1
Forum Settings
       
This thread is locked

Suggestions for changing the MPK systemFollow

#752 Nov 06 2005 at 4:47 PM Rating: Decent
*
51 posts
Suggestions to Square Enix

Thank you SE for listening to your clients. ^_^

I am a Data Architect for a University in North America, and analysing problems (systemic or otherwise) is an integral part of my work. I have studied the problem of MPK and the FFXI economy in some detail over the last 2 years, mostly as a hobby as it is an interesting mental challenge. What follows are a few suggestions that, in my opinion, will benefit SE and their clients greatly.

Suggestion:- Re-think the NM pop and Rare item drop concept. Transfer the issue of high value rare items to crafting, instead of NM drop. Have the NMs pop as often as each hour, and have the NMs drop an item that is used in the rare item's crafting every time. Transfer the probability of successfully crafting a rare item over to the crafter's activities, rather than in camping out the NM.

What exactly do I mean?

The occurence of MPK is a direct result of black market activities. These black market activities, I believe, are a result of an un-fulfilled demand in the FFXI market for SE clients and FFXI players. That un-fulfilled demand is for rare items of high value and high quality that add to the player experience. For example, the Peacock Charm or Ochiudo's Kotes.

Currently those items are obtained from camping NMs. The 'competition' for those NMs thus introduces MPK and other unpleasant behaviours, especially by black marketeers who have a real financial motivation to do so. Black market activities deprive SE of potential financial gain, and black market activities also deprive SE's customers of an enjoyable player experience.

I also believe that the existence of a black market depresses crafting activity, which should be the real driver behind the FFXI economy. The FFXI economy in it's present state is being driven by the black market. SE has somehow lost control over the economy as well.

By making the Ochiudo's Kotes a very rare very HQ crafting item, it not only promotes interest in crafting, but indirectly promotes production via crafting. The normal quality of the Ochiudo's Kotes, or the standard HQ of that synthesis blueprint, would serve as substitutes as well, although not as good as the very HQ Ochiudo's Kotes.

This method meets the effort/reward concept, and would still be fair. If players decide to discard or sell the normal quality and the standard HQ synthesis item at a loss, it still functions to help the economy by destroying gil, assuming that they bought the synthesis ingredients, thus it manages the devaluation of the gil. It is still ultimately the choice of the crafter what he/she would do with the normal quality or the standard HQ item. The price of the rare item would be a direct factor of the entire market, rather than being a factor of the black marketeers.

In summary, by making very frequent 'NM drops' the key ingredient to a rare item synthesis, and making presently rare NM dropped items a crafting result, introduces

1) a production and demand driven economy
2) viable subsitutes to meet demand
3) prices balanced by variable supply and variable demand
4) greatly reduces the influence of the black market

The keywords here being 'very frequent', 'ingredient', and 'crafting result'.

Result #4 would not only reduce/eliminate MPK and it's associated behaviour, but give back SE control of the FFXI economy again.

Please consult with your on-staff economist (I'm sure SE must have one), about the logic and suggestions of my post. He might be able to refine it further to suit SE's purposes. If you have questions or seek further clarification of my suggestions, please send me a personal message via ffxi.allakhazam.com.

Thank you.

^_^
#753 Nov 06 2005 at 4:51 PM Rating: Decent
My Ideas:
1: Have GM's not necessarily in particular places but have them "wander around". If players thought they were more like a "speed trap" (visual deterrant) and actually had more of a "ingame" presence then they may back down and realize it is possible for "big brother" to watch. Same principle as when someone is speeding and they see a cop car they slow down.

2: Bind thing is BS. Once a group has "claim" and mob is not claimable then it should not be able to aggro players without cause other then proximity to the mob. I agree if you "aid" the group with claim or something of the sort you should recieve some hate level. Mob should be wanting to only attack ppl that have claim or provoke it by helping ppl with claim. Now if the mob is claimable then no one can complain and its up to the players to avoid or claim it.

3: If you fight near zone then its your own fault if you link. However I think it's BS when a mob can hit you and do dmg after the zone loading screen has popped up. Once you hit the magic "safe zone" you should be safe. How many times do we have to get one more hit that kills us even though we are "mid-zone"

4: Blockade should prevent you from calling for help. Not sure if it does or not but it should. Calling for help being a griefing tatic I thought I'd bring it up.

5: (double edged sword issue)make anyone who draws aggro away from a party/group claims level count toward EXP calculation but not treasure drops. This would kill powerlevelers in their tracks. Basically EXP parties would want to have blockade on to avoid recieving help so their exp would not be affected. Also make blockaid available to be turned on only by group leaders if in a group and it applies to all group members wether it be alliance leader/ pt leader/ or individual if soloing. This basically makes the game more fair. No PL'ing means ppl actually have to earn their exp. Blockade would be a great tool if it was refined more.

6: Also for a call GM function it should automatically record on a server what area/region/time you called from and should also record the names of all players in the surrounding zones. This would help find people responsible for things like MPK'ing.

7: Make ToS violations more like points on a drivers license. Make people aware, "hey if you have one more guilty charge against you then the minimum punishment is banishment" Different violations should be assigned severity levels. There should be known "stages of consequences" instead of over dramatic players getting other players banned on a whim. You should be able to "pay off violations" in time kinda like how tickets come off your driving record after so long. If everything concerning rules is published then no one can complain. Also rewrite your ToS so its not so long and filled with legalese junk. No one wants to read it when its 10 pages long and reads like VCR instructions. Maybe have a simplified version accessible from in game like a "general rules/consequences section"

8: GM's need to tell reporting players what punishment was dealt to offenders so that we know you actually did something. This gives us confidence that you are there to help. It isnt a privacy issue when both parties are already involved. Also ppl being accused before being banned need to be given a chance to have a hearing type thing and if someones getting banned they should have previous warnings also and know they were going to recieve certain punishments and what not. Maybe if ppl knew the consequence they wouldnt commit the crime.

I'll come up with some more ideas sometime probably but I came up with these off the top of my head.

#754 Nov 06 2005 at 5:19 PM Rating: Decent
Personally, I do not like the whole MPKing thing, and have thought about ways to improve it for a while. Just recently, after seeing this thread, I came upon an idea.

Ban the user, for a select period of time, from the area they MPK in. If they want to enter the zone again, have them be able to pay a "Route Tax" to an NPC in Ru'Lude Gardens, like an official tax collector, or something of that matter.

I say this for a few reasons. Let me explain myself with an example.

Lets say someone MPKs in an area that's populated with exp. parties. The next day, he has a party there. This serves quite a few purposes, as he has to tell his party that he is banned from the area, or pony up gil to enter. If he does not pay, he is A) banned from the area, and b) had his reputation tarnished because he was banned from an area, making him an MPKer. If he does decide to pony up the gil, it puts money back into the FFXI system, hopefully lowering the current inflation. If the area he MPKs in is not an area they party in, but an important crossroads area, like Valkurm Dunes (which has quite a few MPKs in it), it also serves to put more gil into the system if the MPKer chooses not to pay the fine, as they have to pay for the numerous chocobo's to go anywhere (i.e. from Sandy to Jeuno, then from Jeuno to Bastok or Windy).

Also, this works well, too, with the highly camped, high gil drop mobs. I've seen a recent trend of gilsellers MPKing those that camp various monsters. If the gilsellers MPK, they are banned from the area, lowering the camp rate, and making it easier for people that actually need the item to get it. Also, if the gilseller pays the fine, its putting gil back into the system that would have end up sold, thus helping with inflation AND the gilselling problem.

This is just my two cents. Take it as you will. I'm not sure how hard it would be to institute this, but it has quite a few short term benefits.
#755 Nov 06 2005 at 5:31 PM Rating: Decent
***
1,059 posts
1) Thank you for taking an interest in player feedback (I hope the tsunami of responses doesn't drown you)

2) 750 posts so far! wow, I hope you like responses

Now onto the topic:

There are two separate issues involved here. The first is the cause of the problem, and the second is the mechanics of the problem.

The cause. The basic cause of a lot of MPK activity are mainly resource access/denial. NM's represent the resource (although not always - sometimes it's just areas) and a lot of the MPK activity is based arround denial of said resource to the other person/group. An other cause is revenge - i.e. person/group 1 got mpk'ed by person/group 2 and therefore feels obligated to return the favor - GM's being unresponsive to single occurances.

Suggestion: Provide less single point (in space and time) access to the resourse. Since spawn points are so restricted in location you get concentrations of greedy players in these locations. Since the reason for the concentration is greed (one way or the other) you are going to get problems in the long run (especialy since the mechanics are exploitable). To solve the player concentration problem you should make the spawn locations for an NM much much larger - by a factor of 10.

The Mechanics. People are explointing the mechanics of mob behaviour to use them against other people. to fix this you need to change the mechanics

Suggestion: if a mob is outside it's patrol zone, it can not agro. End of story. The only thing that allows mpk is that a player can get agroed by a mob if that mob has no other target. so the usual trick is to get the aggro mob to a location near what you want to kill and cause it to get into searching for players mode (multiple ways of doing this). Then it's luck as to whether it aggroes what you want it to. If you remove the ability of monsters to aggro outside of their patrol zones players won't be able to exploit them to do their bidding. if a monster is in it's patrol zone then it was one of the things the players should have cleared out anyways.
#756 Nov 06 2005 at 6:17 PM Rating: Decent
I have a suggestion that is not about MPK but similar... I know a guy... that purposefully cures me while im trying to desynth things @_@ If you have never had this happen... you automatically lose everything with no chance of success. He claims he is just playing around... but im still losing lots of gil from it and I want it to stop!
SUGGESTION: Healing and beneficial spells should NOT interupt synthing and especially not critical fail you. I can see if you get attacked... but its just some guy in sandy being a jerk >_< Anyway that is my sugestion.
#757 Nov 06 2005 at 6:32 PM Rating: Decent
42 posts
rid of MPK???? that would destroy our only weapon against Gil sellers... I would be more concerned about Gill sellers and the poor economy that we are in. then focus on MPK but that's just my oppinion
#758 Nov 06 2005 at 7:06 PM Rating: Decent
Wow, so many things to cover here...

1) To fix the Bind thing, you could just make it work more like Sleep does. I'm RDM, so this probably means I'll get killed even more, but really...when the mob comes unbound it should only hate the people already on its list. Normal aggro should be at the bottom of the chain.

2) Think for a minute why people MPK. It's because a culture has been created by the current game design. That is, there are these very rare, very high-demand items only dropped by certain mobs that require a lot of work that require items to pop that require standing around obscene amounts of time just to get one pop of the NM that drops the pop item. I work for a living. While there are a bunch of college kids playing this game that can basically camp 24/7, some of us really cannot. Why should we be forbidden access to the best gear just because we don't have hours and hours to waste watching a spawn point? That, to me, just reaks of POOR GAME DESIGN. Make it more fun and reduce the endless waits, so that even if you don't get the claim or don't get the drop, you don't feel like you just lost 8 hours of your life. The reason people get so mad when a mob is "stolen" or something is because of how much time gets "wasted." On some of these, you could easily change them to once-per-hour spawn, 50% drop rate or something. That would at least address some of the monotony. I say that for gods and god-pop item droppers. For more "normal" NMs, non-100% drops, long waits, and high competition = no fun at all. There are numerous examples I could give here, and it doesn't even have to involve god-mobs. Take Mysticmaker Profblix for example. Here is a goblin NM that pops every 2-2.5 hrs. Every BLM, RDM, and DRK in the game wants that earring. I'm 72 and still don't have that earring because of 2 things: (1) too much competition--my Dia is way too slow to get the claim vs. Provoke and Stun. (2) for some ridiculous reason, this item is not a 100% drop. Why not? For something this highly camped to not be 100% drop is, to put it in one word--stupid. I'd highly suggest this mob be changed to forced pop, 100% drop. It is irritating. I got the claim once only after 20+ attempts and guess what? I kill him & don't get the drop, plus someone MPKs me--I just happened to finish the NM off before I died to what was trained onto me. In this case, they ran an Air Elemental over to me and Escaped out. Which brings me to my next point...

3) Make the GM system responsive. I've never called a GM because I've seen friends go through 45 minute waits just for "too bad. I can't do anything." So I don't even bother. Why even have GMs if they cannot / will not address problems with other players?

4) Have an easy way to report an MPK and take immediate action.

5) Have GM's around in highly contested areas often.

6) MAKE INSTANCED DUNGEONS!!!! For crying out loud, that would solve 95% of this. LS's are more interested in doing the fight with their friends and getting the items than in all the counter-camp drama. The easy way to address it is to make instanced dungeons so that everyone gets a fair shot.

I realize that there are cultural ramifications--what someone in Asia views as "fun" may not be what we in North America view as "fun", and Europeans may have a different view than either of us. Make content for everyone. Some of the real puzzle types of things for people that enjoy figuring that out. Some of the "sit here and wait a week staring at a dot on the screen" for whomever enjoys that. Some mega-battle for those that enjoy the saga-like feel of such a thing. Some immediate gratification here and there. And a lot more stuff you can do solo or with your NPC buddy. I know FFXI is supposed to be all about partying, but sometimes, I just want to go exploring on my own and don't want to drag 5 or more people along just to get somewhere.

Overall my message is that SE has *created* the problems that have led to real-life money exchanges and to MPKing. There are ways to address it, you just have to think "how can we make the game more fun and less frustrating, so that the players will play the game for the game's sake, not to one-up each other?" Make there be more of a point to getting some item than "oooh, look at me, I'm more uber than you because I got the Wackamole Harness +2!"


[Since I have an audience with SE..., on to something not really related to your question: when are we RDM going to get some Tier II and Tier III enfeebs? I've been casting Slow & Paralyze for near 70 levels--you'd think I'd be able to learn something like "Paralyze II" by now.]
#759 Nov 06 2005 at 7:07 PM Rating: Decent
***
3,896 posts
anshaar wrote:
I have a suggestion that is not about MPK but similar... I know a guy... that purposefully cures me while im trying to desynth things @_@ If you have never had this happen... you automatically lose everything with no chance of success. He claims he is just playing around... but im still losing lots of gil from it and I want it to stop!
SUGGESTION: Healing and beneficial spells should NOT interupt synthing and especially not critical fail you. I can see if you get attacked... but its just some guy in sandy being a jerk >_< Anyway that is my sugestion.



use /blockaid on
#760 Nov 06 2005 at 7:19 PM Rating: Decent
one thing i can think of is change it so that a mob doesn't chase you all the way till you zone i've died so many times becase i got aggro and had to run all the way back to a zone but never made it if maybe the mobs have a set distance they can run from there roam area that would be nice. that way people couldn't get a huge train going and wipe your party out because lots of the mobs would just waner back to their roaming area before they can get to the place a player wants them to mpk
#761 Nov 06 2005 at 7:26 PM Rating: Good
*
135 posts
Quote:
Posted by AEndemion:

Suggestion:- Re-think the NM pop and Rare item drop concept. Transfer the issue of high value rare items to crafting, instead of NM drop. Have the NMs pop as often as each hour, and have the NMs drop an item that is used in the rare item's crafting every time. Transfer the probability of successfully crafting a rare item over to the crafter's activities, rather than in camping out the NM.


I agree with this whole-heartedly. The current situation for crafters is ridicious, in my opinion. The only way to make money I've found is to HQ consumable items.


Suggestion: I agree with the idea of making the mobs non-aggro until they return to their spawn point. Perhaps make it so the mobs despawn shorty after the person with hate dies or zones, once outside of a certain radius of the original spawn point. Example: someone pulls a solider crawler to the Rolanberry Fields zone in the Crawler's Nest. It has linked with about 50 worker crawlers. Instead of waiting a hour or more for the solider to make it's way back down to it's spawn point, have it despawn shorty after it's original aggro target is gone. this would prevent MPKing and eliminate the downtime for Xp parties waiting for the mobs to return from whence they came.

That's my two cents (^.^) b
#762 Nov 06 2005 at 7:34 PM Rating: Decent
how about placeing npc's outside of towns like selbina, kazham, also outpost that attack mobs like in eq2 that would help with agro in those zones. maybe also making the npc's outside the cities attack also
#763 Nov 06 2005 at 7:40 PM Rating: Decent
How about makeing a costum shop where you can make yor own weapons and armor the way you want them. also make Caps veiwable. and maybe makein NPC party mebers that you can lvl with since there are often not enough people to lvl with in the game or they do not apresiate your gob. Also make it to were people ncould get speacle NPC to do missions and queast with so you don't send 12-24 hours lookin for mebers to do with.
#764 Nov 06 2005 at 7:44 PM Rating: Decent
I'm glad that SE is ready to listen to their ppl!XD
we are all aware that MPKs happen for a reason,and that the one player who gets MPK'd [which has happened to most of us]gets the rightful Justice we demand!
Reason#1 NM Camping>>most folks that will MPK will be gilsellers,so they claim territory and in some form:Humiliation!
Reason#2 Parties moving in to a camp near another party's camp;plenty of mobs out there why call higher lvl friends to kill us...
Reason#3 PCs that have had implications with one members of your party or oneself and seeking revenge,thus making your game life as miserable as possible when he sees you!
================================================================
Partial solution for NM Camping:Create a massive or multiple Arena for NM Battles more like BCNMs[may require a quest or item to activate battle],may be done solo or in parties as long as all members have the requirements...keep drop rate the same
oing in to Battle arena knowing the NM will drop the item 100% will cut the fun!
Solution 2 for near camp party MPK:Again like mentioned above;"AoE"attacks obsolete within multiple camp areas,with exception of outside pt healing...then mob may aggro!if monsters do not spawn in the immediate area,have them passive till they return to their original location...
Solution 3 for players who have had other PCs "harrass" them be able to call a Nation's Overseer[somewhat like a GM version of a cop]to assess the incidents that may have occured in the area,accessible through a command to review both parties chat logs including healing in the case of "Synthesizing"...which can be very fustrating!
Thank You SE for listening,this is a great game!!!please Do something in order for this corruption to stop.
"I Still like the Idea that we should have Arenas to fight certain monsters inside for drops or other rewards"It would be a loads of fun![/sm][lg][/lg][sm]

Edited, Sun Nov 6 22:27:23 2005 by MortalslayerXX
#765 Nov 06 2005 at 7:59 PM Rating: Good
**
340 posts
1) take away the Bind link issue. Many people who choose to MPK others just ring a monster and Bind it onto another player. This is also very rude :/

2)As to aggro and links- a possibility is that once a monster is pulled you have exactly 60 seconds for you or a person in your party to engage it before it loses interest and walks back to its original possition.

3) take away the AoE damage thing. make it so that you must have some sort of hate on the monster in order to take some damage from its AoE. Too many times an inexperienbced group decides to fight Fafhogg in the centre of the room leading to everyone getting owned by Hurricane wing. alot of people seem to die this way.

4) Also with the "release" command. if the monster is aggressive make it so that it will not aggro until it has reached its original spawn position. If you actually wish to claim thsi monster YOU must engage it in order to attract its attention.

5) have it so only a limited number of monsters will link onto the first monster. make it a reasonable number like 4 tops.

6)fix the alliance glitch so that once one group has claim of a monster they resume claim until the monster is either defeated and/or all those in the original claiming alliance are dead.

just some thoughts on how this system can be impoved. also one thing that *may* help is to allow Abjurations and rare/ex items drop in KS battles. also make drops from Serket, Cassie, Bune, Roc, King Artho, Simurgh and so on, drop in BCNM or KS battles.

Peace.
#766 Nov 06 2005 at 8:24 PM Rating: Decent
*
92 posts
I really like this Post:

Quote:

By:Seriha

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.


===AGAINST BEASTMEN===

I like almost all of these suggestions, Personally I think that Beastmen should have a range of chasing depending on thier zone. What i mean is if you are in Ronafure and you are aggroed by an Orc of Gobbie, then there are certain hot spots that it will follow you aggressively in.

If you are way out in the middle of nowhere, then by all means that Beastman will hack away at you till kingdom come. However, if you get kinda close to Sandoria, that Beastmen knows that the chances of that Beastman catching aggro from a higher level player increases meaning that he should technically be fearful of being torn apart by people 20 levels higher than him just like we are.

That means that while you are within his chasing range, the Beastman would follow you and attack you. One way i think you could implement this is give players thier own hidden aggression factor. Whenever we walk around zones, we avoid monsters that could possibly aggro us by scent, sight, or sound. However, monsters never react to players that are potentially aggressive towards them.

If we were to give players thier own aggression then what could happen is Beastmen could give up a chase if they get close to high level players because high level players would give off an aggression aura. Now this could also be used as a way to MPK unfortunately. IE high level players driving lower level mobs towards unsuspecting players. However, a way to fix this would be to make zone entrances have potential aggression auras as well OR the aggression aura could be cumulative so that if you had a BUNCH of lower level parties camping, their auras would stack and drive away higher level mobs.


===AGAINST ANIMALS===

Now we know that Animals are not as smart as Beastmen and don't have the common sense of staying away from high level things. Thats why I like Seriha's idea of having animals be affraid of other animals! Its a beautiful concept. I play BST and have often wondered why a mob is intimidated by another mob's presense only when fighting that mob. Why isn't it intimidated if i am just standing next to the mob?

Quote:
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.


Its so cool! and it also makes SO MUCH SENSE! its similar to how a Beastman would react but somewhat different (if that makes sense :P ) One thing though, don't make this royaly ***** up BSTs , if a BST has a pet and runs by something that pet is afraid of, let a BST have a trait that "encourages" the pet to not be afraid of its enemy. It could be gained at the same time as the killer effect, in fact, it could replace the killer effect:

Plantoid Killer could become Plantoid Mastery, and it would give the effect of Plantoid Killer: sometimes intimidates enemy Plantoids, and also Plantoid Trainer: sometimes encourages pet Plantoids.

Just some suggestions, Thank you SOOOO much for comeing to Alla and listening to us, it really says something good about SE :D

Also, almost forgot, please consider giving us the option to disable the "Call For Help" entirely or at least make it alot less accident prone, I feel like i just witnessed a small kid open a child profe container of nitro pills everytime i accidently call for help and then like I just witnessed a grown man jump up and down out of frustration after giving up trying to open the same container of nitro pills when i CAN'T call for help in time.

Thanks Again
#767 Nov 06 2005 at 8:27 PM Rating: Good
You want to resolve MPK system, one giant step would be ban all known gil sellers. The whole server's know who they are, but yet SE fails to recognize who they are(I don't see how that's possible with the many GM calls that have been made on the players). Hard to believe. I will say 95% of the MPK's are gil seller related, I'm pretty sure everyone can vouche for that..

So in theory.

1. Ban all known server gil sellers. This will dramatically decrease the MPK's that accure. Although some may return with another account.

2. Like you have said in previous examples, AoE only harms whom are engaged with the mobs, don't aggro til they return to their starting point, ect.

3. Have GM's actually "investigate" into the matter, other than just saying it and going onto the next GM call.

4. Make MPK a first time bannable offence. I don't think many people will then try to MPK anymore knowing they will be banned for just doing it once. If they do, they were forewarned and is their lose.

Those are my 2gils. Hopefuly won't be overlooked and taken under consideration. Have a good day, Bye.
#768 Nov 06 2005 at 8:43 PM Rating: Decent
~The Dungeon Crawl~

Certain monsters should have thier own "lair" that can be entered by a party/alliance once every few days to get that rare, highly sought after item.

Say you got some of your friends together and you wanted to try to kill Serket for the ring. You could all go to some certain point on a map and enter "Serket's Lair" or whatever you might like to call it. This place would be a dungeon reserved only to the party/alliance that entered it. When you finally make your way through the dungeon and encounter Serket, you kill him and get the ring. But wait...sounds pretty easy right? How about making it so your party/alliance has to leave the lair alive in order to keep that ring? If you can make it in and out alive, congratulations, you get to keep the ring. If you fail, better luck next time. You could try again after 5 Earth days have passed.

Not only would this totally destroy MPK issues with highly competitive NM/HNM that make people feel as if they've wasted many hours of thier life "camping" the monster, it would bring a grand sense of adventure back into this world where so many people have lost it. Nothing more exciting than you and your friends raiding a dungeon to get the grand treasure and hoping to make it back out alive and taking your spoils with you.

Hopefully many of you will agree that this would be an exciting, challenging new way to obtain highly sought after items. Players will be rewarded based on thier skill of navigating the dungeon, taking out the "boss" monster, and then exiting the dungeon safely in order to keep thier treasure. Long gone will be the days of mindless, dull, and pitfully lame camping for hours on end. Never again will you lose a claim because you're too slow on pressing a button or get lagged. You'll never have to worry about a rival organization MPKing you since the only other people around will be your friends and fellow adventurers that have been invited to participate in the dungeon raid.

Square-Enix, please take this idea serious for hopefully I am not the only one who would love to participate in this kind of adventure. It would bring a whole new level to the game that will be fun and exciting while successfully dealing with alot of the problems at hand. And besides...it's totally Final Fantasy, don't you agree?
#769 Nov 06 2005 at 8:59 PM Rating: Decent
I have a solution that applies everyother solution that Ive heard. There all such good ideas and they can also can be combined, and although im not running this thread but please read before you post ive read through 15 pages of the same damn solutions. Please only post your comment and any new solutions that havent been discussed already, or even modification to other solutions or reasons why they would/nt work.

These solutions apply to job skills and MOB link and aggro changed
1) All MOBs if they are zoned after they dont have hate any other players they proceed to there original spawn point(Without stopping) I get so annoied seeing a mob stop for 20-40 seconds every 5 steps.
2) Every MOB have there spawn area and a roam area (thats usually slightly farthur then there spawn area) once they leave this zone they are put on a timer if they stay unclaimed for that alotment of time they despawn and respawn right away at there spawn point.
3) No motion = no sound. If a MOB aggros to sound and your just standing still it shouldnt aggro to you. Anything like using an item skills spells all make noise so as long as your standing still doing nothing no sound aggro mob will aggro to you.
4) MOB aggro comformation, simply MOBs would sometimes just turn in your direction to comform the aggro. Lets say a sound aggro mob turns toward you if stop moving(stopmakin noise) it simply wont aggro. Or if a sight aggro turns in your direction if you hide behind something or get out if there sight range you will avoid aggro. Now this should slightly change MOBs behavior so if they turn in your direction to possibly aggro they come check it out (investigate the area) sometimes, even if its out side there there spawn/roam area. This will make it very possible to help avoid aggros for alot of parties also.
5) Daze time, This is basicly a very small period of time where the mob doesnt aggro or link other MOBs. Like when they first pop, wake up from sleep, bst leave, or break bind after the binder zones. This period will vary from MOB to MOB but im thinking 5-10 second would be very good.

Now this section is more for punishment to the MPKers

1) I really like the idea of blocking MPKers from that area where they MPKed. I wouldnt apply this right away they will get 1-2 warning before any punishment it set for MPKing.
2) Once again I love the idea if telling the victom/s how the violator was punished. To add on I think those repeated offenders should be added to a list that everyone can see through talkin to there signet man(this in addition to the normal punishment).
3) And yes keep track of the repeat offenders and track there activites near them.

Next section is more if an economy fix but this can also serverly effect the MPK rate.

1) Yes I luved the idea of making these rare/ex items craftible.
Basicilly make a HP and NQ version all the rare items and have the NM have a farly regular drop rate with the ingredant. But Also have the NM/HNM have a really low chance of droping a rare/ex NQ version of the same item that can also be made into the HQ version. To make these supplies alittle more availibe by havin them also drop from BCNM also.

I think to apply all of these solutions would greatly improve this game and make it fun again for alot of ppl

I also have alot of really good ideas regarding new skills and other things that I would like to share with some ppl and SE its self in anyine interested in hearing them email me at reddogneo00@yahoo.com

Well thats just about all I got Ill be brain storming more and please try and keep this post easy to read by not repeating the same idea over and over again I know im not the forum police but that would help a great deal
#770 Nov 06 2005 at 9:21 PM Rating: Decent
Thanks for starting this thread. Why SE has waited 2+ years to ask for official feedback on this is a whole other topic, but to stay positive:

As far as mob behavior goes, the only one that really must be fixed is the mob retaining aggro on a character that slept it even after it has been claimed/turned purple by a non-party character. This is an inexcusable problem that results in enormous amounts of wasted time.

Other than that I don't believe the MPK problem is easily fixable by changing mob behavior because the game design begs for MPKs. As long as the economy, drop rates, NM spawn rates and staggering time requirements for obtaining items continues people will always find a way to ***** each other over out of frustration and anger.

This game was billed from the beginning as cooperative because you couldn't attack each other, and you needed big parties to do many of the fun activities. The ironic thing is that with so many strict requirements on the need for parties, alliances and endless wasting of time just to get something rolling, the game atmosphere to me is worse in FFXI in terms of player frustration and relationships than it is in MMPORGS where you can just kill other characters, etc.

So, instead of changes in mob behavior, what I would rather see implemented is other posters' suggestions concerning drop rates, spawn times, economy fixes, gil seller/buyer prosecution, etc.

I have no personal emotional connection to the HNM MPKing because the design of the game prevents me from participating in this entirely. I am one of the players that can't enjoy any end-game activity because as a business prefessional who still likes to play an RPG to relax, I can't devote 5-10 hour blocks of time to accomplishing one mission or an HNM fight. But hey, I'm at least content with the fact that I can enjoy the lvl 1-50 stuff on 12 more jobs until FFXII is released in 2015.
#771 Nov 06 2005 at 9:58 PM Rating: Decent
Take care of the RMT problem. In my experiences 90% of mpks come from RMT linkshells or well known 24/7 camping characters. SE would be killing two birds with one stone.
#772 Nov 06 2005 at 10:14 PM Rating: Decent
hahaha, he doesnt mean that the rumblers would go out TO rollanberry fields, hes saying if they are zoned they zone also, making them disapear and respawn at their home spawn point .... cant believe i had to explain this
#773 Nov 06 2005 at 10:51 PM Rating: Default
Haha. Suggestion: Leave it be. I actually find the fact that people are using the system against each other hilarious. Besides, most people who get it deserve it.
#774 Nov 06 2005 at 10:59 PM Rating: Decent
MPK Problems

1). make the enemies that are attacking you unable to actually hit you (melee wise) when your Zoning and/or running away.

unable to (melee) hit an enemy while it is moving, even though; you are close enough to huge it irritates me. Yet having them hit me while im moving(zoning/ running) also makes me mad.



PS: i have lots of ideas for FFXI if the SE ppl would like to hear them pls contact me.
#775 Nov 06 2005 at 11:03 PM Rating: Default
**
787 posts
I have a suggestion. How about the developers at Square Enix take a large, large staff, and cram it up their ***? That would be good enough for me ^_^
#776 Nov 06 2005 at 11:32 PM Rating: Default
Why not just make the mob despawn if it goes unclaimed for say 20 seconds after it was already claimed? This should go for any other reasons besides MPK. Any mob that is left unclaimed for atleast 20 seconds should despawn, and respawn in it's original location instantly or respawn at it's originally preset timer at it's original location.

This method could introduce many mobs being lost from those who would like to ruin other players gaming experience by taking mobs and purposely zoning to make them despawn. Though if that's the case then having the mob respawn instantly at it's original location would solve that.

Another problem with having it respawn instantly would be say someone is passing by just as the mob spawns, and they catch aggro. Possibly the mob could be stunned when it respawns to allow for the occasional passer by. With the new claiming system there should be no problem with getting the claim even while stunned.

As for other MPK problems such as the mob attacking players it's not claimed to. The mob shouldn't do that anyway unless it has been provoked to do so. For instance someone outside of the claimers party heals the claimer. That person that healed should of course get their fair share of hate. Those however that are just standing close to the mob should not get aggression.

AoE is kind of a toss up. Though it doesn't really effect MPK that much it's still a problem to a point. Maybe the effect of AoE should be reduced by half or to nothing for players not in the same alliance or party that claimed the mob, but if it were nothing AoE would not be AoE. So either half effect or one quarter effect should suffice.

Also claimed mobs should not go for non-party/non-alliance players if their hp is low. I don't know if that has been addressed but just incase.

When the person that has claimed the mob either warps, teleports, dies, or zones to lose the mob, and the mob is left unclaimed for under my 20 second suggestion. That mob will not aggro anyone for any reason during that time period, or until someone else takes claim of it.

I think that's about all I can come up with. I don't know of anything else I can add. If anyone else has said something related to what I've said here I'm sorry. I haven't read through all 15+ pages of this thread. Anyway there's my two cents. Have at it.

Edited, Sun Nov 6 23:56:11 2005 by lurrtopia
This thread is locked
You cannot post in a locked topic!
Recent Visitors: 736 All times are in CST
Anonymous Guests (736)