This guy has some good ideas. If I could rate up I could. I hope you take his and my ideas into consideration. ^_^
"Okay, most of the big issues have already been pointed out.
1) BSTs using Leave with Aggressive pets has always cause problems.
2) The Binding of mobs has also proven a pain, though it can be much more easily avoided if you're actually paying attention to your surroundings.
3) Out-of-party AoE seems rather silly, as Bombs self-destructing or goblins dropping their bombs as been to known to take out passer-bys all too often.
4) While /blockaid can help prevent spike hate issues, people need to remember to turn it on. Thus, somewhere in the options this should become a permanet toggle like /anon. Furthermore, this should be split a subsequent /blockinvite so party/alliance invites can still be accepted while refusing outside aid.
5) Charmed party members should only be targetable by your party/alliance. Much as I enjoy killing Gil Sellers at Pallas, they won't hesitate to do the same.
6) Rework the aggro/link system.
6a) At present, a single aggressive mob will decide to attack a full alliance even if it's 10 levels below everyone. This speaks bounds about the lack of AI amongst the mob pool.
6b) Other factors such as the amount of mobs within its same family are around and the strength of what that alliance might be fighting should be taken into consideration. Nidhogg is a big nasty dragon. Why would the spiders want to be anywhere around it if trained?
6c) Intimidation relationships should be considered. Vermin are intimidated by lizards. Aggressive vermin should not attack a group while they are fighting lizard(s), if anything they should help the party for engaging their natural enemy, but for balance purposes, becoming non-aggressive works.
6d) Enhance or outright implement a "give up chase" system. Sound aggro mobs tend to express this trait the most amongst the current system, particularly crabs or crawlers after running over water. Create a "leash" based on the scale of the level difference between the mob and the player and a lack of activity by the player toward the mob in reference to the mob's spawn point. If the player's level is greater, the mob won't chase it as far. If the player's level is weaker, the mob will go a bit more out of its way, but will inevitably give up.
6e) Make sure mobs forget you if they do give up chase or can't act upon you after 5 minutes. I've abandoned worms in Kuftal Tunnel, only to run by them 45 minutes later and get aggroed (they're non-aggro, but I'd been picking on them for archery skill up).
6f) Sound aggro is presently the most dangerous type of aggro as it is based on a radius. I suggest this aggro be split further into two types: mobs with eyes and mobs without. Those with eyes, instead of immediately running for you, will turn to make visual verification. This range could be slightly shorter than the sound range itself, lending the chance of escape. Pure sound aggro, however, will adopt a form of "hot or cold" mentality. If you continue moving, they will give chase as you are constantly giving them a "hot" signal. Remain still, and you will go "cold". This system would nullify once the mob makes physical contact and the aforementioned "chase" or "leash" system would then come into play if the mob is not killed.
7) Add an option for a player to disable Call For Help entirely. This isn't quite MPK related, but it can lead to accidents due to lag instituted by more extreme MPK tactics.
8) Make scent mean something. Deodorizers are more or less NPC fodder for Alchemists. With an enhanced scent system, a player could give themselves an affect to smell like a particular mob family. This could either reduce aggro based on detection type, or eliminate linking altogether.
..and I think that about covers my ideas for the moment."
Edit: It didn't accept my quote so I have to edit it like this >.> He is the last post on the first page...
Edited, Thu Nov 3 21:08:17 2005 by CBytor