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Suggestions for changing the MPK systemFollow

#702 Nov 05 2005 at 11:05 PM Rating: Decent
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444 posts
Quote:
after reading all posts, I have got an idea may help alot.

1. If the mob agro, then it'll go red [ claimed ].
2. If MPKer/Zoner/Trainer/Warper left the zone, the mob still red[ claimed ] till it back to its pop spot. That's will prevent the mob from agroing another cuz it is already got someone and tell the others that this mob won't hurt till it back to its home poin>

then let anyone try to MPK me, by agroing or doing anything, it'll be useless.

SE, you should say thnx to alla site and me *lol*


When it is finished with the hate on the player, instead of walking back, it should just return back to its original point via despawn.

but that would hurt SAC pulls
#703 Nov 05 2005 at 11:07 PM Rating: Decent
I don't believe anything drastic needs to be done such as stopping monsters from linking with those being fought by parties. That would take away a level of challange, I know that I appreciate and most other wouldn't realize they would miss until it is gone.
My ideas are as follows:
1. Bind/shadowbind: The focus of a monster binded should remain on the PC that binded the mob in the first place. If that PC zones, the mob should continue to the zone then return. This would allow parties the opportunity to move their party to a safe location.
2. Zoning trains: This is only excusable to a certain level. If it can be found that someone purposely zoned a train. i.e. no shout/say that train is coming to warn other players, or tells to their buddies "hey watch me keel these noobs". The player should be suspended from gameplay for a certain amount of days with repeat infractions punishable by the inclusion of level decreases following suspension.
3. Gilsellers: Either make them fully legal or track them down and suspend accounts and take their game gil. Make it where anyone can do it within legal binds so that it becomes less profitable to sell gil or make it so difficult to collect and keep the gil they plan to sell so that it greatly discourages it. Like make it where a character can only kill a non quest NM once every week or month. What does this have to do with MPKing? Well this would make other players able to complete quests and hunt NM's for items as they should be able to. So there would be less need or desire to run gilsellers out of a zone or kill them to discourage or stop them from overcamping monsters.
4. Zoned monsters: I'm sort of impartial toward having the mobs not aggro until they return to their home spot. It could be used to take some of the challenge out of the game, also some people would find a way it could be used to discourage levelers and farmers. But it would help with some nasty surprise MPK's. I'm just not sure how the machanics of the idea would play out.
I really hope you read my suggestions and take them seriously.

Keep the fun alive!!!!
#704 Nov 05 2005 at 11:18 PM Rating: Decent
Suggestion: Although i do believe that aggro until a monster has returned to its spawn area is a good idea i believe this can be misused to pass into areas that you normally would have trouble getting into. instead of having to sneak your way through or fight or some sort like that you just train mobs to entrance and run back right through them with no trouble
#705 Nov 05 2005 at 11:38 PM Rating: Decent
Firstly let me say that it is awesome that SE is finally showing an interest in user feedback! Just saying, "We deeply apologize..." and "We will investigate..." isn't a solution, and when nothing gets done, SE appears to be just another money-hungry corporation: refusing to ban people who violate the Terms of Service because it would mean the loss of a few dollars every month. Sorry about the rant, but after getting killed by MPK so much, the anger builds. Anyway, here goes:

Suggestion: If a party/alliance claims an NM/HNM, nothing, regardless of level or aggression level should aggro the party/alliance that made the claim.

e.g. "Linkshell A" claims Serket. "Linkshell B" chains Over Weapons, Tainted Flesh, Magic Pots, etc. (Mobs) near "Linkshell A" then Warp/Alt-Tab/Pull the plug/NIN 2-hour. The chained Mobs walk back to thier respective spawn locations leaving "Linkshell A" to kill Serket

Suggestion: If a person/party/alliance chains Mobs to a zone, the Mobs seem to go through the zone to an observer but actually pop back at their spawn location.

e.g. "Person A" chains a Rumble Crawler and all links to Crawler's Nest/Rolanberry Field Zone Line. "Observer A" (with Sneak on, near the zone line inside Crawler's Nest) sees "Person A" along with Crawler train disapear at Zone Line. "Observer B" (near zone line in Rolanberry Fields) sees only "Person A" appear. The people/parties/alliances inside Crawler's Nest see all the trained and linked Mobs reappear at their respective spawn locations with a "dazed" effect (Mobs will not aggro/link for a set period of time).

Suggestion: Bound Mobs only "hate" the person who bound them. After bind wears off, Mobs will track said person using the techniques already implemented (Scent, Sight, etc.)

Suggestion: Eliminate person to person gil trading from the game. Set up a Vana'diel Bank or 3-4 (Jeuno too?) individual Nation Banks to handle gil transations between people and monitor those transactions for large amounts of gil (1+ million on a daily basis?) coming from certain people. Then investigate those people if suspicions arise. With that system, Loans could even be implemented into the game with fluctuating interest rates. Make two new party systems for Teleports and Warps where a certain amount of gil is taken from each person in those kinds of parties for the Teleport or Warp. Normal parties (the ones in place now) would still deduct nothing. Raises could have a tip system where up to a certain amount of gil (2,000 maybe?) can be donated for the Raise. After all, without gil-selling, MPK would drastically drop in occurance almost overnight.

Thats all I have for now, thanks again for listening!

Edited, Sat Nov 5 23:49:41 2005 by LordAndromeda
#706 Nov 05 2005 at 11:42 PM Rating: Default
Quote:
Ris stated: IF a mob is bound it should ONLY attack the players of that PT, not others.


Reason i dont want this to happen, one example to be short. I recall a time when i was farming with a friend and we were slept by a blm mob with sleepga II, ok so i was THF and what i would do is shadowtitch the mob and then run off so she would be awakened.


Quote:
Kailkun stated:
The GM's CANT do everything we say. They cant put someone at the zone of a HNM spawn because remember there are ALOT of servers, and ALOT of HNM spawns. *Hire is the spelling you wanna go for. The GM's are doing all they can, and I've been playing for 23 months, thanks



WHOOP DEE DOO *sry for the sarcasim, i have nothing against you and your ideas and thoughts are very good.* BUT!, um you can play for 123512512512 years and not hav camped a single NM, what i meant(whihc i should probably edit lateR) is that PEOPLE WITH TONS OF EXPERIANCE CAMPING NMS etc, w/e should know how to spot out a RMT with one CHECK, HELL NOT EVEN A CHECK I CAN SPOT THE ****** JUST BY SEEING THEIR NAME!!!!!

I EXPRESS MY HOSTILITY ONCE AGAIN TO CHANGING THE GAMES MECHANICS TO STOP MPK , NOT ONLY WILL IT CAUSE THE DEVTEAM or whoever WRITES THE STUFF MORE TIME SPENT, BUT IT CAN REALLY **** SOME PEOPLE OFF.

Quote:
personally have yet to get my WHM GF a serket ring but would gladly monitor and record such NM's like Serket or Rock @ various times in order to help other players gain the FF experience. Beeing a Long time player i think this would be a good responibility to give virtuous, indifferent, and experienced players.
Thankyou and please let me know if I can help in anyway.
Sincerely,
Justin
Leviathan server
Honolulu, HI


YES! this guy has the right idea!!!!!!!!!! ok i understand that i have been dissing on the GMs for "not doing their jobs" but hey dont forget that i DO know how frustrating/stressfull/busy it can be and that they are. Now if shortage of GMs is an issue, you can not just "hire" (aparently hiar isnt the right spelling) real players to help with this situation but I WOULD MORE THEN GLADLY DO IT FOR FREEE!!!! . im almost certain that SE knows when every nm or hnm will spawn to the second and where. not against the rules for SE themselves to use packetsniffers in order to STOP mpk is it? You can just apoint these Deputy GMs which are real players, maybe set a age limit, and alow them to witness everything that happens, and either 1, take direct action themselves against MPKers, or 2. creat some kind of hot line with the GMs in order for them to contact them IMEDIATLY and be able to witness the mpking themselves and INSTANTLY put these players into jail.

Quote:
Please: More short window NMs, like Shikigami weapon. It's so much easier to get help from people when you can assure them it won't take hours out of their day to help you.


Ok yea, well shikigami is Rare/ex, mobs like that should stay the say, basicaly ALL HNM and mobs that drop r/ex should stay the same, WHAT COULD be done to improve the economy is make these Farmables pop ALOT, imean make deggi go into window right after hes killed, and be able to pop WITHIN the hour or somthing, hell make MORE THEN ONE OF THE SAME NM POP WHENEVER! this will cause these NM farmable items to STORM the AH, and then prices will shurly lower, keeping RMT from making sufficient funds from them, altho i disagree partly from this because i enjoy camping these nms for money myself. ive done it for 2 and a half years and im loged in davoi right now at poisonhand camp, also what could happen is more Rare/ex drops like what happened to pin, boots, charm.


Quote:
Fix it so a mob claimed by someone else will not attack anyone outside of the party.

Fix it so that if a mob is slept by one group, another group claiming it gets hate immediately. I was MPK'd once by a link my party slept. Another party claimed our mob, but did not touch it at all. When it awoke, it was purple to us, and we could not touch it. They stood by laughing while it beat our mages to death, then the rest of us. We were totally helpless. Fix this please.

Fix it so the Paladin Invincible trick won't pull hate. I've seen Paladins dump a Cure IV on someone in a party tanking Simurgh and Roc before, then pop Invincible off, and pull hate. Then the PLD runs off and eventually claim drops on the mob and the Paladin's buddies steal it. That's BS and should be fixed.



i'm sorry but chaing all this stuff would be very bad idea, those things are used for legitimat strategys, ESP the plds 2hr. it needs to be considered MPK when you claim a mob that a 2nd pt has already slept, if someone sees a yellow mob sitting there next to the claimed mob an exp is fighting, then you just LEAVE IT ALONE. its that simple. sry your post was fine but this is just not what we need AT ALL.

Quote:
do have a few comments about my gameplay, I have noticed when I zone a monster that could kill me and i'm low on hp that when i zone the monster hits me and I either die or lose extreme amounts of hp. I was wondering if this was just my internet connection or just something in the database. If it cannot be changed that is okay with me i just think it is annoying and kindof unfair.


altho you will probably never even READ this reply, lol but id like to state that the game isnt made for you to easily run away from any mob, thats why things like flee and other +movement speeds are limited to certain jobs/people, its not like other MMO that you can agro anything and your run skill is maxed and they just cant ever catch up to you so u essentialy escape the monsters agro.

When you die while zoning is your own fault, its part of the game saying you bit off more then you can chew, its simple. learn from these mistakes ;p, cast utsu before you zone or heal yourself full. its simple. altho there are some other glitches ive seen with certain zones that i can adress later (the walled zones in davoi)

my girlfriend is here, so this will be my last retort.

Quote:
o my, i feel alone, whats MPK XD!


MPK = Monster PRovoke Kill, definition, when someone does ____ to a monster in order to have ____ killed by it.

Ok well, its been a long night, i AM sorry for some of the things ive said about the GMs, i DO understand i do know how busy they are i know all of this. I may have been short but its just my point of view. Also the OP said dont hold back so dont flame me for w/e. and for you what are they called "trolls" lol have fun rate me down yes please i dun give a fook. (:
Guys, remember. This game is provided to us for one and only one purpose, and that is called Entertainment, there are several aspects in the game, community, battle, adventure, story, etc. you all know what im talking about. Lets all be safe and try and be resonable. Everyone has their down falls, id rather make a friend then a enemy. Have fun guys, see you in vandiel.
#707 Nov 05 2005 at 11:44 PM Rating: Default
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405 posts
I know this post is about MPKing...but since you brought up gilselling. My question to the SE representative: Why doesn't Square Enix shut down sites that sell gill like IGE?
#708 Nov 05 2005 at 11:51 PM Rating: Decent
I'd agree with making it so that only people that have agroed the mob get agro whilst zoning, (people in the party and such).

Remembering level 32-34/5 of Garliage Citadel and the amount of times we had to zone because of high level mobs that we definatly couldn't touch. It's a disgrace!

Making it so that only the PT thar zoned gets agroed is a brilliant idea, and should definatly be implemented, and will definatly save many apon many of lives.

#709 Nov 06 2005 at 12:04 AM Rating: Decent
32 posts
Hmm kinda off subject on regards to MPKing.


Idea #1: Adding in more HNMs that drops similiar items. If King Behemoth is the only HNM that drops specific items like Defending Ring for instance then introduce a new HNM in a entirely diff place for other LSes to spread out to. This HNM would also drop similiar items like King Behemoth would.


Idea #2: Take out King Behemoth entirely from the area and place him in a special area like a Kirin. Make King Behemoth a force spawn HNM by obtaining specific items like for Kirin. Create diff NM Type Behemoths scattered around Vanadiel to kill to obtain like some sort of Seal to force pop King Behemoth to kill.

Idea #3 Add-in more ways to obtain items that King Behemoth drops. There's over 5,000+ player accounts at least on Fenrir v.s. 1 King Behemoth. If you ask me its a little frustrating for any LS to be able to enjoy a great battle that requires a lot of people in the first place to kill a King Behemoth but also having to potentially compete with thousands of others for 1 Mob. It's not given the majority a chance to experience a great battle. The Kirin system is perfect where you force spawn Kirin after spending some hours killing other NMs/Gods to get Seals to pop Kirin.


Just some thoughts here because all these MPKings are growing frustrations of having to wait 24-36 hrs for something to spawn. There are several special items players want. I'm sure if there were more ways to obtain or ways to re-structure spawn conditions might leviate the anxiety of players.

Edited, Sun Nov 6 00:24:22 2005 by DynneBlackHorizon
#710 Nov 06 2005 at 12:19 AM Rating: Decent
24 posts
Quote:
"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."



Great Suggestion!! Best one I've read so far!!

Edited, Sun Nov 6 00:42:42 2005 by Gromis
#711 Nov 06 2005 at 12:28 AM Rating: Decent
24 posts
Quote:
" Quote: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.



<um...> <no thanks> then monsters from really high-level areas go to low-level area and create mass chaos"







No, what he's saying is that the monsters would dissappear into vapor.... From inside the zone, it would look like they are leaving the zone; but they never actually appear in the new zone, they just dissappear. They would then just spawn where they should be.

Edited, Sun Nov 6 00:44:20 2005 by Gromis
#712 Nov 06 2005 at 12:31 AM Rating: Decent
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84 posts
Y'know the funny thing, guys?

Our fair SE rep hasn't replied since page--what?--five? Methinks he has ditched us.

And if he hasn't, and is still actually reading this, THIS is why many FFXI players have become disenfranchished with the GMs and execs running this game. You go on with your polite, "We'll investigate this matter"s and snatches of hope that maybe--MAYBE--something may get resolved, and then, for no reason, you disappear into the background to never be heard from again. Meanwhile, ******* #47 decides to MPK some group for god-knows what reason while you continue to "investigate" a matter that a three year old could figure out.

Want to solve MPKs? BAN THEM. No MPKers, no MPKs. Simple as that.

Excuse me. My bitter is showing.
#713 Nov 06 2005 at 12:38 AM Rating: Decent
24 posts
Stupid Question: Are we talking about people that are just trying to zone after getting over their heads in battle to keep from dying (everyone's done that)? Or are we talking about people that do this on purpose?
#714 Nov 06 2005 at 2:29 AM Rating: Decent
Quote:
Stupid Question: Are we talking about people that are just trying to zone after getting over their heads in battle to keep from dying (everyone's done that)? Or are we talking about people that do this on purpose?


Not a stupid question at all. The intent of SE seems to be to cut down or eliminate intentional MPK. The thing is that it is hard at times to say what is intentional and what isn't, much less devise a system that can discriminate. Whatever SE chooses to do or not do, not everyone will be pleased.

One thing I have noticed though is that not all zoning is equal. Pull a mob to a wide open zone isn't as bad as pulling one to a long tunnel or confined space. So maybe adjustments to mob behavior could be made to suit each area.
#715 Nov 06 2005 at 2:51 AM Rating: Good
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1,270 posts
Quote:
Y'know the funny thing, guys?

Our fair SE rep hasn't replied since page--what?--five? Methinks he has ditched us.


-.-; It's called a weekend. Most of us *try* not to work during them.


Comment - I have personally never been MPKed, but I'd have to say I have had plenty of good experience point parties ruined because someone accidentally got the attention of a monster and zoned the critter. Where it then proceeds start to make it's way home, only to be zoned again, and again. (this happen over and over in a party just a few days ago. It went on for about an hour before I asked a Linkshell mate to stop by and just kill the darn thing.) So I would *love* to see a system in place where the mob does not aggro on it's way back home, or has increased movement on the way back home, or simply warps back home.

Thank you
Have a nice day.
#716 Nov 06 2005 at 2:54 AM Rating: Decent
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227 posts
Whenever an HNM spawns, it should spawn with a certain radius that is considered a "no mob zone." Any mobs in the area could be prevented from entering this area. For instance, you could see something like this happening:

Serket pops in the middle of the Garlaige basement
HNMLS1 gets claim on Serket, begins fighting.
RMTLS1 grabs several tainted flesh mobs from the tunnels and attempts to train them onto HNMLS1.
Tainted Flesh hits the edge of the no mob zone. A message saying "The Tainted Flesh is driven back by Serket's Presence" appears as each flesh attempts to get into the no mob zone. The mobs disengage, take one return pass as they leave the fight, and re-aggro the person attempting to MPK if he remains in aggro range.

Beyond this, just make very powerful AOEs like Self Destruct only deal damage to those who have damaged it, or assisted someone who has damaged it. Two fixes such as these would drasticly cut down on MPK, leaving only some of the more small-time stuff to be dealt with.
#717 Nov 06 2005 at 3:28 AM Rating: Default
Quote:
Y'know the funny thing, guys?

Our fair SE rep hasn't replied since page--what?--five? Methinks he has ditched us.

And if he hasn't, and is still actually reading this, THIS is why many FFXI players have become disenfranchished with the GMs and execs running this game. You go on with your polite, "We'll investigate this matter"s and snatches of hope that maybe--MAYBE--something may get resolved, and then, for no reason, you disappear into the background to never be heard from again. Meanwhile, @#%^wad #47 decides to MPK some group for god-knows what reason while you continue to "investigate" a matter that a three year old could figure out.

Want to solve MPKs? BAN THEM. No MPKers, no MPKs. Simple as that.

Excuse me. My bitter is showing.



Right on (:
#719 Nov 06 2005 at 3:31 AM Rating: Default
Woah you know what!

Just let MPKing be legal. (:

Then we can all just mpk the crap out of each other and never have to worry about being baned.









Ohhhhhhhhhhhhhh wait. its already LIKE THIS!!!!!!!!!!!


:/
#720 Nov 06 2005 at 3:59 AM Rating: Decent
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444 posts
I still think i have the best answer thus far...

Despawn the train, or pet, give it a few seconds, and have it respawn infront of all other mob placeholders
#721 Nov 06 2005 at 4:23 AM Rating: Decent
I like the despawning idea as well. It will be as if the mobs chased the trainer out of the zone therefor zoned them selfs in the process. Of course they don't actually pop up at the other side of the zone. It's just a clever explaination to the despawning idea.

Of course this opens up the possibility of jack asses removing every mobs in the zone to block any exp PT's income in the area just for kicks.

Maybe make the mobs who zoned pops back to their original locations faster than if they were just killed? Or even make them instantly pop back?

Just throwing a few ideas out there.
#722 Nov 06 2005 at 4:27 AM Rating: Decent
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444 posts
Thats my point. Say, i kill a gigas, it will take about 12-15 minutes for that spawn point to be used again.

If i zoned tha gigas, or am killed by that gigas, or warp away, it stays at the asme spot for a few seconds after it loses all hate...starts to walk back for a few more seconds, then is despawned.

Then a few seconds later it spawns back to its spawning spot.

So when no hate, despawn, and move that mob back to the top of the spawning list
#723 Nov 06 2005 at 4:28 AM Rating: Decent
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444 posts
Only problem i can think of this, would be say...dynamis jeuno... SAC pulling all the mobs makes it greatly easier to pull mobs back to party...so this might or might not be a big pain in the *** to get around
#724 Nov 06 2005 at 4:35 AM Rating: Decent
Suggestion: I like the idea about the mob returning to his spawn point. and I like the idea about the AOE not affecting people not engaged on it.

Many times I have been XPing off gobs in the jungles and had a party fighting a Mandragora fighting next to us, and the Mandra does his AOE sleep and the gob whoops us cause we all asleep by a mob we arent even fighting.
#725 Nov 06 2005 at 4:40 AM Rating: Decent
MPK prevention suggestions:

Monsters should NOT unclaim unless all members fighting the mob die (including ALLAINCE members).

The reason why a lot of people are mpk'd is because people steal the mob when it unclaims while another group is fighting it. The system in which mobs go unclaim is {Too Weak!}. Completly uncessary to have a mob go unclaim because someone disengages.

Mobs should only go unclaimed if the pt/allaince ***all**** have died. The current system where when one person disengages it unclaims. Part of the stategy to many of the fights is to 'kite' the moster around. And so your attackers will often disengage from it being out of range, then bam it goes unclaim and people steal. then people get mad at the other people and thus, the MPK fest.

simply put: mobs should have a much more rigerous set of requirements before going unclaimed.

Lastly I would like to suggest, when your test teams test out if a mob is killable or not; have another group try toMPK them. I think you will find out how to fix MPK problems by having a test team solely trying to mpk the other test team trying to kill the mob.

Thanks for reading,

WP
#726 Nov 06 2005 at 5:06 AM Rating: Decent
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444 posts
Good call. I notice that the developers have made the mobs turn yellow quicker. This is good in someways, but also bad in others. This needs to be fixed big time.
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