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Suggestions for changing the MPK systemFollow

#1 Nov 03 2005 at 2:19 PM Rating: Decent
Community Relations Representative
14 posts
Greetings everyone, my name is Ahkore and I'm a representative of Square Enix! This is my first time posting in the Allakhazam community, and I hope it won't be my last! I'm here today to talk about MPK.

No one likes MPK and the development team is serious about trying to make it a thing of the past and so I'm here today to ask your feedback regarding FINAL FANTASY XI's MPK system. I want to gather as much feedback, thoughts, comments, and concerns and take it to the development team when they are addressing the gameplay system in upcoming updates. No serious idea will be overlooked, so please do not hold back.

Let me give you a few examples of the kinds of information I'm looking for:

"Make it so monsters trained to the zone do not aggro until they've walked back to their original starting point!" or something along the lines of "AoE damage should not affect players in other parties not engaged in the battle with the monster that initiated the AoE attack!"

These are just a few examples. I'm ready to hear many, many more! It would help for collecting purposes if your suggestions could be clearly marked, i.e. something along the lines of:

"
Suggestion: Released BST pets shouldn't aggro other people!
"

Let's hear those suggestions!

Edited, Thu Dec 29 11:27:02 2005 by Railus
#2 Nov 03 2005 at 2:21 PM Rating: Decent
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1,170 posts
Quote:
"Make it so monsters trained to the zone do not aggro until they've walked back to their original starting point!" or something along the lines of "AoE damage should not affect players in other parties not engaged in the battle with the monster that initiated the AoE attack!"

These are just a few examples. I'm ready to hear many, many more! It would help for collecting purposes if your suggestions could be clearly marked, i.e. something along the lines of:

"
Suggestion: Released BST pets shouldn't aggro other people!
"


I vote for all 3. Sure, we can't MPK gilsellers any more, but hey, they can't do it to us.
#4 Nov 03 2005 at 2:25 PM Rating: Default
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2,163 posts
1. Make it so no monster can link with one being fought or one being pulled.

2. Station a GM at every spawn point of highly sought after NM's (Simurgh, Roc, Serket, KB, etc.) Give them the power to take control of situations like that and handle the linked monsters on their own.

3. Make darn sure that monsters cannot go yellow during anytime a fight is ensuing by the people that legitaemly claimed the said monster in question.

These are just few that I can name off the top of my head. Some of them may go hand in hand.

EDIT:
Took out Kirin, cuz I think he was right about it ^^ My bad

Edited, Thu Nov 3 14:52:56 2005 by Avoklex
#5 Nov 03 2005 at 2:28 PM Rating: Default
Is this for rreal o.O?

Suggestion: 2 minute cool down on tame.

Miss charm > Beastmaster
#6 Nov 03 2005 at 2:28 PM Rating: Decent
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427 posts
How does limiting the distance and the number of mobs that can be trained sound?
#7 Nov 03 2005 at 2:29 PM Rating: Decent
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3,896 posts
Suggestion: make it so that bound mobs don't lash out at people not on their hate list just because they happen to be physically next to the mob.

Suggestion: make it so that when someone claims an unclaimed mob it loses all hate for everyone except the claimer. This is to stop the terrible situation where person A is fighting a mob, gets a link, then player B claims the mob with one ranged attack or something then runs off. Poor player A then ends up being beatzed up by a mob that he can't fight back.

Note that the above can happen in any situation where the player is being attacked by a mob he hasn't claimed, e.g. getting aggro when resting etc.

edit: changed to fit in with format specified by teh cute mandy. Listenerize to the cute mandy! It are your friendz! Cute mandy ownz meh. *goes off to get pillz*.

Edited, Thu Nov 3 14:50:26 2005 by graspee
#8 Nov 03 2005 at 2:29 PM Rating: Decent
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Quote:
2. Station a GM at every spawn point of highly sought after NM's (Simurgh, Roc, Serket, KB, Kirin, etc.) Give them the power to take control of situations like that and handle the linked monsters on their own.


I agree with this sediment. MPKs happen way too often at these NMs, and in my experiences EXPing in the Citadel, sometimes they get way out of hand and MPK EXPing parties.
#9 Nov 03 2005 at 2:30 PM Rating: Decent
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10,755 posts
Suggestion: Listen to why people are MPK'ing people before worrying about how to fix it.

You nailed the answers. Trained mobs don't aggro until they return to their "home" or spawn point. And "Leave" puts the mob into a dazed state until they return to spawn point.
There is no reason why it shouldn't.

Would get rid of tons of problems besides MPKing.
#10 Nov 03 2005 at 2:30 PM Rating: Decent
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899 posts
Get rid of that bind/shadowbind MPK thing. Whenever a player binds a mob next to another player, the monster just attacks that person. What makes it even worse is that the monster name is purple, so the player being attacked can't do anything about it. If he heals himself, he gets more hate. At this point, whoever bound the monster just sits back and watches the player get worked. Please, just get rid of this. It seems like a bug to me.
#11 Nov 03 2005 at 2:30 PM Rating: Decent
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2,915 posts
Thought I've never tried it, the "Bind Trick" seems to be a big one. Where you bind a mob, and run off, and the bound mob will then attack the closest target regardless of having no previous interaction with that mob. This can be particularly nasty in a high link area.
#12 Nov 03 2005 at 2:30 PM Rating: Decent
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2,825 posts
I think 3 been resolved a while back, and Monsters should still link/agro if you are near a linkable and agro- else I see major exploits on that otherwise.
#13 Nov 03 2005 at 2:33 PM Rating: Decent
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402 posts
Bound monsters that are currently claimed should only be able to attack players for which they have hate. Bound monsters that have gone unclaimed but are still bound should still not attack the closest player if the monster does not have any hate for them.
#14 Nov 03 2005 at 2:34 PM Rating: Decent
17 posts
I know a person in real life that had a tendency to MPK on Odin server. He stopped after I "persuaded" him not to, and I stopped having a character on his account. I would, however, love the idea of monsters not aggroing (if they've gotten close to the zone) until they return to their starting area. That would a) remove the problem of trains in places like Garlaige Citadel and b) make it harder to MPK.

However, AoE damage *should* continue to affect people who participate in the battle in any way, including healing. Even if you're not in party. If you've done something that can get hate, you should get hate.

Don't station a GM everywhere, though. That's completely impractical, and you guys shouldn't have anything distracting you from banning gilsellers. And, of course, monsters should continue to link.
#15 Nov 03 2005 at 2:35 PM Rating: Decent
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639 posts
I like the idea of making mobs not aggro till they get back home.

I think one thing that could be done is to make force pop mobs have to stay within X distance of it's pop point. Make different mobs have different distance (Cause I know for a fact that this would make certain mobs like Kurrea and the antlion for CoP 3-3 harder. >_>), but there's certain mobs like the WHM AF1 NM and SAM AF2 NMs in Valkurm that people WILL train to the Valkurm zone for the full purpose of killing stuff.

Maybe only make it apply to certain NMs like the ones in Valkurm, or make it tiered by zone, like the Valkurm ones couldn't go through the cave to the main area, but you can take like Kurrea anywhere since it's in a harder zone.
#16 Nov 03 2005 at 2:36 PM Rating: Decent
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676 posts
1. Make it so no monster can link with one being fought or one being pulled.

Something about that one makes me go "Nah"

If someone zones a mob of any kind in a zone, why not have them zone out as if they're going after the character that zoned them. Such as someone brongs a rumble crawler to the zone in the crawler's next, that thing will ling with every crawler on the way to the zone. Now when the player zones, if the mobs still have hate twords them they run out of the zone. The player will end up in Roleberry fields (spelled horribly, I know) and the crawlers just kind of disapear and reaspan a few moments after running out of the zone.

That would stop those roming packs of crawlers from killing everyone that's leveling there.
#17 Nov 03 2005 at 2:37 PM Rating: Decent
27 posts
But when implement a system to fix problem, just make sure not introducing more problem. For example:

Quote:
"AoE damage should not affect players in other parties not engaged in the battle with the monster that initiated the AoE attack!"


Imagine, now everyone can watch other LS fighting Fafnir happily and block other players movement by scrambled around Fafnir...

Some ideas above are good though, like the one when someone claimed the add from a PT, the mob will not go back fighting the person who slept it even though the person couldn't fight back. I have seen many BLM, RDM, or WHM was killed in this fashion.



Edited, Thu Nov 3 14:47:03 2005 by PlatoHades
#18 Nov 03 2005 at 2:38 PM Rating: Decent
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537 posts
Quote:
1. Make it so no monster can link with one being fought or one being pulled.


Basically you are suggesting to get rid of the whole Linking system.

I aggree with the other points, however, I dont want the game to be easier as a result. Linking mobs were created to add difficulty/strategy to the game, and getting rid of that is another way of making the game easier and therefore more boring.

Like NephthysWanderer said, we should focus on WHY people are MPKing rahter than fixing the end-result. Fixing the "bugs" will work temporarily, but if people are so intent on ruining the game for others, they will find other ways to MPK.

Edited for flow.

Edited, Thu Nov 3 14:55:03 2005 by Lyne
#19 Nov 03 2005 at 2:38 PM Rating: Good
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2,878 posts
I also agree with bind MPK/griefing. I have been killed just running by a Goobue in Boyada tree while sneaked because it was bound and I was running by it while it had TP.

Also, why not just TAKE ACTION against people who MPK almost daily. Watch HNM spawns. How hard can it be to hang out during a spawn window while in super GM hiding mode to see Chest and Bigtiger on sylph MPK people repeatedly at Serket? I know you want to say you do take action, but certain players who do this almost daily and have been reported hundreds of times still run free.

#20 Nov 03 2005 at 2:38 PM Rating: Default
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4,400 posts
Quote:
However, AoE damage *should* continue to affect people who participate in the battle in any way, including healing. Even if you're not in party. If you've done something that can get hate, you should get hate.


Yeah, but what about if they have absolutely nothing to do with the battle?

Example: A Ghoul's AOE attack Blood Saber drains HP from all player characters within the area of effect, not bust the person(s) fighting them.

This is what made the line so incredibly long for the Fellowship Quest in Eldime, because people refused to move back from the NM, the NM would use Blood Saber, and drain HP from 10 other people, going back to full or near full, making it a longer battle.
#21 Nov 03 2005 at 2:39 PM Rating: Decent
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4,194 posts
Stopping a mob tunring yellow for a split second, being claimed by another party and then proceeding to beat down the first party while the claimee's stand and watch.

Aside from that all the ideas mentioned in your OP are golden.
#22 Nov 03 2005 at 2:40 PM Rating: Decent
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1,261 posts
When mobs spawn, they generally stay in fairly small areas of the map. Most xp parties will go to those areas to camp the mob, as really long pulls are a pain.

Suggestion::Change mob behavior so that they only aggro inside their normal spawn and wander range. This allows people to still pull to camp while xping, but removes the MPK trick of pulling mobs from far away to MPK people.




Edited, Sun Nov 6 04:10:55 2005 by dementodin
#23 Nov 03 2005 at 2:40 PM Rating: Decent
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10,755 posts
AOE should stay the same. Shadowbind has to be fixed too...that is a ridiculous bug.

These tiny fixes should have happened years ago, at release.
We aren't talking about a major change here, but think of the wasted time that happens in the Dunes, Qufim, Korroloka, Crawlers nest, etc etc that should have been looked at.

People have quit this game because of trains wasting hour upon hour of time.

Fix it.
#24 Nov 03 2005 at 2:41 PM Rating: Decent
Quote:
2. Station a GM at every spawn point of highly sought after NM's (Simurgh, Roc, Serket, KB, Kirin, etc.) Give them the power to take control of situations like that and handle the linked monsters on their own.


How can you MPK at Kirin? I don't think its possible lol.
#25 Nov 03 2005 at 2:43 PM Rating: Decent
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2,163 posts
Quote:
I aggree with the other points, however, I dont want the game to be easier as a result


I agree not making the game easier, but when you got this train in GC coming back from the zone point, why should you have to stop party for 30 minutes waiting for them to get back to there origianl points? Maybe in that situation make it so they dont link or something like that.

As far as the GM at every NM point, they can be in "super hide mode" like Bakka calls it and they can see first hand what happens w/o having literally a 100 GM calls messing up the que. That way, they can instaban the accounts and we can all have a nice day and camp those things MPK free.
#26 Nov 03 2005 at 2:46 PM Rating: Good
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2,152 posts
Thanks first off for coming to Allakhazam. I think a big reason why people get so bent out of shape (read the various threads on this forum) is because there is no definite response to the public from SE. People want to know that they are being heard, and that their suggestions are taken seriously.

With that being said, I think there are a few things that could be done to solve the problem of MPK:

-As Avoklex stated, ensure that once a mob is claimed, the mob does not come unclaimed until every single person in the alliance is defeated. This would prevent Dia/Voke spamming from causing an HNM to run rampant on people who cannot take any action against the NM.

-Put a GM at all HNM pops at their pop time to ensure that what occurs in the area is actively being monitored. Too often we (The players) see someone using a Mr.Argus tool/bot program etc, but even with the reported information, do not see any action taken. Ensure that the GM is not visible unless a situation arises.

-I am not sure how possible it would be, but somehow restricting the loaded data that is in game while fighting an HNM would be great. Too often other LS or RMT can try to force people to D/C by using JA, pulling monsters on top of tanks, etc.

-Make it so that if a mob is claimed, and the alliance fighting it is wiped, the mob cannot be claimed until its HP is at 100%. Too often we've seen RMT MPK groups of people at the end of a fight, to defeat a mob who had a sliver of life remaining.

Hope to see you around here more often, and thank you for the efforts you've made thus far (Blockaid comes to mind) to assist players in having an enjoyable gaming experience.

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