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Suggestions for changing the MPK systemFollow

#802 Nov 07 2005 at 10:45 AM Rating: Decent
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Quote:
It almost leads me to believe that SE has a deal w/ IGE or there would be action taken. "What does it take to rid of these people, and why are they still here?"


Well to get rid of ALL gilsellers in 1 sweep would shake the economy as much as keeping them in does have you ever thought how many people would swamp NMs and make so many items to cheap if we all were camping and getting 5m items? All the items out there would become to easy to get and the value would likely drop alot making the game just to easy imo for end game players.
#803 Nov 07 2005 at 10:49 AM Rating: Good
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Here's an idea:
I got this from reading some of these posts at random, maybe someone already mentioned this, but I couldn't read through all the posts.

I think this is a GREAT IDEA: So, the mob (or mobs) trails someone to the zone. The mobs will then go all the way to the zone and appear to follow the people into the zone. Instead of going into the next zone, what they actually do is automatically re-spawn in their original location. That way there are no MPK deaths from massive trains anymore.

As far as linking mobs, you can't get rid of that as it will ruin some of the vital aspects of this game, IMO. Bat link trains in Garliage Citadel are so common and SHOULD teach the puller a lesson but not the other parties who happen to be in the way.

Taking Leave away from BST is also not the answer. Maybe make that pet non-aggro until it returns to it's camp area, excaept for it being able to re-aggro the BST who released it. I have had experiences when dumbasses run in front of a pet I released 10 seconds before. Not my fault you don't know how aggro works at level 58! They call GM for MPK, GM tells them to shut up and get back to business. BST aren't always the bad guys. I know some are, even more now that too many normies are taking it up for such purposes. Don't punish the good ones for the sins of others! Beastmaster without Leave is too gimped to take to 75!
#804 Nov 07 2005 at 10:56 AM Rating: Decent
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GIl, simple answer... gil, lemme explain

MPK causes EXP loss, this is one of the reasons people do it...

People MPK for reasons like:

Claim Monster that person took to low HP and wants the Monster for the drops, MPK them and bam, the monster is yours.

revenge (durr no explanation needed there)

and not the last but im only mentioning a few reasons...

The EXP, for some party formations, some take a long time to rack up the EXP to hit that next lvl...

A lucky group of six can get 6,7,8k EXP an hour, nwo I wont get into what party formations do that, I think we all know...

And some take FOREVER to get even 2k EXP an hour because of one crappy player...

how this relates to MPK? whetehr or not you EXP at a fast or slow rate, losing EXP sucks, doesn't matter if its 3000 from a high lvl death or 300 EXP from a raise 3 you were lucky to get...

Losing EXP just plain sucks... people MPK for this reason as well... combined with the above reasons... if you wanna **** people off, MPK them and take their precious EXP that probably took them an average of 1-3 hours to get...

Now how does that relate to gil? well some have probably figured it out by now but not everyone will so I'll just go ahead and say it...

When there is an obvious MPK attempt (I'll leave you to decide what that is, nowadays it's obvious what's MPK and what isn't and I'm sure you can program SOMETHING int he game to tell the difference while fixing bugs along the way...)

Make the people that die from it lose gil instead of EXP...

Of course losing 3000 gil is nothing to losing a HNM's claim by MPK and losing millions of gil in equipment, items, etc... but it's a start like mining points, oevr-crowded EXP locations, etc...

Of course implement something like, when the same person loses 10k gil in a set amount of time and the same people are in the area for that while... durr figure out who is doing the killing and take action...

I'm sure many people will agree with me that losing 10k of gil is MUCH preferred to losing 10k EXP... especially at high lvl EXP'ing locations... where on average you are treated to a normal PT set up that makes the normal EXP per hour... it's a pain to keep the EXP in situations like that, Dynamis, HNM fights, etc...

Not everyone has the "uber set up" EXP PT to not mind the EXP penalty from time to time...

"Hey man we lost a lot of EXP in that DYnamis, HNM, MPK earlier... wanan PT to get some of it back?"

"No thanks, I always lvl with *** and $$$ and @@@ for (insert high number here) EXP an hour, see you later"

Of course this also ties into a jobs ability to find a party at any given time, but i'll leave that for another day to discuss... for now... gil in exchange for EXP MPK's...

10,000 gil is easy to get... sell the crystals/drops in your EXP pt and you basically don't have to do any extra work, and Im sure people would prefer gil loss to EXP...

People say now with the economy messed up the way it is now... that 500 gil a beetle shell isn't worth the space they take up...

But 500 gil is still 500 gil, every little bit helps...

WHen people ask me why I always have gil to spend when I need to

Well there you have it... also not burning gil on unnecessary items helps me have some gil on me at all times, just a thought, till next forum, see you all later.
#805 Nov 07 2005 at 10:58 AM Rating: Decent
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Welcome Ahkore.

I think most of the MPKs comes from RMTs or HNMLS fighting over a pop.

On the accidental MPKs like someone trying to zone mobs and then dying on top of a party before she/he can zone, or when RMT train stuff to kill for a NM.

Suggestion: Have mob enter a non-aggressive mode for 30-45 secs, the mob should be headed back to his spawn place when it returns to its normal behavior and would allow the party to move if needed as well.

On the HNMLS fight over pops, Like someone said the problem is tht this mobs only spawn once a day and on the case of kings it can take a week for them to spawn. I read a few suggestion that I agree with.

Suggestion #1: I make the mobs spawn faster maybe 1-2 hours for normal versions and 24 hours for kings.

This would still make people MPK tho, as often people want everything and wants it now.

Suggestion #2: Make the mobs be able to be pops via items, maybe even crafted item to increase interest in crafting.

Like someone mention, no one MPKs at Hakutaku (op hat) or the Alastor Antlion(rostrum pumps) because everyone gets their chance.

Anyway I hope the change helps improve the game, and thank you for taking the time to listen to us.

edit: spelling.

Edited, Mon Nov 7 11:15:55 2005 by DMRosso
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#806 Nov 07 2005 at 11:49 AM Rating: Decent
Well to get rid of ALL gilsellers in 1 sweep would shake the economy as much as keeping them in does have you ever thought how many people would swamp NMs and make so many items to cheap if we all were camping and getting 5m items? All the items out there would become to easy to get and the value would likely drop alot making the game just to easy imo for end game players.


If you think about it gil sellers dont cause inflation. 0 of an item at the AH price will rise. Many of an item Price will go down. Its all supply and demand.

People will always camp the NMs that the gil sellers do. Its a matter of who you want camping them.
#807 Nov 07 2005 at 12:18 PM Rating: Decent
ok, i agree with first suggestion SE rep had. but i only partically agree with 2nd. I was exping awhile back in Bibiki bay when a gob decided to throw a bomb right after i stunned his attempt. He dropped it and almost dropped our pt, we all lived but we noticed a dead body near us. The gob bomb had killed someone who was invised. We R2d found him an R3 since we had a smn as our healer. This type of Normal AOe should be hate related only. When its comes to HNMs, and NMs, they should still be capabable of hurting everyone.
>only 1 time in gustav tunnel was a mob able to attack me while it was purple. So i know how it feels not to be able to fight back. I totally back the bind suggestion.
>1 last suggestion, if this would be plausable i do not know. When certain HNMs/ NMs spawn, have the surrounding mobs despawn.
Really not sure how this would affect things, but its just a idea to start something further brainstorming from.
#808 Nov 07 2005 at 12:39 PM Rating: Decent
33 posts
I think RMT is a bigger issue.

On Topic:

Suggestion: AoE - From NMs is true area of effect. I mean everything. Whether it be Firaga III from Hakutaku or Spikefail from Fafnir(not sure which HNM), it should affect everyone in range. This prevents people from "lagging" nm groups causing wipes. This also limits the amount of MPK that can occur from AoE. All non-NM mobs AoE should be limited to whatever person/party/alliance that it casts/uses it on. I meant casts/uses other then claim since you could have mobs trying to use TP skills/spells on targets without claim from PL or whatever. I don't believe those skills/spells should be nulled because target doesn't have claim.

Suggestion: BST Leave / THF Hide / Zone left by spell or item / person/party/alliance death - As long as it's hate list is/stays clean, I think a 30 sec or 1 minute "dazed" mode where it wouldn't argo or move. If anyone is unable to move or adjust in 30 secs then it is their problem.

Suggestion: Zoned mobs - I like the instant despawn (if the mob has no one in zone on its hate list) and repop at orginal location. This also takes away the clearing an area for a fight by just having someone zoning the mobs because they take so long to return to the orginal position.
#809 Nov 07 2005 at 12:51 PM Rating: Decent
Suggestions:

1.) I don't agree with others who state to leave the drop rate as is. I believe that if drop rates were 100% it would cut back on MPK.

EX: I camped/claimed Mystikmaker Profblix 22 times before i got the drop. (not sure how many times i was there and didn't get claim) During this time there were 10-20 other people camping him. Most of these people were in the same boat as me, camped the NM over and over again for the drop. Now after 22+ times I was pretty frustrated, not with the other campers, but with the fact that he wouldn't drop the item. To get to my point, this frustration builds over time and causes people to get angry and some people would turn to MPK just for that reason (not saying that it's right). On another note, I have camped and claimed Charby (joyuese) on several occasions to obtain the sword for me and others. The camp is always packed, however due to the fact that the drop rate is 100%, the other people have stayed to watch (waiting for us to wipe, LOL) and get the ToD, but I haven't had any problems with MPK there, as a matter of fact I have had other parties actually claim and kill the adds. I know these 2 items are Rare/EX but these are just examples of my experience. IMO if the drop rate was 100%, ya more people would have it, but it would also cut back on people camping and causing MPK.

2.) I agree with others who state that when mobs are trained to the zone to have them appear like they are zoning after the character only to respawn in they original area.

3.) I also agree with others who state to put a limit on aggro to the specific spawn area/radius of the mob.

Anyway, thats my 2 cents... I guess I have been extremly lucky over the corse of my game play experience, I have only been MPK'ed maybe 2-3 times. However i have just hit the higher lvl's and have heard of others in my HNM shell talk about it. Hope something can be done, and thanks to SE for listening.
#810 Nov 07 2005 at 1:09 PM Rating: Decent
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doubt this will get read after so many, but here's my opinion:

*as few changes as possible*

mobs should still link. AOE should definitely hit non-party members, both for specific reasons (people crowded tough mobs to kill the alliance fighting it) and more general ones (people should watch where they're going, and people shouldn't camp on top of my xp party even if they don't have to worry about AOE.

the no-aggro-til-back-to-spawn is a good idea.
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#811 Nov 07 2005 at 1:19 PM Rating: Excellent
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Oh my goodness! So, so, so many great posts! Thanks to everyone! :)
#812 Nov 07 2005 at 1:26 PM Rating: Decent
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I think they should just enable full on UO-style old school PvP outside of town.
#813 Nov 07 2005 at 2:02 PM Rating: Decent
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1,162 posts
(Please note I skipped all the pages and didn't read everything XD;)

No, I'd say keep the PvP to Ballista, but MAYBE have battlefield zones where members of opposite nations can actively fight each other. But remember, ALL The nations are friends, they have arguements, but they're all still allied.

As for the Original Post, I'd like it if monsters didn't aggro until they returned to their spawn points. It would reduce the amount of MPK by a lot.

Also, I like this suggestion:

Quote:
Suggestion #2: Make the mobs be able to be pops via items, maybe even crafted item to increase interest in crafting.

Like someone mention, no one MPKs at Hakutaku (op hat) or the Alastor Antlion(rostrum pumps) because everyone gets their chance.
Anyway I hope the change helps improve the game, and thank you for taking the time to listen to us.


Thanks for visiting the Allakhazam Community, I'm not sure if you have, but I'd also suggest checking out Killing Ifrit! (www.killingifrit.com, or ffxi.killvoid.com

Anyway I hope the change helps improve the game, and thank you for taking the time to listen to us.


Edited, Mon Nov 7 14:14:25 2005 by Shubaltz
#814 Nov 07 2005 at 2:47 PM Rating: Good
MPK'ing has become a HUGE problem in the HNM Scene last few months with the rise of so many Gil sellers.

I am the leader of an HNM LS on ramuh server, and we have fought MPK attempts sometimes on a daily basis just trying to kill a mob we won fair claim on. There is honestly only one valid way to remedy MPK's in the HNM Scene, and that is to have ALL mobs return to their place they were pulled from before they can aggro again.

The typical way the gil sellers will MPK is to have a ninja run around and train a ton of mobs, then run right into the middle of the party trying to kill the hnm, then 2 hour, blowing himself up, and dumping his huge train onto the Linkshell fighting the HNM. Unless the LS fighting the NM Can see the MPK comming and somehow pull the mob away (which is really nearly impossible without having the HNM Kill ppl on its own) then you pretty mmuch have to try and escape and just let the gil sellers have the NM, or die.

You have No freaking idea how close I have came to wanting to just leave this game over this kind of crap. You spend 2-3 hours camping a monster that pop's only once a day, just to have your entire HNM Linkshell destroyed by stupid gil sellers. Calling a GM on these ppl yields NOTHING, and the same ppl show up the next day and DO IT AGAIN. I have never seen any one my LS called a gm on for legitimate MPK'ing recieve any Suspensions or bans. That angers me almost as much as the MPK itself.

1. Make mobs return their original spot before they can aggro.

2. Take the stupid Call for help option off of ALL Notorius Monsters!!!! This should have been done 2 years ago. The same gil sellers who MPK also call for help on HNM's if they start to die, so that everyone standing around ends up dead, they Home point, run back out there, and sometimes are able to reclaim the monster AGAIN when their call for help comes off. Again- GM's tell me "They technically havent done anything wrong by calling for help. Is there anything else I can do for you today? Take care!" Thanks for your help GM's............

3. Change the way GM's respond to Problems, and PUNISH people for continuous and daily MPK'ing. If the stupid GM's would drop the iron fist on the idiots who make a living off of MPK'ing, it would be MUCH less prevelant in vana'diel. GM's have to take a large part of the blame for their apethy.
#815 Nov 07 2005 at 2:56 PM Rating: Decent
In my opinion...ALL items dropped off Notorious Monsters should be Rare/Ex. The only things that should be auction-able are items that are craftable and the ingredients needed to make them.

I always thought to myself, if someone in this game has that item, I should be able to get it too. There is no reason people should blame RMT's for the economical collapse. If people don't want prices to go up, then they should just get it themselves and earn it rather than buy it at the inflated price.

People blame RMT's for MPK'ing because they want an item worth getting to trade on AH for money. If there was no tradeable items that drop then there would be no MPK'ing. I like the idea of the mob not being target-able until the mob is at 100% health....or have the mob de-spawn if the person that claimed it dies. That would make it so no one gets it and they have to wait.

But what is going to stop someone from monopolizing a spawn point and not allowing ANYone to get the drop because they can MPK.

This is an issue I never had to deal with because I never really camp for anything worth while anyways. I've known people to be very upset due to an MPK but I never really saw it as a horrible or terrible thing (and yes i've had it done to me)...I just saw it as competition.

People complain about dying and losing exp - that just shows that patience isn't one of their virtues. If I die, I say to myself 'eh, I'll make it back in no time'. Whats the point of getting upset. People say 'oh, well I had to HP and walk all the way back to where I was'. So what? You walk and travel place to place in this game. That is the point - a MASSIVE world. Yes, it will take a long time. If SE made the world small, it would be boring. In fact, I think it is still too small and I hope they expand more and more, bigger and BIGGER. HUGE is what I want. I want to be traveling hours before reaching point B from point A. With lots to do in between. It adds more to the game. Thats just my opinion.

MPK sounds like a big issue that needs to be addressed for the sole purpose of not losing customers (in the eyes of SE) so I hope that they accomplish what they think is right based off the opinions of the players.

Good luck and godspeed in your journeys.
#816 Nov 07 2005 at 3:43 PM Rating: Decent
Make it so that whomever (Solo player , alliance or party) takes away the bulk of an HNM' HP gets whatever it drops regardless of who kills it.

1. If the original entity (the sp , all , pty) leaves the zone the drop rule becomes null.

2. If the entity is killed (see above) the drop rule becomes null.

This is ONLY for HNM', not regular mobs or regular NM'.

Also the "The enemy will walk back to it's starting point after it's original tagret (logs out , dies , zones , warps , casts a Tele spell , etc) and will not aggro till it gets back to it's starting point" suggestion is really good.

#817 Nov 07 2005 at 3:44 PM Rating: Decent
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Quote:
In my opinion...ALL items dropped off Notorious Monsters should be Rare/Ex.


please don't, unless you will be paying for my 55 mules i will need.

Now, make the NM/HNM's instances. have pop items and trade them to a ??? and get transfered to a battle field with party/alliance. Not all NM's though, maybe the big ones, the kings and so, would be weird to be transfered to a battle field to fight Bubbly Bernie. :p
#818 Nov 07 2005 at 3:52 PM Rating: Decent
Suggestion: HNMs should be popped like Gods in Sky. They will pop claimed and there should be a 5-10% chance they'll pop as their King Version. In addition, like several others have pointed out, having a 100% drop rate nearly eliminates the fact someone may try and MPK another group. It doesn't make sense why the drop rates should be so horrid on these items and make others want to MPK for.

Suggestion: New instanced battles that do not require seals, rather completing a task to be able to enter a BCNM style battle every few days. Place the HNMs or other NMs in here and increase the drop rate on items and make equipment Rare/Ex.

Suggestion: Make enemies go straight to their starting place after the person who initially linked them zones or dies. They will not aggro until they are once again in their starting radius. Additionally, if someone decides to attack a single one in a group that has been trained, they WILL link again. This will avoid new ways to power level groups.



Someone mentioned that getting rid of the gil sellers and flooding the market with highly desirable items would have a bad effect. I don't see it. Everyone having good gear in game would be a bad thing? Unlike those who are unemployed or children who skip school, I have to work. Why should my chances of acquiring an item be close to nothing because I can't camp an NM all day? It makes MPK more reasonable (Plus GMs never do anything anyways).

Everyone having good gear end game would not make the game easier. It would make it more fun, and you would find players better able to do their jobs better. Only elitists would see it as a downfall as they do not like seeing many others in the gear they have.

****
You want to get rid of 90% of MPK? Make ALL Notorious Monsters pop via an item and make their drops Rare/Ex and 100%. Stop this 5% drop rate bull crap. It NEEDS to be to 100% drop if its Rare/Ex in order to be useful, otherwise we would need a lot of new Rare/Ex storage space (that or just make a central bank to store a plethora of items for each character).
****

Edited, Mon Nov 7 16:03:46 2005 by CrimsonSoldier
#819 Nov 07 2005 at 4:03 PM Rating: Decent
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As it happens so often...I got stuck reading this post, and it was very hard to stop. Unfortunately, I must leave for work soon, but wanted to contribute some thoughts. Since I haven't read all the posts, I sincerely apologize if I step on anyone's toes & duplicate suggestions. I surely don't mean to <steal> anyone's <thunder>!

That being said, here are a few of my thoughts on the MPK subject.

I think that the link/aggro situation is a difficult one. I think everyone has dealt with this issue, some more than other (/blush). But I believe that links & aggros are part of what makes the game challenging. When you are out in a somewhat dangerous area killing mobs solo or in a party, I think part of the challenge is being smart & CAREFUL when going about killing mobs. I have a habit of being too impatient & too risky & having to deal with links/aggros, etc. often times resulting in my own demise. I agree with one previous poster (or more, not sure) that some ideas may turn into more problems. If links/aggros were minimized, altered, or eliminated completely, this would drastically change the way players act & interact in any outlands area.

The one issue/suggestion that I do agree with is the bind/sleep issue when applied to a mob near another player who may/may not be afk. I'm sure it is similar to other servers, but I know on my server (especially before the patch that changed NM drops into rare/ex) that MPKing was one option of players dealing with the growing concern of botters & gilsellers, and the affect on competing for NMs and other mobs, as well as the economy in the game. But this can be a pretty dangerous situation. Anyone familiar with SMN's bloodpact abilities knows that Titan has an ability that inflicts bind on it's target mob ("Rock Throw"). Not only could this be used on ONE mob near another player, but let's say you are in Maze of Shakrami (Leech King, Argus). You could easily round up some gobs (ha, brings us to the "link" issue). Once you bind that mob near another player, and it starts attacking that person, voila, all other mobs will link & start attacking him too.

The difference here, is if you personally gather the gobs up & cast bind on only one, you will still gain the hate from those mobs once they are unbound. If you are a SMN & use an avatar (Titan) to gather up the link, bind, then dismiss your avatar, then only the initial one bound will come after you. At least, this is how it has been explained to me. I have not tested this out that much myself.

IMO, and I'm sure I'll get some heat from this, BSTs seem to have too much power & control. I'm sorry, but it just seems inappropriate to have a job in the game that can pretty much level at a decent rate without the help of others. Seems anti-social doesn't it?! And maybe some people would say that's the beauty and specialty of playing BST. I wouldn't know, I don't know too much about BSTs, other than that I've dealt with a few mean & manipulative ones on my server. I definitely agree with the suggestion that BST's pets can't aggro once released, but I'm not sure the "answer" is to not aggro once they return to their original spot. I'm sure there's a middle ground to that somewhere. I also wish that players were held more accountable for their actions & that the botters & gilsellers who are ruining many aspects of the game (ahem, server problems, cough cough) were eliminated by some brilliant update like they eliminated the fishing botters. Unfortunately, my husband reported a mining botter to a GM, and was sadly blown off. He actually responded that they couldn't understand the complaint. Not sure what is hard to understand about "There's a mining botter in Gusgen Mines"...but whatever.

I know it's not a perfect system, but I think we should still focus on the goal of making it a more perfect system.
#820 Nov 07 2005 at 4:03 PM Rating: Decent
Why would you have 55 mules? Thats why they have NPC's to hold rare/ex items. Besides, why would you want to have more than one NM drop? If space is what you lack then hold only what's important. Or, be kind to SE and ask for more Mog House Space. Personally I think that 80 Mog House Spaces and 85 in storage (that's how much I've been able to build up with Bookshelfs and Cabinets), plus 60 spots in Inventory...thats a lot. I have 1 mule to store any weapons or low lvl armor for alt jobs. I know people that dont even have mules cause they know how to micro manage their items. Rare/Ex items dropped from NMs would make the economy less inflated...I've seen people /shout the same in Jueno. "Gil Sellers kill the economy" "Ban the Gil Sellers".

Lizzy, Valk Emp, etc...they are now camped by people that NEED the item...not $$. More fun now. It CAN be said for all other NMs.

Edited, Mon Nov 7 16:31:30 2005 by myria
#821 Nov 07 2005 at 4:06 PM Rating: Default
Suggestion:High Level HNM that spawn in their own area like Vrtra, Fafnir, etc. eliminate aggro past a certain point. i.e. the big door leading to where Vrtra spawns stop aggro past that door both ways *UNLESS* your fighting Vrtra. Thats what the drawn in by ??? is for. Having an invisible square/circle/etc. of area where normal mobs loose aggro might stop people from training them into the area. Along with this you could make more NM have the ability to draw characters in. This stops people from Zoning them and from running out of the area where training could happen. This would be especially good in Dragon's Aery where Ive seen LS's train eachother repeatedly.

Suggestion:In Vrtra's room you could make it so once you agro him the door locks so no one can get in or out.

Suggestion:When a HNM pops all mobs in the surrounding area lose aggro ability as if intimidated by the HNM. So even mobs wont go near it. You could even make them run from the HNM.

If it is intended to make the challenge harder because of surrounding mobs make the HNM able to summon mobs. Youve got multi classed mobs, whats wrong with a few more?

I apologize if I have repeated anything but I just dont have time to read 18 pages.
#822 Nov 07 2005 at 4:30 PM Rating: Decent
My knowledge of the actual rules of hate are somewhat limited... But a single solution doesn't seem possible. SE has to create multiple ruleset for different type mobs.

Solution (Zone Trained Mobs):
All Zone Lines have Double Halo Regions around them... Outer Region (largest) the mob just gives up chase and returns to home aggro free for random amount of time. Inner Halo (small) the mob disapears and a random short timer is set for the repop.

Solution (AOEs):
For all regular type mobs their AOEs affect only people on the hate list.. Which also means PLs and what not. For NMs, HNMs, Gods, etc. their AOEs affect the region. They are named mobs for a reason. This also keep other Alliances and Parties away from the fight in some cases.

Solution (Binded):
This in my opinion is the toughest one to solve because there is no clear way of handling it... Minus the revamp of Hate List vs. Aggro... If a mob aggros and its binded beside you makes alot of sense it would hit you.. Now in the case of non-aggro mobs attacking while binded.. Same suggestion as AOEs if your not on Hate list no dmg should occur.

Solution (Bst Charms):
This one has always made me laugh... A beastmaster befriends a pet to attack for it, then on release it aggros? its not like the beastmaster beat it with a stick until it went after the worm... The best solution is to have a cooldown timer on the mob till it reaches full HP and a Player can gain Exp off of it from a kill, yet still allow a charm attempt on the releases pet, and if it fails have it aggor the charmer. During the cooldown time the name would fittingly be blue...

OK that is it. And yes i know some of the ideas have reappered before but lets face it the best way to praise something is to copy it... But seriously sorry if you take offense to it


t(-_-)y, 2 fingers
#823 Nov 07 2005 at 4:45 PM Rating: Decent
Quote:
Oh my goodness! So, so, so many great posts! Thanks to everyone! :)


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All i have to say is WOW!And to the poster who mentioned that the OP would reply on monday after their weekend off, that was sure worth the wait.I mean come on SE employee's i'm sure are paid salary which means they work 24/7, not that actually replying with feedback to this thread is "work".Now i'm sure i'll suffer huge rate downs for this post but I think someone needs to be a realist here.SE is huge company that has people they pay VERY well to address these issues.They dont need our suggestions, this is merely a "hey lets make them think we really care what they have to say" move.If infact Ahkore is from SE, the OP has really made me feel that player feedback is useless just like a GM call.If anything actually comes of this I will eat my shoes.But again fixing the MPK issue cannot be done with out totally revamping the gameplay engine, and eliminating the need of purchasing Gil from websites such as IGE and their partner sites.

Jegz
#824 Nov 07 2005 at 5:22 PM Rating: Decent
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138 posts
This is one of the best suggestions I've seen:

(posted by Hstreets)
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.


This would make it impossible to MPK by zoning a train, but it would not make it possible to travel through entire zones without worrying about aggro. I would suggest they respawn instantly, though. However, this would not solve the problem of vanish (log out, warp, teleport, etc) MPK. In these cases the mobs should return to their original points before linking/aggroing. The speed at which they return should be increased significantly to prevent players from abusing the safe period.
#825 Nov 07 2005 at 5:58 PM Rating: Default
quick question for SE. SE's own person is suggesting the "mob walks back and cant aggro" or ive heard many "repop" suggestions where the mob would repop from when it was pulled once the person with hate is dead. Trust me i love the idea but how ould this effect dynamis? sounds like it would become SOOOOOO easy to defeat dynamis if these thinsg happened.
#826 Nov 07 2005 at 8:01 PM Rating: Decent
28 posts
Well thanks for paying us all a visit, I'm sure we all really appreciate the fact that you are willing to hear our suggestions.

Taking out Aggro and Link is not the way this should be done. That would make the game to easy and not that much fun. The occasional link, although annoying, can be good for the pt. Keeps them on there toes, and with out it it would just be boring. Link and Agro are in the game as a tactical obsticle, if you can't get around it then I'm sorry but this game is not for you. In short Leave aggro and links in the game.

As for somethin to stop the MPK's. I really like the idea raised before about the mob appearing to go into zone but just dissappears and repops at it's starting point. This does involve making the game alittle easier IMO. Although the option is to do the 45 second non-aggressive idea. This will allow the parties in the area to get to a safe location so they will not be aggro'd. Now the bad parts of this is if you a pting in a location not close to zone, the returning mob could potentially make his way to that pt. Either of these I'd be happy with.

As for AoE, this need to remain in the game also. If a pt is being PL then it makes it too easy for the PL. AoE can be annoying to players that are not even the PL or in the party, but again this adds to the tactical part of the game and really isn't a major focus of MPK, since these attacks are not the parties fault, as in the pt has no say in when the mob will perform the AoE.

EDIT:
Just though about bst's. As for the bst instead of having it as ppl are suggesting with the mob not aggroing anyone at all, I would like to manipulate this idea abit. I think that the charmed mobs should only aggro the bst in which charmed them. In the case that they do not aggro the bst then they should have a set period of time in which to travel before the mob can aggro another char.

As for Gill sellers, Believe me I hate them as much as the next guy and I'd love to see them all be booted outta the game as much as you all do. But again as said before FFXI is a like a samll world economy, pump money in ie gill sellers and it inflates, take a crap load out and the economy completly goes bust. But I somehow fail to see how gill sellers have an effect on MPKing. Unless ofcourse they are a gill seller who diliberately zones trains to cause MPK's. Why don't we stick to the info SE wants, and not bring topics in which they are not completely interested in at this time. I'm sure we'll get a chance to voice our opinions eventually, and hopefully it'll be sooner more than later.

As for GM's, it is annoying to wait 45 minutes for a GM when an MPK does occur. All I can say about this one is maybe increase the amount of GM's in the game. Hiring spree maybe?

I realize alot of these have been brought up before and are others ideas I just want to show which ones I agree/disagree with. These are the best ideas I have read. although I did not read all 17 pages of replies, btw have fun reading all those. Once again thank you for finally listening to suggestions from the players, I hope to see more off it. And hopefully the game wont become any easier, personally I only play games that are challenging.

Edited, Mon Nov 7 20:22:03 2005 by Tidusressurcted

Edited, Tue Nov 8 01:32:45 2005 by Tidusressurcted
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