked the same, you could get far enough away from a mob and cast it and carry on, and it would lose you and bugger off again.
#15 Mar 06 2013 at 4:52 PM Rating: Good
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3,825 posts
Pretty sure I've seen something that looks like agro icons (unless they are for element?) in some of the 2.0 SS's and vids. Unfortunately I don't recall reading anything specific about ways to counter any different types of agro.
#16 Mar 08 2013 at 7:15 PM Rating: Default
I remember the spell deoderize but i can`t remember if it actually worked. . . As far as i remember it was a spell that never got fixed, or was it so rarely used that i can`t rememember its usefullness?:P
#17 Mar 08 2013 at 10:52 PM Rating: Good
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3,530 posts
Kordain wrote:
Yeah nothing in XI aggrod by scent that I can recall, but a lot of beasts tracked you by scent once you did pull aggro. I know it took a bit of explaining to a THF friend who was pulling in (I think it was) Boyahda Tree and every now and then the mobs would "bug out" and despawn instead of following him back-- in actual fact he was running through water and breaking the scent trail so the mob lost him and would reset. Deoderize worked the same, you could get far enough away from a mob and cast it and carry on, and it would lose you and bugger off again.


Such detailed monster behaviour was, and still is, astonishingly revolutionary for MMORPGs, and that was circa 2004! Nobody has ever even come close to replicating the detail found in the Final Fantasy XI world, and yet it all passes off without anybody outside of a small section of the player-base even remembering it...
#18 Mar 10 2013 at 3:02 PM Rating: Excellent
Sage
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1,675 posts
Yeah Crawlers linked like crazy, so knowing how to use water to your advantage was invaluable for a puller and for the group.

Like KaneKitty says only a fraction of the community, pullers (specifically educated pullers) really knew about it.
#19 Mar 10 2013 at 3:49 PM Rating: Good
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254 posts
KaneKitty wrote:
Kordain wrote:
Yeah nothing in XI aggrod by scent that I can recall, but a lot of beasts tracked you by scent once you did pull aggro. I know it took a bit of explaining to a THF friend who was pulling in (I think it was) Boyahda Tree and every now and then the mobs would "bug out" and despawn instead of following him back-- in actual fact he was running through water and breaking the scent trail so the mob lost him and would reset. Deoderize worked the same, you could get far enough away from a mob and cast it and carry on, and it would lose you and bugger off again.


Such detailed monster behaviour was, and still is, astonishingly revolutionary for MMORPGs, and that was circa 2004! Nobody has ever even come close to replicating the detail found in the Final Fantasy XI world, and yet it all passes off without anybody outside of a small section of the player-base even remembering it...

Yeah, I did like the wide variety of monster behaviour, I hope they bring it along at some point. Not everything in XI was broken :)
#20 Mar 11 2013 at 11:13 AM Rating: Good
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1,949 posts
Not sure what FFXIV:ARR will use, but FFXIV:1.0 used distinct Sight and Sound agro.

Sound mobs you could "walk" past if you walked (Toggled run off) while Sight mobs you had to wait until they turned their back. To get to the hardest Aetheryte nodes required a great deal of knowledge of how each mobs agroed.

I'm fairly sure they purposely didn't include Sneak/Invis in 1.0 because they wanted to keep the Sneaking skill-based rather than simple casting both buffs and being home free.

I am assuming ARR will copy XIV:1.0 on both of those points -- it's what I would do as a designer.
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