1
Forum Settings
       
This thread is locked

Suggestions for changing the MPK systemFollow

#502 Nov 04 2005 at 4:37 PM Rating: Good
Wow! I posted something on this a while back, S.E. really does listen, {Sweets}

A.I. Adjustment to help prevent MPK'ing

/shock
/amazed
/stuned
#503 Nov 04 2005 at 4:38 PM Rating: Good
**
293 posts
In response to the idea:

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

This should also include: Players that are providing outside help (e.g. Curing) outside of the party who initiated the attack of the AoE. This way people cant have a healing group outside of the initiating party, and be immune to the AoE.

Yay for SE! Lets reduce any exploitation possible! <Good job!>
#504 Nov 04 2005 at 4:43 PM Rating: Good
I'm not sure if this would fall under MPK but it would help in the camping of many mobs that one may be MPK'd for. If the mobs or rare/ex items were a guaranteed drop so most people would not have to stay out there hrs at a time and leave with nothing. I don't know if there is but there may be someone that would MPF for the chance to have that item in the hopes that it would drop for them insted. Just a thought.
#505 Nov 04 2005 at 4:45 PM Rating: Decent
I know this may seem silly but allow PVP all over VD. Instances of heated arguements could ressolve themselves by players slugging it out on the spot. There's alot of tension on my server(asura), the gilsllers are running rampant and so is our economy, the tension is so thick you couldnt cut it with a jack hammer. MPK happens because of two reasons anger and gilsellers, eliminate both and MPK would less likely happen.
#506 Nov 04 2005 at 4:47 PM Rating: Good
monsters (other than beastmen) at NM spots shouldnt aggro. I know exception to skeletons but make it that if they were claimed and the person binds or warps out near them the monster either doesnt atk them while bound or if they warp make it where the skeleton remains claimed and non-aggroing for a few seconds allowing it to go towards its spawn area without aggroing the people at the NM site.With the bind technique just make it where it'll just follow the guy who bound it rather than the one that is next to it.

Possibly if it is an aggroing monster put a tag on it where it wont aggro till either within a certain distance to its natural spawn point or till it has has full hp and with in a certain distance.

Also can you do something about the cheap shots the monsters get to do at the zone ^^.....sometimes when people zone a train you could make it if all off didnt get that hit on you on your way to the zone and then another while you zone.
#507 Nov 04 2005 at 4:48 PM Rating: Good
***
2,243 posts
Make all of the charaters of a person who has been suspended for
MPK Targetable/Attackable by any other player not so flagged for
a period equal to 2 times the length of their suspension. This
would work similar to how charaters charmed by certain Bst class
NMs can be attacked but without allowing the perpetrator to
respond. A visual flag of some kind should mark those who are so
afflicted. Only time spent actually spent logged on in the game
and in areas where they can be targeted should count against
their sentence. They should also be automatically restricted to
using their highest level job during this period.

This would be a REAL deterent for the MPKers!
#508 Nov 04 2005 at 4:50 PM Rating: Excellent
*
84 posts
Suggestion: Limiting AoE's to only party members doesn't make sense, if you're standing next to a bomb when it blows up in real life you get hurt, wether you had anything to do with it or not. However, it might be nice to limit the ammount of damage done to 50%HP or something, I was once killed by a bomb while on a chocobo riding by a party.

Suggestion: Put NPC "zone guards" by the zone lines, in the event of a train they attack any monsters that were zoned, or simply make them die the when they hit the zone line and instantly respawn at their spawn point.

Suggestion: The previous suggestion's "Zone of Death" will cause problems for low-level BST's who zone pets before to un-charm them, a good number of potnetial pets will already lose agro if the BST is far enough away when charm wears, make it so ALL monsters do this.

Suggestion: Someone already said it, but I think its extremely important so I'll say it again, increase the amount of information that is logged so GM calls are more than a "he said, she said" kind of thing.

#509 Nov 04 2005 at 4:53 PM Rating: Good
i've seen ninja use there 2 hour to leave a monster with in range of linking.
perhaps a monsters that has been claimed being unable to link or agro for a short period of time like 2 min; in the event the players are unable or choose not to defeat the monster it is unable to link a near by player.

as far as areas like crawler's nest where the zone can become effectivily closed when someone zones a crawler, perhaps the map itself could be changed so there is no way to return to the zone once you reach the first exp area. instead put 1 or 2 exit only points that would escape. this would prevent a closure of the entire location, it wont stop large trains.

mpk is not the most common use of trains. if a player has three or more monsters attacking them there should be no way for that group to attack anyother player unless directly attacked. maybe some sort of group behavior that would restrict the from agro/link untill some time has passed.
#510 Nov 04 2005 at 5:15 PM Rating: Decent
SUGGESTION: The bind mob thing needs to be fixed. I would think that was more of a bug then intentional.

SUGGESTION: As for MPKing during HMN camps and stuff, I think that maybe the HNMs need to be forced pop, like Bubble Bernie, except instead of a Quu something that is either really expensive or very hard to get. That way the gilsellers either have to spend so much on the item that getting the NM drop isn't worth it or they doesn't have enough friends to do the quest or w/e to get the item. Also the ??? that might be used may have only a 1-2 hour pop...but someone who has already popped it cant pop again for maybe 48 hours...and cant be in a party that is about to pop it. That person could be booted from a party soon as that party popped the mob and cant join again til loot has be pooled. This would stop gilsellers from hanging around pops and MPKing people. And people that actually need to use the NM drop could actually have a chance.

SUGGESTION: Mobs who have been left by BSTs or been zoned should have like a 1-2 min window where they are like blue or something...symbolizing that they cannot aggro but can still be claimed if needed. And they should go directly back to its normal place, I see alot of times with Perydons in Valley of Sorrows would stop 3 or 4 times before they actually get back to there orignal spot. It would be nice of mobs wouldn't do that.

SUGGESTION: AoE spells should be limited to the party only, except with expentions to certain mobs, HNMs, Gods etc. Nobody is going to cart one of those around just to use its AoE to MPK.

Edits: Spelling errors and such


Edited, Fri Nov 4 17:53:49 2005 by JokermanBardofSylph
#511 Nov 04 2005 at 5:16 PM Rating: Good
*
104 posts
I think if the two examples you gave were implemented, it would be HUGE improvement. On top of of those two, I'd like to add:

Suggestion: harsher punishment for those who perform MPK. I'd like to see the punishment be character deletion without a chance of recovery. As long as it is obviously an intentional MPK, I think this should happen on the first offense.

A second suggestion that is only slightly off topic, but which I believe would still affect MPK rates:

A lot of players are also concerned with gilbuying and selling. I believe this practice would be greatly hindered if SE would consider making all NM and HNM drops EX. I haven't experienced MPK much, but most of the times I hear about it, people state that the incident involves people they suspect take part in Real Money Transfer. If you remove the ability to sell the items for gil, there is less incentive for them to MPK so that they can claim the target. Edit: another player suggestion increasing the pop rate, to make the items more common. That idea, in conjunction with my suggestion, would be the best solution (in my opinion).

I believe most purchased gil is used to purchase NM and HNM gained items and I also believe most gilbuyers gain their gil by selling such items. I have no hard statistics for this, but I have spoken to a number of people who have bought gil and NM or HNM items seem to be the most common reason they do so.

It's a vicious cycle. The gilseller gets an drop, then sells on AH for gil. Then they place the gil on the real money transfer market. A player then buys gil to buy the drop, giving gil back to gilbuyer to sell again....

Please at least pass this comment to someone for consideration, because I do feel it has merit. Please... I'm begging you....

Edit: Oh, btw, I just wanted to say thank you for taking the time to get player input on this matter. Considering this is already up to 10 pages of posts by how I have the forum set, I wouldn't be surprised if you don't read all of it, but if you get this far, please know that I, for one, appreciate SE attempting to gather input from the players.

Edited, Fri Nov 4 17:38:46 2005 by Nemulus
#512 Nov 04 2005 at 5:17 PM Rating: Good
**
354 posts
Firstly I think its great that SquareEnix is looking for players opinions on an open forum like this, its a great way to get information from the players, I certainly hope you'll continue to do so in the future.

Secondly sorry if any of this has been mentioned before, over 500 posts is alot to read through.

Suggestion
Limit the size of mob trains. If more mobs link or aggro on someone make earlier ones loose interest and return to their spawn points.

#513 Nov 04 2005 at 5:18 PM Rating: Good
Quote:Now if I got this right, the goblin which is being fought by the low level party would go off and link with the other one that is attacking the level 75 guy...
Wouldn't this make it really easy for some 75 in Valkurm to train gobs and lizzies behind them and basically run away with the mobs that parties are fighting with?

I see one big problem with this. Wouldnt this really make it easy for anyone that wants to power level a group. Gee, dont worrie the mob will try and hit me but since I am so much higher than the level of the mob, that it wont hit me. Thos, now you dont need magic for healing you just need a someone with high defense voke a mob then stand right next to the party to take their mobs hate. Now the party can just keep killing and pulling and not worry about resting because their mobs wont attack them, since it will link up with the LVL 75 or who ever is Power leveling's mob.
#514 Nov 04 2005 at 5:22 PM Rating: Good
While I do like the idea of mobs mot aggroing/linking until they return to their spawn area, I can foresee some gigantic problems with this.

Escort quests. Send in a team to grab hate on a monster, run it around aggroing everything they can, and then zone it. This will leave the escorter to be free to move around without any worry.

Rank 5 in Delkfutt's Tower. We had the Tractor trick before, and this would be another one. High level runs in and aggros up everything, kites it around and then zones, leaving a spotless zone where nothing can aggro until it gets back.

You get the idea.
#515 Nov 04 2005 at 5:24 PM Rating: Good
*
127 posts
I like the idea about the mining points, except, when mining in Ifrit's Cauldron if you popped an NM there, even at lvl 65+, you would most likely die.. which would blow
#516 Nov 04 2005 at 5:36 PM Rating: Good
Not to be mean or anything, but this thread almost reads like:

"How to MPK for dummies!"

Hopefully though any method mentioned here will quickly be resolved.
#517 Nov 04 2005 at 5:51 PM Rating: Good
**
417 posts
I realize I'm probably duplicating existing suggestions. That is the point.

Suggestion: A claimed mob (purple name) should not arbitrarily aggro someone outside the claiming party just because the claiming party moved out of aggro range. (This would take care of the Bind problem.)

Suggestion: Limit the number of mob links.

Suggestion: Eliminate or greatly reduce the range of aggro for trained mobs returning to their "home" position.

Suggestion: Eliminate linking for trained mobs returning to their "home" position.

Suggestion: Eliminate or greatly reduce the AoE damage and status effects caused by mobs fighting other parties unless they are already on the mob's hate list.
#518 Nov 04 2005 at 5:53 PM Rating: Good
Suggestion: Farming penalties for areas with an X number of lower level players to reduce competition (which leads to MPK). This will discourage people from farming in places where lower levels are struggling for XP. Basically the drops become more rare the longer the high level player is in the area.

I disagree with this since there are MANY many zones that low levels have to try to make money in, and shouldn't have to suffer it seems to be too complicated to place. I know a number of people who go to Rolanberry Fields to farm wax + cuttings. That just doesn't make sense

My suggestion is that nothing is done, except the changes to the way "tame" and bst pets work.

Having a GM at every HNM isn't feasible but having oe at KB, NH, and Aspid is. All a GM needs to do is check the logs, see when then HNM died the day before and just watch the pop, and a few minutes to see how the HNM battles go. Once they know that they're being silently monitored or the community does, i'm positive that people will be more "Warey" of MPK'ing.

MPK honestly i'm sorry is the least of the worries for a server. I'm glad you have come here, but there are many issues that i deam more important then MPK.

On my server at least MPK isn't as prevelant as maybe other servers. I know this was started as an MPK thread but i'd like to have my voice herd.

I'd love to see a SE representative come to www.killingifrit.com and gather some information. I'm sure the amount of feedback you would recieve would be enormous.

Thank you for coming and hope you recive an wide array of feedback
#519 Nov 04 2005 at 5:55 PM Rating: Good
I hope your ready for a long post cause I have a doozy for you.

I have a character on Caitsith, and have been playing for almost 2 years now. I have been mpk'd many many many times, and it is very frustrating. But I've noticed something about the mpk'ers on our server that frustrates me more. Everyone of them is a community known gilseller.

The simple solution for the problem then is to get rid of the gilsellers. you would probably alleviate 70-80% of mpk'ing.

I do not think that its fair to our community that the gameplay has to change because other people are using the game for their own personal benifit. Its disheartening that SE would consider something like that. Making mobs not aggro when they walk back, or after a BST pet leaves isn't realistic. In the Lord of the Rings if an Orc killed a man and didn't see the other men fighting around and just walked home, the book would be rather stupid. If a Goblin sees me it should aggro, thats the point of the game. People who mpk generally are doing it for fun or they are doing it to claim something that they want, or get rid of people that could claim something that they want. I'm glad to say I rarely see someone do it for fun.

I'm sure SE hates hearing about the gilsellers, but the veteran players are aggrivated that nothing seems to be done. Changing Items to rare/ex only made the gilsellers come up with clever ways of getting gil out of the Monsters, and calling a GM is pointless because by the time one can respond the mpk in question is done for 20-30 minutes ago, with hardly any proof.

I had an hour long conversation with a GM one time on the reasons why GM's don't do anything about gilsellers and he/she told me that they simply could not pin them in the act. Most GM's would love to rid us of these nuissances but they can't.

So here are my suggestions. I would be willing to wager money on the fact that this would drastically reduce mpk problems.

1. Hire more GM's. If you pay them I know I certainly wouldn't mind paying an extra couple of dollars on my account to keep these people active. Post Invisible GM's at all the gilselling and mpking hotspots in the game (On my server we all know where they are so I'm sure you do). And have the GM's take action. Ban handles, accounts, IP address, credit cards or whatever to keep these people from coming back, they always do.

2. Change your Rules of Conduct. Make them more strict against the gilselling policy and mpk policy and ENFORCE them. I follow the rules, I do what I'm supposed to, and yet I suffer with these problems daily by the same people over and over and over again.

3. Track the gilsellers better so you can ban them from the source. again I'm not apposed to a few extra dollars so that an investigation take place. Make an account on a server, buy gil, track the name that sends it to you, then track their handle and ban them.

4. This suggestion by far makes the most sense, and would be most profitable for you as well as clear up the problems. Why not sell gil yourself. undercut the online prices by half or less so that it becomes non profitable for them. You don't have to camp mobs or mpk people, you've created the game, you can just make gil and send it, or even use the gil spent on weddings or whatever. You'll make money off of it and the gilsellers will be forced out of business.

If you want to get rid of mpk's, do it a fair way, don't take away from the reality of my gameplay because some fool decided that he could make a living on the game. You won't get rid of mpk'ing altogether, you can't unless you take away from the game play, but if gm calls are reduced from 40 to 10 an hour then you can track those few people who do it for stupid reasons a lot easier and get rid of them quicker.

Thats my take on the situation, If you would like to respond to me feel free to email me at heypepper@aol.com, or send me a /tell on caitsith, name is Eldare.

thanks,

Eldare
#520 Nov 04 2005 at 6:03 PM Rating: Good
*
54 posts
Make it so if a WHM uses a spell like Diaga or Banishga and someone like a ranger or a thf claims it all hate goes to that player. Someone try'd to mpk me that way, shooting one of the mobs that I wasn't meleing so I could hold claim on it and I had low mp and the GM was mean and asumed I was holding hate even said he would jail me for it when I couldn't run because well Beadeaux has the curse things forget what they're called would have draind my MP and HP down that and the result train would of killed me >.<

Edited, Fri Nov 4 18:22:00 2005 by Heartlesswingedangel
#521 Nov 04 2005 at 6:12 PM Rating: Good
***
1,222 posts
Welcome to Allakhazam:

On MPK

1.) I think that trained mobs that are "not-killed" should return (at the speed they chase a player) back to their spawnpoint(s) after the aggro-ing player is either dead or zoned. While returning, the mob will NOT agrro until it has reached it's patrol area.

2.) AOE only effects those that are engauged with the specific mob.

3.) 10 seconds to actually "unclaim" a mob. There is much theft in the world of Vandiel, and it's not the THF's doing it. ^^
#522 Nov 04 2005 at 6:18 PM Rating: Excellent
*
216 posts
Suggestion: The implementation of more "instanced" challenges would be nice. Things like Dynamis and Limbus that can only be accessed by so many people at a time, where the challenge can still be great, but it can't be ruined by third parties. This would allow at least some of the better equipment to have a difficulty shifted from claiming the mob and more of the difficulty shifted to actually winning; this is how it should be, but in this game far too many things are hard only because of the competition. Competition is good, but with so many players, and so many different kinds of players, a large number of them will be at a disadvantage.
#523 Nov 04 2005 at 6:21 PM Rating: Good
***
1,173 posts
Wow, that is a lot of posts, and this has only been up around a day now. I will now throw in my couple ideas and opinions.

Bind/Shadowbind

I was in fact only vaguely aware of this aspect of the bind/shadowbind system before this thread. After reading it, it sounds like an accident in the coding of mob behavior that should be remedied.

Beastmaster Dismiss Command

I'm not a Beastmaster personally, so if this would cause a problem for them please inform me of it. My idea would be that released mobs would get a status upon being dismissed, something like "Wounded". A Wounded mob would become unclaimable (but charmable, though a failed charm would make the mob attack like normal) and non-aggressive. It would return to it's spawn point and rest until back to full status (I can see in my mind mandragoras sitting down like Tarutarus). Once it has fully recovered it would get up again and return to yellow (available) status.

Opinions

From what I've seen of MPK'ing, the issue in a blanket solution is that there is NMs and there is the rest of the game. What may be a solution for fixing MPKs around NMs may not be effective when applied to "the rest of the game".

Another opinion of mine is that the true problem of MPKs (mostly regarding intentional MPKs) is the enforcement. There are at least a few problems with MPKs that do not have anything to do with the actual mobs but with the game itself. Even though it is likely a matter of game mechanics, there is the issue of being unable to make a GM report after an MPK simply due to the fact that the Help Desk system (in addition to your entire menu) is unavailable while the player is dead. This causes delay in the reporting of the event. In addition, the lack of readily apparent evidence of GM response is more than a little frustrating to victims when reporting MPK or other breaches of the Terms of Service. I could continue with a rather vivid and disheartening description of my issues with the GM system, but it does not relate to MPKs so I will save it for another topic.
#524 Nov 04 2005 at 6:40 PM Rating: Good
**
737 posts
*AOE's should not effect anyone outside of the party or allience, I can see a special expection for Gods, Dynamis, and such.

*If Player A trains a crawler to a Party whom happens to be fighting a crawler as well, the crawler player A has should keep hate on Player A, and not link and attack the party.

*All ideas you mentioned yourself is great.

Besides that I'm just worried trying to fix this would change the following, this I don't want to happen:

1) Farming mobs by making trains and killing them in bunches.
2) Rendering the Beastmasters Solo capibilities.
3) Making Gods, Dynamis, and such easier.
#525 Nov 04 2005 at 6:44 PM Rating: Good
Since this thread is already 10 pages long as I'm beggining this post, I'm not going to read to see if this has been suggested or not. Also, I do not plan on coming back to see responces on this because I'm sure this will grow very steadily.

This post is a copy of my post from www.qcdn.org (Quetzalcoatl's Public forum), my handle on there is Javir should you want to contact me that way.

-The disscussion was going between how GMs should make a more visible stance vs the ability to adjust mob-behavior (which from my understanding can be adjusted between individual mob-type and each mob-type in each zone).

There was also concern about abuse in dynamis which I feel I cover quite bluntly.

I'd like to note I have no clue on how exactly monster behavior is programmed, but if my understanding as stated above is true, then I stick to my quoted suggestions.

Quote:
GMs = money (something SE isn't gonna wanna give up), so more GMs (which is what you'll need to "man" spawn points and/or certain areas) would not word very well. The idea to have server specific GMs would be more reasonable, that way they can more closely watch individuals who have a high complaint rate, and be able to perhaps be more away of NM/HNM spawn times so if something happens there is a better chance of them having it monitored.

Monsters shouldn't have to make it all the way back to their spawn point. If instead they can be put on a timer, say 1min, that they will not aggro and will walk to their spawn point, but after that minute they could go running off again after the next thing they hear/see/smell.

Monsters linking should not be affected even if the mob has a non-aggro timer/position active, unless an NM is around. Then I agree, that mobs that normally link together should get a follower status to the NM should they get linked. The pulled mob continues after the original puller, and the other mobs should stick to the NM like glue.

Of all these potential changes, Dynamis should be the least (or more preferably not) effected of all zones. They are designed to be difficult, but they are certainly not impossible.



#526 Nov 04 2005 at 6:53 PM Rating: Good
(double post, sorry)

Edited, Fri Nov 4 19:03:59 2005 by Zilvir
This thread is locked
You cannot post in a locked topic!
Recent Visitors: 838 All times are in CST
Anonymous Guests (838)