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Make it so monsters trained to the zone do not aggro until they've walked back to their original starting point!
This is the one I think would be the best. It not only deals with MPK, it deals with another common issue which is trains at common zones like Selbina, Kazham, Qufim, etc.
Basically, I'd work it like this. Each Monster is assigned a patrol zone. I believe, in game, this already kinda exists. I usually don't see monster way away from their spawn point. While in this patrol zone, they will have all their normal behavior, which means aggro, linking, etc. However, once they leave that patrol zone, they no longer aggro or link (although monsters in their patrol zone can link with them). They will maintain any current aggro, just like they do now, and chase any character down right to the zone if necessary, but while not in their zone they won't be an aggro threat. They will still defend themselves if attacked however.
Alternately, perhaps a more simple implementation is to have any mob that has left it's patrol zone just despawn after a few seconds, and automatically respawn at their normal spawn point. This has a slight side effect that it will disable the ability of people to do the zone-kill exploit, which frankly is fine by me.
Another MPK issue is the 'grab claim, but leave hate on the other guys' MPK. This one is an issue with King Behemoth, and anything else that is commonly kited or can kill it's targets quickly causing possible claim loss. Now to address this one, I think there are 2 general approaches: deal with the claim loss, or deal with the hate.
Claim loss to me is weird. You can have 18 people doing various things to a monster, but because it just killed the tank, claim inexplicably is lost. Since this is most obvious with kited monsters I'm assuming it's due to the claim system being a bit limited and not keeping track well of multiple claims, and instead is tracking just a couple, and if those people die it drops the claim. Making this further complicated are that in kite battles most people are not using auto attack, and instead or using spells/ranged attacks.
Ideally fixing claim loss would be the real solution. Making it better able to track multiple claims would probably be best. Another possibility is to enable a sort of /autoclaim on, which while on, as long as your party/alliance has claim, you also are considered to have claim should claim be about to be lost.
The other end is the hate. Although it's a lesser issue thanks now to the /blockaid, with a claim loss you can get it to be an issue. I think this one was an early design thought to discourage outside people from tossing cures around to Power Level others. They would have to worry about the monster turning on them and hitting them instead. However, in the end it didn't solve that problem, it actually ended up being a bit of a Power Level aid as a Power level could deliberately grab hate and act as a tank since they're far higher level. However, it did act as intended in some battles as outside healing parties are often used in high end HNM battles, and naturally in these circumstances it makes sense that the outside healer should get hate.
I think the solution here is that point of claim transfer. When claim is changed from one party to another who are not allied, previous hate is just lost, or greatly reduced perhaps to it's minimal level. If they continue to do supporting actions like heal, they will accululate new hate just like they did before. The problem with this is it can be exploited to potentially allow two parties, not allied but working together, to bounce claim, and thus hate, back and forth. This is why I feel dealing with the actual claim loss is a better option.
As for AoE's, I would say AoE's can only effect those people with at least some minimal amount of hate, or that are in the target's party/alliance.