Introduction
First off, Ahkore, you're a brave soul for dropping in on this lot here (and I do include myself in that "this lot" remark). MPKing is probably the single most frustrating aspects of the game, whether it winds up being an intentional assault or simply just someone that can't control their aggro depositing a mountain of monsters at your feet. And there are a lot of suggestions in this thread, some of them more logical and feasable than others.
A Little Background
But I think it's important to start with why MPKing is possible, and actually, why the game mechanics allow it at all. In terms of the current MMO market, FFXI is probably the most difficult game out there. I've played most of them myself, and I don't think you're going to find a lot of people who disagree with that point. FFXI is geared towards a high challenge factor. And in the end, that sense of constant danger helps define combat and party dynamics from within the game.
One of the greatest dangers in normal FFXI partying is the dreaded "link". Even if you have a good group of people, and even if your mages know their roles (Elemental Seal + Sleep), a link can cause a major problem for a party, even wipe it out entirely if it happens on the end of a tightly calculated chain. That is part of the "danger factor" of FFXI. A good party knows where to camp, what to pull, when to pull, and how to avoid getting aggro from another monster during a fight.
But lets' also talk about fighting for a moment. In a market where some games allow a player to fight off multiple enemies at once, solo, FFXI follows the Final Fantasy model of having a party of adventurers do the fighting. That increases the "social" aspect of the game many times over, but it also requires that monsters be significantly harder to kill than in other games. Which means that simply eating one too many monsters can bring swift, unyielding death to a group that was otherwise doing all right. That's part of the game. I think, on some level, we are all fine with that. And I don't necessarily think that should change. If I wanted an easy game, I'd go re-activate my WoW account. ~_^
Who's To Blame
The problem is that good players get frustrated when they die through no fault of their own. It's one thing if your puller accidentally gets a linked MOB, but it's quite another when someone drops a world of pain into your camp. Especially if your party has gone through great pains to function properly. And really, when you get down to it, there are two types of MPKs. Intentional, and unintentional.
Intentional: Look, the word "gilseller" is going to come up sooner or later, so it might as well be now. Gilsellers are the number one source of intentional MPKing. Anyone who's partied outside of Qufim can tell you that. Some groups will MPK you only if you're going after their MOB of choice. Others will MPK you just for being in the area (literally because they don't want the lag while they are fighting their target MOB). That is especially frustrating when their MOB pops in a commonly used XP area (Kuftal Tunnel, anyone?). Of course, other bouts of intentional MPKing are often at the hands of jaded (and usually unskilled) former party members. We've all had a few "y u kikz me i mpk j00!"s over the course of our FFXI career.
Unintentional: Unintentional MPKs may NOT be a situation that the development team wants to correct. They may think it adds a challenging, dangerous flavor to the game. To be honest, I say this game is plenty challenging enough without someone named "Tehhotness" rushing towards my party with four angry monsters ripping chunks off his flesh shouting "heal plz!" at me before promptly dropping dead. And it's not just individual stupidity at work. You can't walk outside of Kazham without finding four angry Goblins staring you in the face. For that matter "Crawler Trains" are a well known phenominon, and just uttering the phrase Garlaige Citadel can cause people to go into spastic MPK shock.
Solutions
There are a lot of ways to adjust MOB behavior that wouldn't significantly change the game dynamics, but would make the whole issue of MPKing less frustrating for the player base. And really, the MPK system hurts the majority of players in favor of either a) a corrupt minority or b) no one at all. Any system in the game that unfairly hurts good players and only has those upsides needs some look-see.
Return To Your Posts: Many MMOs have solved the problem of training MOBs onto another player by giving the MOBs a sort of "Fighting Radius". Which is to say, if a MOB finds itself without a target or anyone on its hate list, and it is outside of a given radius, it will return to its original post before it is able to aggro anyone again. This radius should be a reasonable size. I'd recommend setting it at roughly the same distance that you are able to draw your weapon on a MOB. Anything that's that close to a party was a potential link on its own anyway. On the other hand, anything farther away than that was almost certainly brought there by someone else.
The Run Down: Another thing unique to FFXI is the lenghts (quite literally) that MOBs will go to chase down a player. Now, on one hand, I can understand why that's in place. As far as you sometimes have to pull MOBs in this game, you don't want your target giving up and running home too easily. And you also want there to be a point to spells like Deordorize (though the last time I saw someone cast it not as a joke. . . well, I can't even remember). On the other hand, the idea that I could run by a MOB on one end of a zone and it will follow me all the way to the damn blasted other end is getting a bit stale. Maybe MOBs need a "Persuit Radius" as well, outside of which they will simply give up (and presumably then follow the Return To Your Posts rule).
My Pet Monster: I would also suggest that released BST pets automatically have the two above-mentioned rules applied to them. In other words, they will not aggro anyone unrelated to the BST's activities until they have, at least, returned to their original spawn. Like any other affected monster, this would not happen until their business with the BST is complete, whatever that may be.
Finders Keepers: I am sure that there is some reason monsters loose their claim after a certain amount of time. It never seems to benefit me or my party (for example, if someone else has attacked a MOB that already has hate against me, that claim never seems to go away), but it has been a severe problem for my party many times. An MPKer can sit there spamming a macro on a MOB you have claimed (something like Jump for example). In that brief instant where you lose your claim, his Jump will activate. A move like Jump isnt enough to steal aggro away from your party, but you WILL lose the claim. Which means that you suddenly have a very angry MOB attacking you and you cannot hurt it back. In short, this simply has to go. If the reasoning behind it was to prevent players from keeping a MOB claimed, but untouched, then modify the loss of a claimed MOB by whether or not it has been damaged by the player or party holding the claim.
I'll Kill You All: Unfortunately, none of these suggestions will prevent players from luring an AoE-happy MOB towards other players (especially players of a much lower level) and letting it kill them by default. The problem is as rampant in the Jungles (there it's accidental. . . Dream Flower anyone?) as it is other places, and taking a stray Goblin Bomb to the face when you weren't even pestering the blasted monster is a situation that's both familiar and frustrating to most of the playerbase. In short, MOB AoEs are a way that a player can be damaged by a fight that a completely independant player is taking part in. Now, one could argue that it's just part of the game, and in real life it would be a genuine danger. However, that argument works counter to the entire claiming system in the first place! So MOB AoEs hurting anyone but the party that aggroed (or is currently holding claim). . . gotta go.
Blind Rage: If a MOB is bound, or for whatever reason unable to attack a target that it hates, this ridiculous system where it can and will lash out at anyone else in the area needs to go, as well. A popular MPK technique is simply to bind angry MOBs in someone else's camp and give them the choice of being killed by the bound MOB, or running away and being killed by a link. MOBs should not attack someone that they have no hate against simply because their desired target is out of reach. Now, obviously I'm not talking about people outside the party that have earned hate against the MOB (via a genuine link or healing one of the MOB's hated targets). But in the case of a MOB just lashing out at the first player it can reach, especially if that player has done nothing to anger the MOB, that's patently unfair and is practically like giving people a free pass to MPK.
That's A Wrap
Well, I am about done yapping for the time being. And I'm likely not the first person to suggest any of the above ideas (the thought of reading through 9 pages of this sort of thing gives me the skivvers, so good luck to you, Akhore). I hope, at the very least, the context and answers I provided will explain not only what ought to be done, but why it ought to be done, and what specific problems it would solve.
Edited, Fri Nov 4 15:09:37 2005 by adennak