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Suggestions for changing the MPK systemFollow

#852 Nov 08 2005 at 5:34 PM Rating: Decent
MPK zone? they don't need too zone. This is how it work at any places I think. Only need 2 guys. A guy that can do escape stay at where those people they want to MPK and get ready to /escape him and the puller. When the puller pull a bunch of monster that get close to the blackmage with escape. The blackmage use escape to escape them both. That will leave a bunch of imposible to gauge monsters to other players to deal with.

Edited, Tue Nov 8 17:53:17 2005 by Laftis
#853 Nov 08 2005 at 5:46 PM Rating: Decent
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65 posts
the best way to fix a problem, is to get to the root of the problem and remove it. if you are sick, taking medicine to get rid of your headache and your sneezing might make you feel better, but it didn't really get rid of the problem at all.

MPK'ing can be referred to as a 'disease' in FFXI. There are a number of ways to treat the symptoms of this disease, that people have already mentioned. However, the root cause of it, i believe, lie in 3 areas: first, greed/anger. second, belief that nothing will happen. third, lack of spirit of cooperation with the community and fellow gamers.

as for a 'cure' for MPKing, i cannot think of one. however, what i've read treats only with the first two issues, and not the third. thus,

SUGGESTION: institute a new player-based 'faction' that allows people to rank you based upon good deeds and bad. Everyone starts at neutral (for simplicity sake, say 50 points.) You can rate/rank people if you are in the same zone. You can only give someone a rank/rate once; however, every 24 hours you can change that to either positive or negative. Any player that reaches a negative rating (indicating a large number of people have had many problems) will have their actions automatically reviewed by the GMs. Possibility of adding new rare/ex items for those that achieve incredibly high rating should exist as well. Added possibility: to rate/rank someone, a brief explanation of why must be included.

although it is sad that standards must be in place for courtesy and respect of others, i believe there is enough of the carrot and enough of the stick to help a large part of the problem. however, this is not a cure...merely part of the treatment. other suggestions would have to be implemented as well to make the environment truly MPK-safe, rather than MPKs happen less often.
#854 Nov 08 2005 at 5:57 PM Rating: Decent
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115 posts
Kaellok wrote:

institute a new player-based 'faction' that allows people to rank you based upon good deeds and bad. Everyone starts at neutral (for simplicity sake, say 50 points.) You can rate/rank people if you are in the same zone. You can only give someone a rank/rate once; however, every 24 hours you can change that to either positive or negative. Any player that reaches a negative rating (indicating a large number of people have had many problems) will have their actions automatically reviewed by the GMs. Possibility of adding new rare/ex items for those that achieve incredibly high rating should exist as well. Added possibility: to rate/rank someone, a brief explanation of why must be included.


Unfortunately such systems are more often than not, abused. Take for example the Allakhazam forum, or the rating system in Newgrounds.com. There are plenty of people seem to enjoy making others miserable. Most likely what you would see here is instead of MPK's these people would perform Rate Down fests, and log in with multiple characters/mules, spread misinformation, etc. In the end, this "cure" could be worse than the "disease."



Edited, Tue Nov 8 18:09:37 2005 by Psyberjace
#855 Nov 08 2005 at 6:01 PM Rating: Decent
ex/rare kill the game.
most game/or all online game are driven by:
1=leveling (players can cap levels very fast) we all at one point can say yep I capped my level so what is next?:)
2=trading goods for gils/golds/items (which has no ending) cause nobody can say they already have all the gils in the game. For that we keep on playing trading;) and get more more more more wealthier and try out out rich everybody in the game. Which has no end.

the more you ex/rare items the closer you are in killing the game by over 50 percent. Cause to me trading for wealth in all game is the most powerfull force that driven all players to keep on playing.
#856 Nov 08 2005 at 6:11 PM Rating: Decent
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226 posts
Quote:
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.


well, if you made ALL nm drops r/x would warp the economy, to what degree is impossible to know now.

Also, leveling different jobs requires diferent gear if you haven't figured that out by now.

micro management might be your solution to it, but not mine.
I don't like to sell off my gear, i like to keep it if i can use it on another job.
no matter how much storage space you're getting, granted, i dont have that much in storage, mainly b/c i dont want to go to my hometown everytime i want something, you will run out of space if every single NM drop is r/x.

if anything, make them rare, then even the gil sellers would only be able to carry 1 of the item on them, forcing them to leave pop area to sell. would work nice for frequent NM pops.

of course, it could all be fixed with giving us unlimited mogsafe slots. ^^
#857 Nov 08 2005 at 6:30 PM Rating: Default
ZOMG!!!11!!!1111 Donts ya stop teh MPK!!!111!!*one* Ill hav3 nuffink else 2 do!11!!111!!!! *rawr*
#858 Nov 08 2005 at 6:35 PM Rating: Decent
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1,362 posts
Quote:
the more you ex/rare items the closer you are in killing the game by over 50 percent. Cause to me trading for wealth in all game is the most powerfull force that driven all players to keep on playing.
O.o where's dou get that stat? And the reason there are rare/ex items is to be able to get nice items without losing money over it.




But I don't see what this has to do with MPKs...
#859 Nov 08 2005 at 8:52 PM Rating: Good
16 posts
I have a couple ideas that I would like to share. Just a different train of thought than what I have seen in the posts I have read.

Suggestion: Make an area close to common camps that is a "Safe Zone". When inside this zone, you cannot target anything outside the zone, but you lose all hate. Along with the loss of hate you also lose claim to the mob and any xp that may have been earned if you or your party killed it. This would keep people from using a safe zone to try to level with mage types and high damage dealers inside the zone and not gaining hate.

This would also keep players in the deeper parts of dungeons away from people who are lower level and not able to take high level mobs and would also provide a safe place for people who are looking for groups.

Suggestion: This is mainly for HNM MPK. Using the "Safe Zone" idea, give HNM's a "Safe Zone" so to speak that would allow the group that claimed it to not pick up aggro from mobs in the area. Mobs outside that radius won't link to mobs inside until the HNM is dead. Any mobs that are already inside the safe zone or are minions of the HNM are still linkable, but anything outside the radius will not.

Anyhow, just a different approach (I think at least. Wasn't going to read through 18 pages of posts to see if it had come up). Hope this gets looked at and even sparks more ideas.
#860 Nov 08 2005 at 10:18 PM Rating: Decent
I love your suggestions>>specially on the PVP system...it would settle differences right there and then,no need for GMs or curse spams...however idk if u forgot to mention that it would be nice if when it comes to Duel;the lvls would be restricted to the lower lvl player's actual lvl or the nearest 10th;for example:lvl75 player engages duel with lvl 63 player;no problem.Cap lvls at lvl 60!so like that the Duel System Playing field is equal....i'm pretty sure thats what u meant by Dueling!XD

Edited, Tue Nov 8 22:35:02 2005 by MortalslayerXX
#861 Nov 08 2005 at 10:34 PM Rating: Decent
I would just like to stress one more thing,nothing wrong with making good coin off ur rewards;gilselling i dont believe in it;a PC having crap loads of gil...Sure why not...everyone is driven to be richer and more powerful!we all know that at the end all the money goes back in the economy!but on that same note>>>>Arena Battle areas where u can fight PVP or Even NMs/HNMs would be a great idea!Please dont turn all good rewards
EX/RARE..it kills the fun...use the Arena system or Forced Spawn,it would solve ur problem[as for PCs trying to force spawn a NM/HNM over and over,nah huh;u had ur chance it didnt drop this time u may have to wait till next tally results to do it again]you're the greatest RPG gaming company in the world;im sure theres brains round the clock trying to resolve a sad problem we got in our Hands....but plz dont ruin the fun of playing FFXI>>its the best game that came out since FF1!XD

Edited, Tue Nov 8 22:45:07 2005 by MortalslayerXX
#862 Nov 08 2005 at 10:45 PM Rating: Good
1. Fix the bind MPK simply by making it so that monsters only attack the nearest person if that person actually has hate. Currently it just randomly lashes out at the nearest person, regardless of whether that person has hate or not.

2. 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. Firedevil stated this and I completely agree.

3. If a BST releases/leaves a pet, the pet should either
A- go back to its regular spot at a HIGH rate of speed such as it runs back while FLEEING. While it runs back it will not link or aggro until it reaches its original spot.
B- instead of fleeing back to its spot it could simply warp (or despawn) and appear back at its original spot.
REASONS- Obviously this gets rid of many mpk possibilities, but there is much more than just that. The pet needs to get back to its original spot quickly because if it walks back at a normal pace (keep in mind it cannot aggro or link en route to original spot) then this could be abused by hnmls that could charm then release/leave mobs to get keep links away from the real fight. It would simply make it TOO EASY to keep the links off of the main alliance. A few bsts could easily handle tons of links w/o any problem.

4. GMs need the more capability in general. SE should make a (for lack of a better term) "bot" that is in place at all big hnm/nm spawns. These "bots" could record all the data (spawn times, warps, chat logs, battle info such as spells casted dmg dealt etc, all shouts, cfhs, party chat, ls chat, etc) and have all the data timestamped. The data should be held for maybe 2 hours before it is dumped. Now when a player calls a GM the GM can look at the "bot's" data and see exactly what happend up to 2 hours back in time. Right now i could go out MPK a person and as long as i did not say anything in chat and as long as i clear my chat log, i m not likely to be in much trouble. I could be wrong about not being in much trouble, but u get the idea. It is just too hard for a GM to prove mpk at this time.

5. PENALTIES. I don't know about you, but to me getting my account suspended for 48 hours is hardly a punishment. On the other hand, getting my account banned is pretty harsh (under normal circumstances). I think that GMs should have more punishments at their disposal. Giving the GMs the ability to suspend for much longer times would be useful. Also adding an invisible "barcode" on to hnm and nm drops could be useful. For example, the GM could simply see who has the items from the KSed monster and the GM could then choose to delete those items. An invisible "barcode" (more likely an ID# Tag) with a timestamp or some form of identification that showed when it was obtained (etc.) could help. That way when A kses Fafnir from B, then the GM can take all the items that A obtained and delete them. Thus, there really is no point to KS anymore.
#863 Nov 08 2005 at 11:08 PM Rating: Decent
This is my first post so bear with me. I do love the idea of a GM actually listening to us. I really only want a few things...

1. Please stop RMT, this was mentioned before about 50x, but all we hear is "we will look into that" or my favorite after reporting someone the first question is "ok so are they using a 3rd party program" I am sorry but Kissme[of Bahamut] was farming poisonhands[jujitsu gi] for just shy of 3 months and was on at jeuno or davoi every time i did a /sea for him. I'm sorry but I think this is a nobrainer. Also increase drop rate from NMs, not 100%, but 0/16 on jujitsu gi is stupid as is 0/8 on empress hairpin [rare/EX should be no less than 50%. It is hard enough to get the claim let alone 10-12.

I know people think the economy has nothing to do with MPK but when an item is out of reach b/c of cost [inflation from a monopoly] it does cause strain on emotions and a tolerance level will be short to non existant causing, among other things, MPK.

2. Please for the love of god BE VISIBLE also mentioned before but more important than anything else you could ever do. Seeing a [GM]NameHere would let us see that action is being taken. I know this seems like a scarlet letter or a public hanging but sometimes we need to see action taken.

3. The the mobs having to go back to spawn point to start aggro again this will stop the unintentional MPK from people who got in over their head.

Well that is my opinion I am not sure if i will ever post again or not but this thread seemed worth while even if it did get too long and out of hand to keep up with ...poor mandy lol.

Yamiko[Bahamut]

Edited, Tue Nov 8 23:40:07 2005 by YamikoXI
#864 Nov 08 2005 at 11:55 PM Rating: Decent
I'm afraid that actions taken from reporting a MPK event would end up abused. Someone is killing your monsters, slowing down your XP, you report. Someone needs items found on the monsters that you happen to be killing for XP, you report. This would not be fair to the person getting the items, or maybe even XP. Not having monsters attack until back to their "zone" is not good either. Someone could "zone" the monsters so their friends don't get attacked. Maybe a time limit or a "no link" system until they have returned to it's spawn area. There are definitely complications and consequences to what ever ever will be decided. Resorting to punishment simply from someones accusations is definitely a no-no. That will be abused quickly. I think that maybe having monsters "zone" out behind the original attacking player would be good, and have it respawn at it's original spawning area a few seconds later. Good luck on fixing this problem, you will need it. Take care.
#865 Nov 09 2005 at 12:18 AM Rating: Good
I agree with the points made in the original post, where monsters will not agro a player until they have gone back to their spawn location. It would be a wonderful thing if this was implemented. Something I would suggest would be to make it so that mpk from within a party would not be possible. For instance, if a monster agros a player in your party, that monster should not agro you unless you have done something, anything to warrant recieving the monster's attention, for instance healing the agroed player, or directly targeting the monster with any form of attack, spell, debuff. I agree that there should be given circumstances in the game (involving certain mission areas) where this shouldn't apply, but for ordinary outside and dungeon areas, this rule should hold.
Going further with the original points, there should be a short period of time of approximately 3-4 minutes after a large group of monsters go back to their original spawn points are incapable of being linked by any outside player. The reason for this, is that even if its made so that the monster(s) do not agro when they travel back to their original spawn points, any player that would wish to mpk another player would not be able to continue to train these monsters to a given place, which would lag a party or players or player fighting a certain notorious monster target, and might increase the risk of that player accidentally targetting any of the linking mobs in the train (which would basically cause the player to mpk him/herself indirectly as a result of the actions of a player training the said monsters).
Concerning Bst pets, another useful rule would be to make a released pet not agro, and despawn within 5 minutes, in which case it will respawn in the exact location where the Bst orginally charmed it.
Having played this game since the PC north american release in late october 2003, I have enjoyed playing, and watched the game expand and improve tremendously. My ONE major complaint is the lack of communication by Square Enix to the player community. However, I would like to thank the representive for taking our feedback. For those at Square Enix reading this, please give more information about future improvements/expansions/updates to the player base through the playonline.com website or through these forums or other ffxi forums. Something along the lines of a 3-4 month outlook for updates would be GREATLY appreciated, and would keep players interested in the game.
Finally, I would like to add that I hope that the expansion includes more endgame as well the solo content you are planning according to interviews in recent months. The additions of Temenos/Apollyon were a brilliant success, and I hope Square Enix will continue this by adding more instanced zones, as well as more HNMS, and more spells and abilities for classes. In addition , although this is a highly debated topic, I am personally hoping for a level-cap increase along with high level content to go along with this increase. I'm confident in the proven ability of Square Enix to create well balanced content, and I think after more than a year and a half with the level cap at 75, its time to expand it.
I'm sorry for going off-topic, but I felt that I had to express my opinion, as I feel this will make a difference and truly improve the experience of everyone in the player base.
#866 Nov 09 2005 at 12:33 AM Rating: Decent
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550 posts
PROBLEM: When players zone a mob, the mob remains at the zone for a moment. Anyone zoning into that area can catch its agro, even before they have any control over their character. This is an Accidental MPK, but its still an MPK; a player puts a mob where it can agro other players, albeit accidently.

SOLUTION: Make it so mobs are unable to get within agro range of the entrance. Something like this is already in place for Telepads; you zone into Yhoator Gate Crystal, and the mobs don't enter that area. Simply extend this idea to zone entrances/exits.

#867 Nov 09 2005 at 5:39 AM Rating: Decent
The answer to all your problems lies in one simple idea. PREPARE YOURSELF.... : Make Gil easier to get. How would this solve mpking? While MPK happens for many reasons, a majority of the time it is over a highly valued NM that drops some uber $$$$ items. Not only that but why would people bother to buy gil when gil isnt hard to make? A update a month ago made stropers rings exclusive, well you know the gil sellers just went and moved to Ochioudos Kote. So yea that didnt work. And as long as there is a demand for gil, there will be gil sellers. It is so simple really.
Now even if you made gil easier to get, people might mpk over abjurations that drop from the same monsters. Answer to that is: Make more BCNM and KSNM that drop such rare/exculisive items.
With gil-selling mpk out of the way, you can focus on the real people that need to get kicked: the racists, thieves, jerks, and other people that MPK.
#868 Nov 09 2005 at 6:02 AM Rating: Decent
Quote:
Yes, but he can't kill them, and they return to the party once he zones/logs. Even if your 75...60 Goblins on your *** that you can't fight is gonna hurt
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Can i say one thing.. I dont know if they fixed this but..WTF is this is a... lets say RDM 75 and uses Ice Spikes and kills the lower lvl mobs. Since lower lvl mobs isnt going to be fighting high lvl mobs.. Or if the rdm dosnt kill it with ice spikes it will dmg it and when the rdm zone he will go back to party and not gain any xp... I dont know if they fix it but please tell me if theydid
#869 Nov 09 2005 at 7:35 AM Rating: Decent
Hello! Thank you in advance for visiting the Alla Community!

I have no suggestions for MPK, I do though for the zone trains.

Suggestion When you enter or exit a zone, and your screen goes black do not let the mobs hit us. Its not fair that they can get a bunch of shots in when we are not technically in the zone.

When entering a zone maybe a 5 sec or so delay once you appear before you can catch aggro. I can not tell you how many crawlers I have meet at the entrance of the nest.

I am sure someone has mentioned this idea in this thread but I just wanted to say Hi and thank you!

Smiley: moogle

Edited, Wed Nov 9 07:47:14 2005 by Soracloud
#870 Nov 09 2005 at 7:44 AM Rating: Decent
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365 posts
Suggestion: Mobs should not link if they "Check" Too Weak To Be Worthwhile.

This may cut down on unintentional MPK more than intentional MPK.

Case in point: When a high-level player farms Yagudo in Giddeus, they usually drag a long line of mobs. My friends and I have been KO'd while leveling here when this train passes by. In addition, once this train is defeated, it takes a while for the mobs to spawn adding to our down time.
 
    Kiptaru 
-=Hades Server=- 

#871 Nov 09 2005 at 7:45 AM Rating: Decent
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245 posts
Ive been thinking about this for a while and while i haven come up with a suggestion for the bind/shadowbind problem, I have come up with this suggestion and im quite proud of it, I hope it can be of some use:

How about making it so you cant zone/escape/etc with a monster "red", you have to first call for help. And then you can change call for help status to make the monster non-aggro (once the party who called for help has left the zone and if noone else has gotten enmity from the monster after the call for help) until it returns to its point of origin, effectivly "resetting" the monster.
#872 Nov 09 2005 at 8:12 AM Rating: Good
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91 posts
Suggestion: As a Beastmaster I would like to plead for "Leave" to be.....left alone.
This job is already pretty tough with all the Party-Bad-Attitude that is thrown at us every time we try to XP in certain locations.
Whilst I'm sure it has happened, I have never seen, nor know anyone who has suffered, BST MPK.
Maybe it has achieved a kind of Hysterical-Urban-Myth status. Everyone knows about and fears it but it's statistically rare.

Other forms of MPK:

Suggestion: Bind/Shadowbind: ridiculous...needs sorting now.

Suggestion: If you adopted the idea of making overcamped HNM/NM pops manually triggered events rather than time spawns, would it not be possible to set a countdown timer of 1 week (for example) before those same people can fight it again...(like ENM/Promy. Thus giving others a chance and removing the aggravated competition element (slightly).

Suggestion: Training to zones is no problem...leave it...adds to the fun/danger of the game....

...and finally...

Suggestion: Please deal with known/proven MPK'ers in a suitably final way.
Three strikes and they're out....permanently

Edited, Fri Nov 11 07:21:22 2005 by kemmysunshine
#873 Nov 09 2005 at 8:25 AM Rating: Decent
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810 posts
Quote:
SOLUTION: Make it so mobs are unable to get within agro range of the entrance. Something like this is already in place for Telepads; you zone into Yhoator Gate Crystal, and the mobs don't enter that area. Simply extend this idea to zone entrances/exits.


Quote:
Suggestion When you enter or exit a zone, and your screen goes black do not let the mobs hit us. Its not fair that they can get a bunch of shots in when we are not technically in the zone.

When entering a zone maybe a 5 sec or so delay once you appear before you can catch aggro. I can not tell you how many crawlers I have meet at the entrance of the nest.


Both of these seem like reasonable ways to ajust the linking/agro issue without reducing the need to play smart and be attentive.
#874 Nov 09 2005 at 9:12 AM Rating: Decent
I'm not too sure about this but...

Make it that the monster can never be claimed.. That they stay yellow all the time.. Just like Ragnarok Online.

Or that... Monsters can zone just like players can?

That way people that MPK would kill themselves too. >.>

Edited, Wed Nov 9 09:23:26 2005 by Eladriek
#875 Nov 09 2005 at 9:22 AM Rating: Decent
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64 posts
Why get rid of something? I say keep it and improve on it. MPKing is looked down upon however if you made it more fun i.e. a PVP system that would be amazing. Have PvP in FFXI... acorss with level restrictions to the amount of EXP you get for killing people below / at your level. Have areas with no PVP, and areas with open PVP i.e. remote areas compared to surronding urban areas.
#876 Nov 09 2005 at 11:54 AM Rating: Good
So many people saying "Make it more like this game.. or this game. .or that game"

If you want to play those other games that you want FFXI to be like.. GO PLAY *THOSE* Games.. If I wanted to play Ragnarok online, I'd go PLAY Ragnarok online.. If I wanted to go play WoW, I'd go play WoW...

Please PLEASE PLEASE don't kill FFXI the way that suggestion boards and whining players have killed other online games such as Earth and Beyond.

You've isolated a problem with MPK. Instead of looking for ways to completely revamp the game to solve this one issue, take a look at the issue itself. Where is MPK happening, who is doing it, and why? .. Deal with the individuals, the situations, and the areas accordingly.. I for one am not looking forward to 30 more hours of maintenance and weeks of debug (followed by MORE maintenance) in an effort to completely change the linking systems and AOE properties of a game I love to play.
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