1
Forum Settings
       
This thread is locked

Suggestions for changing the MPK systemFollow

#977 Nov 14 2005 at 10:00 PM Rating: Decent
If you really wanna solve the MPK. Then fix some of your GM. I had a friend MPK on serket the other day and the GM misunderstood the post and locked him up for 3 days because he thought he was the one doing the MPK. Then he wouldn't let him out. We still dunno why you can look into it yourself. It's on lakshmi server. I do not wanna post names, i do not know if he wants his name posted or not. Also i was MPK on a NM i was camping for a few hours when someone said zone the NM i want it, and i said sorry i needed it. Then he proceeded to zone everything he could right next to me. I called a GM after he stole my kill and the GM said we will look into it but he didn't say he was ganna MPK you so there is nothing we can do about it. I still see the guy walking around jeuno today. Also if you solve the problem with MPk the people that can't seem to play to their highest ability they have to be weak and MPK people will find other ways to do the same thing. Need to solve the problem with people doing this not the problem with how you can do this. I dunno how many GM you have on at a time but maybe you can have some sorta recording on NM's when they pop. Something that records video and dialog of the area even in /tell and Linkshell. That way anything happens you can see for yourself what happened not try to take people's word for it. Thank you
#978 Nov 14 2005 at 10:00 PM Rating: Decent
**
388 posts
Someone suggested it earlier - cut the amount of XP lost when you die. Honestly, this is a feature that does not make the game fun, challenging, or more competitive (in a good way). Rather, it discourages players from taking chances (which is what makes a game fun), and helping each other out of sticky situations.

Of course death still should carry a penalty. Having to get back to where you are is already pretty bad. However, a nominal XP cut may still be necessary, but even the (cut) cap of 1,200 is a LOT.

This would effect a lot of gameplay mechanics, of course. Moghancement: Experience would be less useful, but it could be used to contribute to gained experience rather than salvage lost experience. Also, higher-level Raises would be less useful, but they could be "tweaked" to make up for their lost utility to shorten the length of weakness.

It's bold, but I'm damn tired of wasting an hour just because I took a chance. You can't take chances in life, but you should be encouraged to do so in a game, to live out your own "fantasy."

*edit* this is not a solution to the MPK problem, I do not think, however, it is important for SE officials to consider.

Edited, Mon Nov 14 22:34:41 2005 by Eleas
#979 Nov 14 2005 at 10:05 PM Rating: Decent
Oh and one more not Thank You its very nice to see a GM accually show a genuin interest in Fixing issues involving the game. I think i can speak for many FF11 loyal members that we appreciate it.
#980 Nov 15 2005 at 5:16 AM Rating: Decent
Quote:
Suggestion: A mob that is attacking a player can be attacked by that player and their party/alliance even if claimed by another group. The group with claim would get no xp for the mob if any damage is done from outside the group but would get any drops. This would allow people to defend themselves.


Not feasable, as this would only cause more aggro between people, and can also be used as a revenge factor or even just for the hell of it, as with MPK. I know as i PL'd a party and not realizing at the time i used blaze spikes, the mob attacked me and got hurt, and the party got no exp, they wernt very happy about it, as for being attacked by a mob from another party or even AOE, if you're just gonna stand there knowing what will happen then you deserve what you get, anyone with a few brain cells would know to move out of the way, its all part of the game, what would be the point if it was too easy.
#981 Nov 15 2005 at 7:49 AM Rating: Decent
This is my first post but I have read a lot about the MPK. It seems to me that most that MPK stand out to be 2 things
1) they are farmers looking for items and /or gil
2) they are higher level then others in the area
So here is my idea.
those at higher level do not provoke agro when walking through an area so at any time one can claim a big strong mob or a group and walk it to any were he/she will it to go some how a drop its hate from oneself without a point of damge and be gone. This is the big problem
How about a level cap for the area were a player that is to high for an area can not attack mobs with out hunting licenses for the area if they do not have a licensed they can not attack a mob if they are ( lets say 10 levels or higher then the level cap of the area ) there would be a restriction of only 1 or 2 mobs able to be claimed at a time the an once a mobs is claimed it will attack only the hunter and all hate will be targeted to him if the hunter warps or zone the mob will return to it spawn point and reset it hate or just die as if it was killed forcing it to re spawn this can add new aspects to the game like a hunting season were only certain mob may be hunted or mob can only be hunted if there is a over population . This should work in every area of targeting a mob, so if the BST claims a pet then releases the pet all hate would be on the BST and they can only have a pet if they have a license for the area if they are of high level. This can making it easy for the gm to watch those that might be causing trouble

#982 Nov 15 2005 at 11:40 AM Rating: Decent
**
272 posts
Soulrunner - addressing your post on page 19, they send low level char's out to Rolanberry zone point to sell goods without paying taxes. To me, on Titan, if I happen to have to zone, and they get wiped, they have a problem. I am xping, they are trying to save gil. While both may be considered important, saving my own life by zoning is what is important to me while xp'ing. They sit there with Bazaar up, while the rl entity is at school, getting lunch, whatever. If they don't want to die, they need to go somewhere else.

SE - I made a post on page 9. I'll stick to the suggestion. While you may never want to hire me, empower your Sony GM's here with the ability to DIRECTLY ATTACK proven offenders, in public, with damage done (say 50% hp loss) used as a Means to publicly STATE to all witnesses that they will have, say 5 days in jail. Base the jail time on the humiliating butt Whuppin! There is NOTHING politically correct about this game. WE are all murdering things, critters, each other. So, there should be no hesitation in having a GM whupp some serious aZZ in public and publicaly prounounce sentence on the offending party.

Oh, yeah, the offending party can be a Gil seller, Gil buyer, or intentional MPK'r. (puhhhhhhhhhlllllllleeeeeeeezzzzee let me whup up on the gil buyers!!)

---------------------------------

Titan, Dilligaf
#983 Nov 15 2005 at 2:44 PM Rating: Good
*
98 posts
sorry i don't have time to read 20pages of post, so i'll just post my opinion.

this is one reason why ppl use grief tactics.

The best example for this is a NM called Gration, you know him..the one that drops Tatami Shield in Misareaux Coast. Alittle info on this NM; he hits extremely hard, has a nasty AOE, can't be stunned, and can't be silenced.

My ls and I did 2 runs, the first one was no drop, and the 2nd one got stolen at 1% by a lowlife mother???ker.

Here is how it happen:
everyone but pld, brd, and whm where left after a multi AOE. so PLD was kiting it while brd and whm went to raise ppl. it started casted -ga on pld so he tried to out run it and it went unclaimed...and this RDM was watching the fight since we started, cast water III to kill it and warp and went AWAY.

now, what would you do if this happened to your LS? after an 1hr and many deaths, would u be happy about it? so what we did was, we MPKed that f???er over and over and over and over again.

anyway, reason i'm posting here is a suggestion on MOBs/NMs:

Suggestion 1: Once a MOB/NM is claimed, they should stay claim to that party/ally only. reguardless if they pty disengage.

Suggestion 2: Give the command "UNCLAIM" to the menu..like say if u hit left from the Disengage..and right for Call for help.

Suggestion 3: Make it where the mob will only go unclaim once ALL the Pty/Ally memebers dies or is out of the "Fighting Area" range(will varies depending on mobs ofcourse) or if the "UNCLAIM" command is used or if party/ally zoned.

i'm sure this will reduce/fix the "UNCLAIMED" and MPKed issues SE is getting.



Edited, Tue Nov 15 15:01:42 2005 by KazeGQ
#984 Nov 15 2005 at 4:16 PM Rating: Decent
First off, I'd like to say that people have mentioned some very important changes to game mechanics that could prevent MPK deaths from occuring. What I want to suggest is to change one of the aspects of the game in hopes of removing the want to MPK in the first place.
To my knowledge, while there are many reasons for MPK, from what I have seen the primary reason would be to remove competition to aquire an item. The item may be for personal use or for its market value. Some of these items of value drop off standard mobs that people do usually not exp off of (tree cuttings, cockatrice meat, ect), but the most sought after items are usually dropped off of NM mobs, which only spawn under certain circumstances.
This may be entirely too complicated or drastic a change to make to a system that has been around for so long, but I believe this may be the solution. Why not make items of value drop off of exp mobs. I know that the reason why some items (lizard tails,earth crystals,ect) are so cheap is because people opt to exp on mobs that drop them so they are readily availible. As we know, once a mob checks as Too Weak, they no longer drop crystals. Would it harm the game mechanics if the same were true for non-crystal drops. Or perhaps a drastic percentage check could be made. A STANDARD mob may have a 1/100 chance of dropping a particularly sought after item, IF the mob checks as Incredibly Tough to the highest memeber to have participated in killing it, but a 1/200 if it was VT, or 1/500 Tough,.....0% for Too Weak). I'm not saying the numbers I mentioned make sense, just an example of how it could work. Another possibility would be to have the that percentage represent the chance that the NM version of the mobs spawns claimed by the pt to have defeated that last mob, much like how olla pequena>media>grande works in RuAvitua works.
This may even prompt people to exp on certain mobs they may have other wise avoided (crabs are often exped over Demons or mobs that prove more difficult dispite how they /check). This would spread people out into new camps. As far as RMT, or gilsellers, if they wanted to camp IT/VT mobs in hopes of getting a drop, they would also have to display skill and gain exp....which would take them a step closer to everyone else who plays this game. And eventually they would lvl up on IT/VT mobs, making the drop rate worse (I know they could die a bunch of times and delvl/hp to try it all again, but at least then they couldn't camp 24/7). The items lvl requirement could actually match the the mobs you were exping on, so someone wouldn't have to wait till they were high lvl to get an item they could have used earlier (moldavite earring/shamans cloak come to mind, I'm sure everyone has an example of this)
I most definatly don't want to devalue items people have already worked hard to get, so drop rates would be poor, but it would change the game for gilsellers and would allow players who don't want to compete with NM hunting pro's/botters while killing "Too Weak" placeholders that others could be exping off of. Just a suggestion, and I'm interested in knowing what others think.
#985 Nov 15 2005 at 4:40 PM Rating: Decent
*
70 posts
Ive read about 1/4 of the postings on this thread and would like to say I thought the suggestions and feedback for the most part has been excellent, I truly hope SE genuinely takes these suggestions on board and act accordingly.

My own input - while has been mentioned before - I would like to stress it again.
Its pretty simple, if repeated complaints have come in against a certain player, real action should be taken! Theres no programming involved, no need to call in the rocket scientists..... if Mr. X clocks up a half dozen complaints in the space of week.... ^.^ you know, do something about it rather than say "We'll investigate further, thank you". I firmly believe this action alone would, in a matter of weeks, dramatically reduce the level of violations executed by the ‘usual suspects’. All without any need of any software moding what-so-ever ^.^

Id take a wild guess SE are beginning to see a trend forming of people just getting tired and moving on to another game...
On every server Im sure there is a list of 10+ names that everyones heard over and over and over again. Just remove them! Before they cause others to leave! You dont wanna lose money SE, this is called damage control.


#986 Nov 15 2005 at 5:11 PM Rating: Good
Sugestion: In regards to mobs not agroing until they get to spawn point... allow them to agro players who've already gotten hate. This way bst won't be changed. Otherwise when they leave thier pet they won't have to watch out for agro like they normally would.
#987 Nov 15 2005 at 5:20 PM Rating: Good
Quote:
My own input - while has been mentioned before - I would like to stress it again.
Its pretty simple, if repeated complaints have come in against a certain player, real action should be taken!


what if a player has multiple accounts or a lot of friends and want blood. I think it's important to have evidence other than multiple testimony.

Coment to previous Suggesetion: I like the comment about being able to record a segment of time and send it to the GM. The suggestion I had made about taking a picture wouldn't work nearly as well cause it might be difficult to understand exactly what's going on from just a picture, or even multiple pictures taken at selective times. (of course you could also take a video at a selective time, like after you've mpk'd someone and took a video of thier revenge)
#988 Nov 15 2005 at 8:40 PM Rating: Decent
A problem I see most often arise with these suggestions is the fact they leave other opertunities open - such as Escort Quests and Garrisons become effortless.

Suggestion:
1) The implementation of a Monster Warping Ability (MWA); where as, a linked/aggroed monster that loses its target(s) "warps" back by despawning and then respawning at its spawn area/homepoint.

2) The implementation of a Monster Temporary Despawn Ability (MTDA); where as, a claimed monster that loses its target(s) despawns to wait for its target(s) to return, and in the case that its target(s) do(es) not return after a period of time it will spawn at its homepoint.

Application:
1) Trained monsters (all those that are considered to have been "zoned" or those taken outside of thier spawn area by any means other then being directly engaged) would pause* momentarily and then would return to their homepoint using their MWA if and only if no players are on its "hate list" and it is not engaged by another player.
* Other players may desire to engage the monster(s); therefor, the momentary pause would give them that opertunity. (i.e. The same kind of pause seen when a monster is 'zoned')

2) Claimed Monsters would use their MTDA after a momentary pause if and only if all of the players on its "hate list" are considered out of the area by either disconnection or "zoning"; however, to prevent abuse of this system, claimed monsters wouldn't instantly respawn, but instead they would wait to respawnd as if they had been killed. During this "waiting period" if one or more of the players on its "hate list" return to the zone before it spawns at its homepoint, the monster will respawn claimed in the postion it was before it despawned. Taking in account that monsters DO regenerate HP while in a non-aggressvie state, the monster may respawn with full HP.

3) Beastmaster (BST) pets that have been Released would use their MWA after a momentary pause. This (1) prevents BST from MPKing and (2) makes the BST job itself a little more dynamic (something S.E. loves to do).

Examples:
#1: A Party "zones" after their puller links to much to handle.
<Partymember(0)> uses a range attack on [Goblin(1)].
<Partymember(0)> aggros [Goblin(2)] as he starts back to camp.
<Randomplayer> casts cure on <Partymember(1)> as he passes by.
<Partymember(0)> now also links [Goblin(3)] which is at camp.
<Partymember(1)> casts escape, but <Partymember(5)> is left behind.
<Partymember(5)> is killed by [Goblin(1)].
[Goblin(1,2)] attack and kill <Randomplayer>.
[Goblin(3)] does nothing because he is at his homepoint area.
[Goblin(2)] uses his MWA after a short pause because he was never engaged.
[Goblin(1)] uses his MTDA after a short pause because that party did just "zone".
15 minutes later [Goblin(1)] respawn at homepoint area because none of the Party Members re-entered the zone.

#2: A Summoner/Black Mage trys to MPK a party.
<SMN/BLM> uses carbuncle to pull [Linking-Monster] to a party's camp.
<SMN/BLM> casts warp.
[Linking-Monster] pauses.
[Linking-Monster] uses his MTDA.
3 minutes later <SMN/BLM> zones back into the zone to see what distruction he has left.
[Linking-Monster] respawns at the postion it despawned.
[Linking-Monster] runs to <SMN/BLM>; attacks and kills <SMN/BLM>.
[Linking-Monster] uses his MWA after a short pause.

***Notice: Monster Warping Ability and Monster Temporary Despawn Ability are just that... Abilities. So, not all monsters would have to them both or they could have one and not the other such as a NM/HNM.

Please help me prefect this idea by e-mailing me at srdauzat@cableone.net or Personal Message me on this site. Thank you.
#989 Nov 16 2005 at 6:33 AM Rating: Decent
Crawlers' Nest especially needs help, training Crawlers to the Rolanberry Field zone, with a aggroing Crawler, just a single one... [death]
You zone in, run down the tunnel, not thinking to sneak as no mobs there aggro. And you get hundreds of mobs on you, even if they are Too Weak.. They hurt, and def kill lower lever people who go to party here. Though, I did move from Remora due to this -Not this in perticular- but NPK is a serious issue, especially things like that. This could of been done by accident by a higher lvl fighting getting alot of aggro and wanting to zone. Of course, this isn't just Crawlers' Nest. And might I add, I haven't seen this on Seraph. And was a few months ago LVLing BRD on Remora.. BST can be pretty harsh when lvling, releasing a mob, not thinking it will link to a near-by Group PT, I don't shun BST, but alot of the time, alot of BST I have seen, are out for themselves, but I suppose that's how they get XP. And obviously I can't complain, that's how the job works, but making the released mob, even with 30% HP not to link til it returns to its pop spot or something would be great, and XP saving, especially on Garlaige Citadel. Happened 3 times last night, and 4 times we had to pull back to lessen the chance of links. Which effects the general flow of the fight. Example: THF's SATA, etc. Though, the BST that linked us did help out after he killed the Magic Pot thing lol. AND speaking on that place... ¬.¬ Garlaige Citadel... Hello to Serket farmers, you KILL lvl 50ish's It's poison is deadly, taking 30-80HP especially mages. AoE can kill in 1-3 hits, if we survive the AoE the poison usually finishes us off. It popped yesterday, I moved back, but the people who have never seen Serket before moved forward, it AoE and whipped the BLM and THF to death. BLM Delvl'ing to 46/47 I can't remember. That really annoyed the people who died. Obviously. But we was just starting to lvl, and this coursed down time, resulting in the other blm to leave PT an hour later saying "Such an amount of XP gained in 1hr is not worth it." *Disband* All though the 10min down time obviously cut the XP amount. Even if you call a GM on certain things, usually 8/10 not classed as NPK, so.. What shall we do? mobs shouldn't aggro if BST release, full stop. Not til the reach Pop spot, or have Full HP. AoE shouldn't effect people who are not fighting the mob. Especially when fighting in the Kazham area, poison or sleep from enougher PT is sooooo annoying! ;_;
#990 Nov 16 2005 at 10:03 AM Rating: Decent
*
52 posts
Suggestion: More dynamis / limbus type zones which include both old and new NMs. Less or even no competition for NMs makes for less MPK. Also lower spawn timers to no more than 2hrs for a spawn max and raise drop rates. Rare/Ex item drop rate should be 100%.

Suggestion: BST and MPK- Allow BSTs to raise, create, or keep their own pet that they could call on and use rather than being forced to use pets in zone or expensive/weak jug pets. A private pet would be very helpful to BSTs and not have aggro ability toward other players.

Suggestion: Rigorously enforce the ToS. Total zero tolerance policy. RMT, MPK, Griefing, Cheating, and so much more and scarce few people doing this stuff ever get so much as a slap on the wrist. It is becoming a frightening reality that on many servers these cheaters are comprising at least half of the server population. This trash needs to be taken out fast before the 360 release of FFXI so that the new players can get into and enjoy the game.
#991 Nov 16 2005 at 10:53 AM Rating: Decent
Hello. It's nice to see that Square Enix is really taking our pleas seriously! I really appreciate you coming here and asking for sugestions.

I feel that if SE were to really crack down on those damn gilsellers 90% of the problem would be taken care of. The trains in Gartlige Citidel are due to gilsellers MPKing ppl who claim serket and vice versa. Serkets AoE is strong and kill many standbyers...but that is part of the game. Maybe it should be suggested that trains can only run in a certian proximity of which it originally spawned.

As for the "bind trick" this is really a bad thing. But comon guys don't blame SE for nasty tricks done by a player. Maybe if SE were to give us a list of known offenders and make it availible so we can recoginize them and band them from our parties. SE don't even have to do this...maybe Alla can help with a forum that allows us to post names and servers which we can view and consider ourselves forwarned.

Those are just a few suggestions. I hope you find a way to help without to much of the fun being taken from those of us that play the game to have fun.
#992 Nov 16 2005 at 12:53 PM Rating: Decent
1: Make returning monsters are less aggressive. Either reduce the chance of getting aggro'ed or make it non-aggressive and non-linking to an engaged party. Basically make it so that a mob can still be intentionally engaged, but not left for someone else to deal with, whether it was accidental or intentional. This would include both monsters that defeated the party that engaged them and BST released pets.


Now this can lead to two different types of changes in the mob.
2a: Since the behavior of these monsters have changed, change what they drop/give when defeated themselves. I.e. if the mob drops an "elite" item normally, from say it's an NM, then once it changes to this "cool-down mode" it no longer drops the elite item, but some other less valuable item. Or reduce the XP gained from a cooling down mob.

2b: Change the attacks of the mob. Maybe make it so while it is cooling down it gains TP and refreshes(MP gain) faster, so it will do more damage from abilities and spells. Basically, make it so you don't want to engage a mob that is cooling down.


3a: I know it has been said that the GMs should monitor highly contested, and therefore MPK'ed, NM locations, which is generally infeasible. So instead, if an MPK is repeatedly reported near an NM pop location, have either that entire region's or just the area around the pop location logged. In other words record what happens, from the same logs we get in our chat window plus exact location and times, for about 5 min prior to the pop to about 10-15 min after the NM died. That way if an MPK is reported, the GMs have something to go by. And they also have names of all possible witnesses.

3b: An alternative to having the servers record what happens like the chat logs currently do, would be to have the individual clients keep say a 1 hour record of everything that is happening, even if the chat filters are turned on. Then make it so the GMs could retrieve this information from each of the offended/offending parties.


4: Make an non-aggro area around every zone point. But don't make it unlimited, or some static time limit. Put something in the zoning code that says when everything right at the zone has loaded, then give the player like 30-60 sec to decide what he/she wants to do. In addition, to avoid abuse, make it so while in this zone you can only move. No attacking, healing, buffing, or any other aggo'able actions, while standing in this zone until your timer goes off.


5: Move all of the highly desired items that are obtained from NMs to a BCNM type battle or quest. Make them just as difficult to obtain, but were multiple groups can obtain them at the same time. If it is an item that the developers want to limit the number floating around, then add something like the chocobo license quest, where there is a forced length of time you have to wait until you can complete the quest. Or better yet, add a high fame/level requirement to it and make it non-repeatable.


6: Setup a standard hate generating order for mobs. Then let the players know what they are, or give indicators(i.e. noticeable behavioral changes) as to what gives hate. One such order might be:
Wacking a mob.
Healing someone wacking a mob.
Debuffing a mob.
Buffing/removing harmful buffs someone wacking a mob.
Linking(if applicable).
Normal Aggro.

7: Someone posted about having a duel option. I think that for normal everyday disputes, which GMs probably don't have time to adequately deal with, players should be able to settle between themselves. Let them duke it out in a mutually agreed upon battle in front of everyone. And to make it fair, level cap it to the lower of the two's level, and make sure /blockaid is always on. And when it is over, each person it brought back to full health with no XP lose. Then to make sure it isn't abused, set it so you can only iniate a duel every week or so.

8: Do like Microsoft did with WinXP. Do a file validation test. If a player has invalid files, no updates. And with no updates, then no playing.

Now as for what these changes would fix, let me explain:

1: This would solve the standard drag and drop MPKs, as well as not remove the ability to get mobs as they are returning from a zone or where ever they might have been dragged to trying to kill a player.
2: This would make it so noone would want to steal someone else's mob. For example, if MPKs are a big deal with HNM/NMs because people want the drop bad enough that they are gonna MPK someone to get the mob, then if they aren't gonna get the drop or gonna have to deal with a pissed off mob to do so, they might think twice about trying it in the first place. Then even if they do MPK for a drop, then they just wasted their time, as well as everyone else's.
3: This would enable GMs to be able to see exactly what happened during any supposed event. Making it so that they don't have to go off of word of mouth or get conflicting stories from the opposing parties.
4: This should help with the trains to the zone, especially in areas like Crawlers Nest and Garlaige Citadel. But it would make it so you couldn't just sit in a protected area and kill mobs without worrying about stray aggro. And it would also make sure that when you zone, you have enough time to react to the current situation, but not go AFK for log periods of time while not worrying about dying.
5: This should make it so everyone has a chance of obtaining a highly desired item, but not having to save millions of gil to get it, but without taking away the challenge of obtaining the item. I love the BCNM type battles, they are a challenge and a rush to do. And if multiple people are able to do them for things like Sekrets ring, then there would be no reason or way to MPK someone for a drop.
6: If this list, or one similar, is followed then it should remove the bound mobs attacking anyone that is just passing by, without removing the difficulty of navigating a zone with dagerous mobs. And if players are made aware of what will generate the most hate, then they can make the decisions as to what they want to do near a mob.
7: Other than just being a fun way to settle disputes and lighten the load on the GM ques, this could possibly solve the #1 reason for average everyday non-drop and kill related MPKs. I know I would have loved to done this the other night when dealing with someone that just pissed me off and refused to let up on his unexcusable behavior.
8: Ok this one might not be directly MPK related, but it would stop a lot of people from using 3rd Party programs to cheat and make people want to MPK them because of it.

I know some of these ideas were probably already expressed, but this is my 2 gils worth of advice. Plus, I tried to think of ways to not alter the overall game play or difficulty, while still trying to address some of the issues surrounding what make MPK possible.
#993 Nov 16 2005 at 1:35 PM Rating: Decent
Quote:
How does limiting the distance and the number of mobs that can be trained sound?

Thats a good quote. But if something like that had gone to plan. That would kind of kill some of our FFXI life styles. Those who multi-mass farm, need to have that kind of constant agro.
If you were camping for yugudo bead neclaces. Then you would have a hard time. And that would make it for people trying to raise some fame in another place very hard. Or atleast I'm not to sure on something like that. All I'm trying to do is shed light on a darkend matter. So I hope I have done something for you to gain sight on.
#994 Nov 16 2005 at 2:21 PM Rating: Decent
28 posts
I am posting again due to more suggestions, well one specifically. I don't mean to put down a suggestion, but just my opinion to SE.

The idea of eliminating AOE attacks from damaging members outside of a pt is a bad idea, IMO. This adds another tactic to the game and eliminating it would make it too easy picking a pt location or traveling through an area. Not to mention pt's with a power level with just be able to desimate all. If the PL is not gonna be damaged then that player has nothing to worry about except the pt's health. If AOE outside of the pt is eliminated then the mages job becomes easy and boring for the mage. Yes the mage will obtain aggro from the mob from cure ect, but that is only one aspect. AOE is part of the tactics in the game and eliminating it will make the game boring. Please dont take this out. Not to mention that as we know the true cause of MPK is mainly Trains of mobs, not just AOE. AOE is small compared to the trains gil sellers or pissed off players create.
#996REDACTED, Posted: Nov 16 2005 at 3:52 PM, Rating: Sub-Default, (Expand Post) The reason why the MPKers aren't getting caught is because they are MPKing in a way were the GMs cant prosecute them for MPKing.
#997 Nov 16 2005 at 7:30 PM Rating: Decent
**
357 posts
Make the mob "zone out" with the player it was following and instantly re-appear at its natural spawn point. Thought I dont know what that would do to NMs on lottery pop with placeholders.


What is the FFXI community take on unintentional mpk? You aggro something unwillingly and you run your *** off to zone it (who wants to loose 1k + exp huh) and people end up killed by it.
#998 Nov 16 2005 at 8:10 PM Rating: Good
**
352 posts











How do you help solve the MPK problem?

[Hotpink]Hire some GMs who care.


Seriously.[/Crimson]








#999 Nov 16 2005 at 11:55 PM Rating: Decent
I have seen many people posting about Gilsellers on the game. i have heard how many other GM's work those people out of the system. When someone has been in an area for "X" amount of time they get flagged. if they have high amount of gil aquired all at once with no explination they get flagged. If they loose high amount of gil at a time without buying anything they get flagged. It's your world SE you made this place a reality. If you can't play God on it and remove problem people then let us players deal with it our own way. I know many people including myself who just get bored and wouldn't mind spending a day MPK gilsellers and not get in trouble for it. Also i have seen that you have made Empress band "Emperior band" RA/EX which i think is a great thing. Many people need those items to lvl with and if they are willing to give the effort to camp this NM to get drop then atleast if you get beat you know it's going to someone that can use this item not sell it. Make all NM drops Rare/ex that people can wear. Things such as behamath hide and Adamantois hide might be hard to make like that because people use those to craft with and they are high level mobs. If anyone disagree with making items RA/EX please post, and give reason maybe if they see alot of people agree to this they might do it.
#1000 Nov 17 2005 at 3:31 AM Rating: Decent
================================================================
I have seen many people posting about Gilsellers on the game. i have heard how many other GM's work those people out of the
system. When someone has been in an area for "X" amount of time they get flagged. if they have high amount of gil aquired all at once with no explination they get flagged. If they loose high amount of gil at a time without buying anything they get flagged. It's your world SE you made this place a reality. If you can't play God on it and remove problem people then let us players deal with it our own way. I know many people including myself who just get bored and wouldn't mind spending a day MPK gilsellers and not get in trouble for it. Also i have seen that you have made Empress band "Emperior band" RA/EX which i think is a great thing. Many people need those items to lvl with and if they are willing to give the effort to camp this NM to get drop then atleast if you get beat you know it's going to someone that can use this item not sell it. Make all NM drops Rare/ex that people can wear. Things such as behamath hide and Adamantois hide might be hard to make like that because people use those to craft with and they are high level mobs. If anyone disagree with making items RA/EX please post, and give reason maybe if they see alot of people agree to this they might do it.
===============================================================

I totally agree with you, make all origanal items BCNM only, This gives everyone a chance to play the game instead of being forced to buy these items from RMT players, because we don't have a chance from the heavly camped NM's due to being constantly mpk'd every time.

Also the idea for trained mobs to return to their original spawn point without agroing other players, unless they are provoked by a player.

AoE should not effect players outside party or alliance.

Add more drops from a NM, 6 - 18 people in a party or alliance that is required to kill a NM, HNM doesnt fair well for all, for items that are sought after and only drops for a single player? add remove lottery drops, players that have to camp a mob for days and weeks to get a drop is ridiculous. We dont't all have that sort of time to spend on the game to do that.

Bind to be fixed

All NM items to be made Rare/Ex as mentioned above.

Mobs to continue to chase original puller after flee is used. this should also be implimented with bind.

At least double the number of mining spots or randomise the spawn points, not really mpk related but some people still do sometimes.

Feedback from GM either by tell or through mail system to tell players outcome of their investigation as players are very demoralised by the GM system as it stands, also mentioned earlier in this thread.

Random the fishing yield so that bots will catch at least a monster that they have to fight rather than realeased, or some fix on the fishing that can challenge bots. I'm not looking at IT monsters that ***** the real fishists. Again not mpk related but needed to be addressed.

MPK is generally done by RMT players. To leviate the problem it is really this area that needs to be addresses and fixed, as it stands a lot of the sought after items are price fixed by the RMT players so the economy is not true to what it should or could be. Also the general concensus is that the general population believes that SquareEnix supports IGN/EGN for selling gil and items for real money and or that you employ the company/ies.

A statement from SE on this subject of RMT's would be very welcomed, with their views and position on this subject.

Apologies for ranting and going of track, but if SE consentrated on the RMT players i dont think you would have so much MPK problems as their is now. Yes you will have the one or two idiots in the game who think they are funny, but we can deal with that.







Edited, Thu Nov 17 04:01:05 2005 by meherwan
#1001 Nov 17 2005 at 5:23 AM Rating: Good
Quote:
Apologies for ranting and going of track, but if SE consentrated on the RMT players i dont think you would have so much MPK problems as their is now. Yes you will have the one or two idiots in the game who think they are funny, but we can deal with that.


As with a case last night, a party i was in doing very well in quicksand caves, unfortunately i had to leave, as i had friends comming round, when i got back to the game, i was told by one of the party i had been with that i was lucky to have left since 20 mins after i had gone, the party had moved camp due to exp not being very good, and unfortunatly for them they'd moved into a bst's exp spot, the bst then released a pet right by the party which aggroed them and wiped them out, obviously the party broke up because of it. and all due to this bst laying claim to territory that actually dosnt even belong to them personally anyway.

Edited, Thu Nov 17 05:38:01 2005 by Redzebrass
This thread is locked
You cannot post in a locked topic!
Recent Visitors: 689 All times are in CST
Anonymous Guests (689)