Ahkore,
With your own examples, I thought of some systems you could have that apply those concepts within a reasonable framework. Obviously you intended those as generalities and they come off as a little too simple, but the first one, for example, could have aggro patterns set up as such: within a certain radius around a spawn point (perhaps the radius varies with the monster type), a mob will aggro with 100% to whatever aggro parameters it has (sight, sound, magic, etc), and beyond that radius, the chances of aggro diminish the further out the mob gets from its point of origin. As for when it starts to head back to its original radius, the 2 options are to have its aggro tendency increase since the radius is getting shorter or maybe remain at the same aggro chance it was at its farthest point until it returns to the original radius of 100% aggro. Someone on page 4 suggested a mob taking random paths back so its path cannot be predicted. I think that's good, and it should not include a simple b-line with a margin of error, but maybe include a spiral, where if a mob is far south of its original radius, it may not re-enter the original radius on the southern edge, it may circle around and enter from any other side. Sudden veers and other such surprise paths would be good too. I would characterize a good random system as: a monster takes a random path back to its spawning region with the path being more direct until it comes close to its region at which point the path can take any shape, including wrapping around the region to enter from the back (back relative to the direction of approach)or other non-direct routes.
As for your other example of released BST Pets. Maybe consider making emergence from being a pet, from being docile to wild, more of a process over time than a sudden instant flip. Imagine Charm like a tranquilizer or sedative, it's not going to wear off instantly. A creature will become less sedate and more active. I'm sure Square could figure out a good time interval.
And about the idea of stationing GMs, hmmm, how would the idea of dummy GMs sound, GMs that are controlled by AIs and not real people? They would make some players hesitate as they may not know if the GM is an AI not watching or a real GM watching (in other words, the dummy GMs would be NPCs in GM armor)... or if the NPC GM can be taken over by a real breathing GM without any outward visible sign. It's insidious, but I've seen empty cop cars parked on the other sides of underpasses and cars with cardboard cutout cops in the U-turn spots on interstates, coupled with real cop cars under some underpasses and in some U-turn spots (they do that for holiday travel, at least some of the time). Or, just as there is that Vana'diel Wind camera, maybe have an invisible NPC stationed at HNM spawn points and notorious MPK spots whose sole purpose is to stand around watching and recording what goes on like the equivalent of a security camera. It may not stop the MPK or whatever, but the footage can be reviewed and the MPKers caught at a later time. And maybe for fun, when the MPKer gets sent to Mordion Gaol, maybe Bahamut can be waiting in their cell to Mega Flare them. It would be a bit intimidating to suddenly appear in a cell with no other players and a huge dragon staring down on you preparing to use its ultimate move. Maybe Bahamut could give a warning "If you get caught for MPKing 3 times and face my flare, the 3rd flare will vaporize your character and cause your account to be terminated/banned".
(reading on, I see someone came up with the same security camera idea I had)
Someone earlier suggested when a mob is claimed and an alliance is wiped fighting it, that the mob cannot be claimed until its HP is at 100%. That sounds like a good idea. Maybe when a mob is provoked after wiping out an alliance, a message could pop up saying "The monster does not seem interested" or "Monster is in siesta. Come back in x minutes". Or players can fight a mob, but its drop rates are proportional to its HP when it is claimed, so, claiming Nidhogg at 1%HP would make the drop chances of an Abjuration: (whatever 1:## odds it has) x 0.01.
And people raised a good point (well, points actually), spotting some of the changes suggested could be exploited to make a zone aggro free and secure safe passage for players through it and that it would be a too drastic change and make things too easy to abandon the linking system all together. That advice should be considered when developing the MPK, train, claim-stealing fixes.
Or, you could do nothing and just add a sound effect of when a train is approaching a player, the sound of Railroad Crossing Gates sounding could appear (I'm not sure how railroad crossings are implemented outside of North America, but I know Square knows what it is since the Doomtrain Summon from FF8 utilized it), and maybe add the sound of a rushing freight engine getting louder and louder as the train gets closer to the player :D
Thanks for coming around to visit the forums frequented by players and fans.
And by the way, did you know Final Fantasys 1,2,3,4,5,6,7,8,9,10 have *all* had Chimeras as a monster in them, but FFXI does not? And I noticed Goblins and Elementals don't have a BCNM either, whereas all original FFXI to RotZ enemy types do. Just 2 little comments I wanted to make.
Edit: Wow, I didn't mean this post to be *this* long.
Edited, Thu Nov 3 19:31:18 2005 by zoogelio