MPK Issues to be Addressed

Addressing MPK Issues MPK (Monster Player Kill) is a form of player harassment that has plagued many MMORPGs. MPK involves using one's character to purposely cause damage to other players or to unfairly take another's claimed target in the midst of battle. Several measures will be introduced in the next version update to counter these issues. The upcoming measures are intended to deal with issues regarding the acquisition of items and claiming of monsters, rather than focusing on direct involvement in player disputes. In previous updates, we have dealt with problems between players by changing fiercely competed-for items to Ex/Rare, changing the locations of certain notorious monsters, and introducing measures against the use of third-party tools that violate the user agreement. Several types of battlefield and burning circle areas were also added to decrease disputes between players. The following measures were introduced in the version update on August 1, 2005 to further alleviate the issue. -The command /blockaid was added.*(1) -"Trade" offers could no longer be received from characters on a player's blacklist. -Players were made unable to use spells or abilities to claim a monster as soon as it appeared.*(2) However, interaction and competition with other players are what makes an MMORPG enjoyable, and we have no desire to sacrifice those aspects of FINAL FANTASY XI. Players may be affected by situations caused by others, such as suddenly finding oneself in the midst of a train of monsters led by another player trying to escape. Player interaction can be either positive or negative and is an important part of the game. It is essential for players to realize the importance of this interaction and enjoy it, cooperating with one another to solve any minor disputes that may arise. Unfortunately, there have been several players as of late who have used game features to harass others, particularly in the form of MPK, or taking advantage of a monster's enmity to make it attack others and disrupt the game. It is the role of the GM team to resolve such issues, but in several cases it can be difficult to determine whether a player intentionally caused a problem after consulting only the chat and action logs. Often there is a discrepancy between both sides of the dispute's claims. In such cases, it would not be proper to choose a side based on personal opinion or to listen to only one side's claims. Therefore, the issues best resolved have been those actually witnessed by the GM. Such difficulties have caused player disputes that require third-party intervention to increase, and we realize that in-game measures must be introduced to alleviate the situation. In the next version update, we plan to introduce the following measures. -If a player is KO'd or moves to a new area while fighting a monster at a location in which the monster does not usually inhabit, the monster will not begin attacking others in the surrounding area. Instead, it will simply disappear. This measure refers to the radius that the monster walks about when not engaged in battle. After being drawn out of that radius during battle and released, the monster will disappear, and then reappear after a short time in its proper location. In addition, the monster that reappears will be the exact same monster that disappeared, and not another monster of the same type. This rule will not apply to notorious monsters. -Monsters that have been rendered immobile with the "Bind" spell will not attack anyone other than the party or alliance that it is targeting. The GM team will continue to penalize players who purposely harass others. The GMs will not deal with player disputes after hearing only one position, but will strive to find a solution after consulting all sides. We ask for your cooperation and understanding, and hope that you enjoy interacting with other players in the world of FINAL FANTASY XI. *(1) The /blockaid command The command "/blockaid" was added. "/blockaid" has the following effect: Magical assistance (such as "Cure" and "Protect"), trades, party invites etc. from non-party/alliance characters will be blocked. The "/blockaid" effect will be canceled if the player temporarily logs out to the PlayOnline Viewer, logs out, changes areas, or is KO'd. Command/Subcommands: /blockaid on Activate the blockaid effect. /blockaid off Cancel the blockaid effect. /blockaid Display current blockaid status. *(2) Claiming monsters Players are no longer able to use spells or abilities to claim a monster as soon as it appears. If players attempt to use spells or abilities to claim a monster before a set amount of time has passed since it appeared, they will be unable to use those spells or abilities again for a certain duration. FINAL FANTASY XI Development Team (12/08/2005)

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One problem
# Dec 13 2005 at 9:33 AM Rating: Decent
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190 posts
Apologies first, I don't know if anyone has said this as there are too many posts for me to read through at the moment, so sorry if this has been said.

Now, having the mob despawn and respawn back in it's original wander radius sounds all well and good, but one potential problem with it is that, while most people would have an idea of where and where not to camp in a given pos, if the mobs are trained out, you could possibly get confused as to the wander radius and fight something inside it. With mobs wandering back, you at least have a chance to see them returning to base and move out of the way. If they de- and respawn, however, you have a chance of having a mob pop right on top of you with not enough time to move. The best way to correct this is either to lengthen the "awakening" period of a mob that trains and respawns, or, as many have said, simply have their aggro mechanism turn off when they're outside their wander radius and wander back normally. Making the "awakening" period longer (the length of time between when they spawn and when they can actually aggro you, about 3 seconds normally) is in case multiple mobs are trained and they all despawn and respawn at base at the same time.

Just a thought.
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If it's tourist season, why can't we shoot them?
MPK Changes>>Good or Bad!?
# Dec 13 2005 at 12:41 AM Rating: Decent
I sincerely hope that SE Looked through every cranny and hole with this issue!Sure it's nice to get rid of MPK'ing but is it goin to affect party pulls;BSTs Soloing:Intended Mob Trains for onslaughter!?I'm hoping you thought this through!wouldnt wanna see a change with good intentions gone bad....
hmmm
# Dec 12 2005 at 6:55 PM Rating: Default
why not worry about the gil-seller issue first... that hurts game play more than MPK imo,
i've actually never been MPKed, however i have had to quit lvling a character for months in order to save up enough to buy an item who's price is rediculous due to gil-sellers (and gil-buyers don't help out much either, cuz if there weren't any gil-buyers there wouldn't be and gil-sellers)
aggro behavior
# Dec 10 2005 at 8:45 PM Rating: Good
Here is my guess for all the bst that is worrying about this update. My guess is that it only affect monster that have an aggro behavior (either by sound, sight or link). Monster that usally do not aggro wont be affected by this update. But that still a guess. It solve the problem they intend to solve and do not create a problem to bst out there.
tree?
# Dec 10 2005 at 7:33 PM Rating: Decent
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2,306 posts
the worst part of tree is when BST release their pet korrigans

it will end the c-bat, f-bat, and c-beetle trains in citadel, and the s-crawler/r-crawler trains in crawler's. it will not end those goblin smithy/pathfinder/shaman trains in yhoator, because those gobs are in their proper area. it will, however, end the stronger gobs from being trained.
RE: tree?
# Dec 11 2005 at 7:38 PM Rating: Decent
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435 posts
I don't know, I bet it will help in the Jungles, too. At least, I hope it does.

Quote:
This measure refers to the radius that the monster walks about when not engaged in battle.


Meaning that gobs, any gobs, pulled away from their normal, resting position would simply disappear. Since no gobs pop or wander by the zone-line naturally, they would be included in this rule and therefore disappear. Yay.
hmmm
# Dec 10 2005 at 1:31 PM Rating: Decent
I've been reading the posts and some bst's I think, are getting scared for no reason. I'm a bst and don't really think this MPK patch is gonna nerf me being able to exp solo anywhere. I might be wrong, but I believe what SE means by "area where the mob wanders around" could mean the level tier of an area. I'm guessing that the idea isn't to stop Wingrats/Evac's from killing people at the Garlaige Citadel zone, but maybe to cut down on things like dragging a Chamber Beetle from the basement to the zone and it killing people, or Exorays hanging around upstairs in the Crawler's Nest near the Rolandberry zone killing the level 30's. But I agree with some other people here that unless you MPK, you might not even see a big change in the way this is changed. BTW, if a bst is using a mob of a differant level tier in a lower level area to farm, I'm guessing the change would be noticed.
An Unorthidox Solution to a Plaguing Problem
# Dec 09 2005 at 5:44 PM Rating: Decent
This may be a little late, but I think its better than never:

To correct the problem known as MPKing, a creative solution was devised to punish the unsportsmen-like individual. This solution will be known as a Red Skull status. Game Masters (GM) will be placed in areas that MPKs commonly occur, around Notorious Monster spawn areas for example. The GM will watch for an individual trying to MPK other players. If this individual (Player A) is caught MPKing another player, the GM will notify them that they have been caught and disciplinary actions will be taken against them. A Red Skull will be placed next to Player A’s name, replacing the linkshell or bazaar icon. This Red Skull will notify other players that Player A has committed an MPK, and is open for attack.

The specifications for the Red Skull (RS) status are as follows:
•The RS status will stay in effect for either ten deaths or three real-time days, which ever occurs first.
•A GM must witness the event of an MPK to give out a RS status.
•Player A will be able to be attacked by other players without being able to attack them back.
•Player A may be attacked in any zone (except in the Moghouse).
•At the time of receiving an RS status, Player A will lose half a level in experience.
•With each death (to a total of ten) that follows receiving the RS status, Player A will lose one-tenth of a level in experience. One full level may be lost due to the ten deaths.
•A total of one and a half levels may be lost from receiving the RS status, and taking ten deaths.
•After each death, Player A must wait dead for ten minutes before being sent to their home point.
•Having an RS status, Player A will be unable to receive a raise and reraises will become invalid.
•The ten deaths may be received from either another player or a monster.


Please let me know what you think about this solution. Im open for constructive critism. ^^

Edited, Fri Dec 9 18:47:13 2005
An Unorthidox Solution to a Plaguing Problem
# Jan 30 2010 at 9:08 PM Rating: Decent
I agree that this is the dumbest idea I have ever seen. This will provoke the idea of "How long can I survive with everyone attacking me?" I think people would intentionally try to get this status just for that purpose. Not to mention would this give the person the ability to fight back? Or just allow other players to just slaughter them?
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 15 2005 at 3:45 PM Rating: Good
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72 posts
Kudo's to you for your idea and i do agree

i was going to say this could be suggested in the MPK forum discussion...but after reading recent posts there it's just rants on how SE is trying to ***** players... so...nevermind ^^;;
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 13 2005 at 12:49 AM Rating: Decent
honestly...i like the way you think![/yellow]Eye for an Eye[/yellow].....but [/red]RS[/red]
effect and every1 attacks the [/blue]PC[/blue] at fault w/ no chance of fighting back is a bit harsh...[/orange]Duel System[/orange] should be introduced in the battlegrounds beside [/blue]Ballista[/blue]!it could solve alot of in-house problems>>>have [/red]MPKer[/red] be engaged
by [/yellow]PC[/yellow] [/red]MPK'd[/red] and duel it out at a same [/silver]lvl cap[/silver]
[/blue]20>>20,30>>30[/blue] so on and so on....it could settle disputes right there and then....and actually add a restriction on the [/red]MPK'er[/red] like his 2hr being revoked for the battle....lol..give a small advantage to the [/yellow]PC[/yellow] [/red]MPK'd[/red]...i'm sure [/gold]GM[/gold]s would enjoy watching that instead of reading both parties chat logs and sending one to [/gold]GM[/gold] jail!btw i've been [/red]MPK'd[/red] a few times and it aint fun!Rate up for u!^^

Edited, Tue Dec 13 00:58:07 2005
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 10 2005 at 3:36 PM Rating: Good
The is the DUMMEST idea i have herd yet!
all that will do is give EVERY ONE a Red Skull status and then all we have is a mad house of people killing people.
Because killing another player is what they want to stop not MAKE EASYER!

The red skull idea is only for those people that are vindictive and petty to get revenge and it will ony creat a cycle of KPK'n and just make it worse in the long run. so even though you might think it's a good idea try putting more thought into a solution and think how it may be abused as well.

Now do you see SE's problem of fixing problems?
try small things first step by step and you do less dammage in the long run.
Lets give SE's idea a try first and see how it works, THEN lets make fun at it IF it doesn't work.
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 12 2005 at 5:14 PM Rating: Default
Yes, please read all of the post before you bash it. Of course GMs arent going to give players Red Skull status if they are bashing upon someone with Red Skull status.
And yes it was a scare tactic. Of course it wont help some of the gil sellers, but it will keep some other regular players from doing it because they wont want to lose levels over claiming an NM.

Quote:
Now do you see SE's problem of fixing problems?
try small things first step by step and you do less dammage in the long run.
Lets give SE's idea a try first and see how it works, THEN lets make fun at it IF it doesn't work.


You dont need to bash on me for dissing SE or anything... because I havent. Save that sh_t for someone else. My post was a suggestion... not bashing like someone elses.

Edited, Mon Dec 12 16:20:55 2005
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 12 2005 at 12:27 PM Rating: Decent
Please try reading all of the post before you slam into it. The fact is that only a GM can apply the status, and only if they witness the possible MPK. That means that the players cannot afflict it to other players. That also means that there is solid evidence that the player has tried an MPK with a GM on watch. I think it's a fitting punishment, because it's a player justice. They get Mobbed by angry players and they can do little to stop it. Besides, I think it's more of a scare tactic too. Would you want to lose a level? I know I don't want to at the level I'm at. Now please, start reading ALL of the article before you make an opinion.
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 10 2005 at 3:35 PM Rating: Default
sorry double post.

Edited, Sat Dec 10 15:43:11 2005
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 10 2005 at 3:35 PM Rating: Default
sorry double post.

Edited, Sat Dec 10 15:42:09 2005
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 09 2005 at 9:55 PM Rating: Decent
Bwahahahahah. I hope they do that Red Skull thing. It would be perfect justice. Also, could you imagine 50 gamers in Jeuno going after a Red Skulled person. Priceless!

Also, is this an idea of what they might do? or are they actually going to impliment this new system?

Edited, Sat Dec 10 13:48:59 2005
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 14 2005 at 4:02 PM Rating: Decent
Well, It is a great idea imo. I hope they really consider it. It would be a great way to get back at the MPK players. Of course they're probably not as big of threat now that the new MPK system is in but there should always be alternate ways to punish them.
RE: An Unorthidox Solution to a Plaguing Problem
# Dec 12 2005 at 5:25 PM Rating: Default
Quote:
Also, is this an idea of what they might do? or are they actually going to impliment this new system?


I dont think they are planning on doing this (considering its an idea from one of the 'little' people). It was just a suggestion written up by me. Trying to be a little more creative and making it in a format easy for SE to use, if they felt like it was a 'good' idea.

Edited, Mon Dec 12 17:34:24 2005
Happy
# Dec 09 2005 at 3:10 PM Rating: Decent
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238 posts
I'm just happy because;
Qufim,
Yhoatar,
Yuhtunga(sp?)
Garlaige,
Kuftal,
Quicksands,
and other popular camping zones are now, if not completely zone delay-free, pretty close to it.

I just love sitting @ the Western Altepa entrance of Kuftal and watching Guivre, some haunts and 10's of Robber crabs getting zoned past us. I'm sure we've all had those days where we sat on the cliff near zone, for hours waiting for the haunts to just go away...
Much better than you think
# Dec 09 2005 at 1:47 PM Rating: Excellent
48 posts
Jeez, all this complaining is borderline retarded. You moan and whine about how SE is doing a terrible job, but never do anything about it. You know where they came up with these ideas? This thread, right here on Allakhazam. They went out of their way to learn what the players want, and this is what we told them. If you don't like it, you should have made your opinion known when you had the chance.

And for those of you saying they're not solving "the real problem" of gilsellers, cut them some slack already. This new update may not stop gilsellers completly, but most complaints about gilsellers tend to involve MPK. Point 1: If MPK is harder to pull off, it'll happen less often, meaning SE will get fewer GM calls about MPK, which will free them to do more important things (perhaps, I don't know, cracking down on gilsellers). Point 2: if a gilseller is no longer able to MPK to eliminate the competition, then the competition will stick around, hurting the gilseller's profits.

So this is a two-fold solution. It helps aliviate MPK, which would exist even without gilsellers, and it throws a wrench in the standard gilseller's operation. If it hurts them enough, they'll leave. If it doesn't, maybe the next update will. SE is trying, and even listening to the players while doing so. Stop bashing on them for it.
Compromise
# Dec 09 2005 at 1:28 PM Rating: Decent
as with most things in the game , and life , you must make certain comromises to make everyone happy , even tho this isnt possible . In the news story , it make no mention of BST pets . The point being made of NM or HNM MPKs could be an issue , but most people i know who fight NMs usually die trying to beat them if the battle goes bad . Only time will tell what this new update will yeild . Who knows , maybe the people who just play the game might not even notice , only those that MPK will .
XD
# Dec 09 2005 at 12:36 PM Rating: Decent
Prettier Than You
*****
12,975 posts
Quote:
[I'm not a BST hater either]


Doesn't sound like it. I bet if a THF ran over there and was fighting those mobs, and they killed him, you wouldn't have complained. But since a BST used release, suddenly they're villains.


Oh, by the way, you can't charm the undead hounds in Uelkgkudghsekugh Range. Nice try at a made up story, though.
____________________________
Did you lose faith?
Yes, I lost faith in the powers that be.
But in doing so I came across the will to disagree.
And I gave up. Yes, I gave up, and then I gave in.
But I take responsibility for every single sin. ♪ ♫


Thank god I stopped playing MMOs.
Welcome This Change
# Dec 09 2005 at 11:01 AM Rating: Default
You talk about BST getting the shaft. How about this. 73 PLD soloing buffalo. Two BST run by with a snoll and a wolf. Kill a buffalo passed you. Then release the mobs. Mobs head back to there HP, and you get killed. These two could care less. Didn't even try to fine me a high level WHM. Lost 2400 frecking points because of there, care less attitude. [I'm not a BST hater either]

I for one, wrote for this change and I welcome this. Now people can XP in places like Garlaige Citadel, without waiting for the mobs to HP.

This game was made for people to help people reach there goals. US against the mobs. NOT us against us. If you don't have a the heart to help others, or a selfish heart, why are you playing this game. I find JOY in helping others reach there goals and so should you.

BTW I play on Fairy: 73 PLD Mozhat. Enjoy the game. :)
RE: Welcome This Change
# Dec 10 2005 at 9:53 AM Rating: Decent
If that is true, then why is a wolf coming back up to the 1st. ravine. The wolf and snoll was going back to there HP. I was killed by both and the mobs don't spawn or prowl that area. Maybe They wern't BST. But, tell me this, if you got aggro, would you run away from a zone. They were going farther in. Any way you look at it. It was a MPK. And last night Rikkulo and Rihyuhte are both BST. They where releasing bats right on us, while I was helping two people getting there coffer key. Bite that one.



Edited, Sat Dec 10 10:10:18 2005
RE: Welcome This Change
# Dec 09 2005 at 7:35 PM Rating: Good
41 posts
Uh... Hate to burst your bubble guy, but you can't charm Snolls or Wolves. Snolls are Arcana and Wolves are Undead. So~ that means your story is bogus! *Takes out a red marker and writes "Liar" on Mozhat's forehead.*
BST
# Dec 09 2005 at 10:22 AM Rating: Decent
I imagine that there is a time limit to how long the monster will disappear. If that is true then Serket and so forth MPK's can still exist with the release of mobs ontop of the party. I imagine SE did think about the release command for BST, giving them enough time to reclaim their monsters after release. But also, that would cause BST MPK to be more frequent. There might be even more MPKing BST's. I guess we will find out after the next version update. SE has always tried to fix errors they've made in the past. Give them credit for what they are trying to do than booing them on things they mess up on. We can never really have anything that is perfect. :P
They screwed BST bad
# Dec 09 2005 at 9:09 AM Rating: Default
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388 posts
They royally ***** BST if they implement this. We always have a search to find Even Match pets, and when we find them, we can take them where we want and use them to XP all day. Now, many many many great BST camps will be useless. Im shocked they didnt think of this, its a HUGE problem for BST's in my opinion. GL you aspiring bsts.
RE: They screwed BST bad
# Dec 10 2005 at 1:57 PM Rating: Decent
No, no, no, no, no. This won't affect BST in any way. The fact is that that when a BST looses a mob it's usually going to go right after them (Feel free to correct me on this, my knowledge of BST isn't that great). Let my try wording this in another way. BST usually get attacked by their mob if it breaks free, so the mob is still in somewhat aggro. If a BST releases a Mob, usually it's because it's done with it, or they plan to do something worse with it. The fact is that I do not see BST being affected by this, and you'll see it too if you give it a shot when it comes out.

And for those that still have an argument, deal! It's coming out, and there's nothing you can do to stop it. So live with it and if it turns out to be bad they'll probably get rid of it.
RE: They screwed BST bad
# Dec 11 2005 at 9:12 PM Rating: Decent
When BST gets release at 35 it loses all aggro and returns to its original spot while regaining its HP lost durring the battle it was in. It's a good way for BST to keep a good pet while Exping in an area. Hopefully this update won't affect this at all.
RE: They screwed BST bad
# Dec 09 2005 at 1:00 PM Rating: Decent
Quote:
They royally ***** BST if they implement this. We always have a search to find Even Match pets, and when we find them, we can take them where we want and use them to XP all day. Now, many many many great BST camps will be useless. Im shocked they didnt think of this, its a HUGE problem for BST's in my opinion. GL you aspiring bsts.


Nothing says they haven't thought of this. Everyone is simply going to have to wait and see. You can't get up in arms over something that hasn't even been released yet. All of this over a poor choice of wording. Wow.
RE: They screwed BST bad
# Dec 09 2005 at 9:57 AM Rating: Decent
I don't think it apply to bst pets that brake free. if that what you mean by how it going to screwed BST


Edited, Fri Dec 9 09:58:44 2005
Bind - I didn't know I swear.
# Dec 09 2005 at 8:06 AM Rating: Decent
Quote:
-Monsters that have been rendered immobile with the "Bind" spell will not attack anyone other than the party or alliance that it is targeting.

This is how I first experienced an MPK. I was leveling my archery in Kon. Highlands a long time ago with my rdm. I casted Bind, then just let the arrows fly. Well, a player that was leveling a pre-party level job was trying to get away from a mob, when my binded lizard took a bite at him, and almost finished the job. The player was pretty peeved at me, but I really had no intention of trying to kill him.

I'm still pretty ignorant when it comes to MPK issues, as I have yet to be MPK'd by somebody in any MMORPG(I don't really have any enemies that I know about). And I would never intentionally MPK anybody. Although I have heard threats in shouts such as "I have a Cutless Scorpion just dying to meet cha!". Or "CHUGA CHUGA CHUGA CHUGA CHOOO CHOOOOOO!!".

But on a more serious note, I wonder if this would help resolve some issues that frequently come up on these forums, as well as in my LS.
One issue that comes to mind are the zones that are nortorious for trained mobs (jungles, GC, etc.) Would this by any chance help clear the zone of these mobs should the event happen that they are all trained there?

Sounds like it will be safer to go after certain NM's and HNM's now. So that has to be an improvement I guess. But keeping an MMORPG harrassment free? I'm not sure if that's possible, but I'm glad to SE doing something to attept to minimize it.
Worthless update
# Dec 09 2005 at 4:45 AM Rating: Default
All of these fixes are weak, I used to MPK gilsellers, forcing them to pay a little more attention whenever I came to one of the several NM's they're camping on their network of pc's. Shadowstitch is just another useless WS now, and I still love how they will target MPK but still won't target gilsellers, even though RMT is illegal from what I read when I bought this stupid game. **** SE for dodging that bullet again. Get rid of gilsellers and I'll quit complaining.
RE: Worthless update
# Dec 09 2005 at 6:05 AM Rating: Decent
****
6,424 posts
Well, the return-to-spawn thing is okay. That one caused a lot of grief, even when not intended.. we all know the crawler trains in CN, the goblin smithy (/panic) / anemone (/report mpk) zoning in Yhoater, or the citadel bats/fallen in garlaige citadel.

The Bind thing isn't as cool though... together with the return-to-spawn thing, it means morion worm semi-botters and mining point botters can no longer be taken care of... no use binding a jammer leech next to them if it doesn't attack or warp back...

#REDACTED, Posted: Dec 08 2005 at 11:44 PM, Rating: Sub-Default, (Expand Post) Basically if you get KO'd or zone the monster will disappear. When you pull the monster out of its normal walking radius, and you lose aggro then it will disappear. This rule from what I've read clearly means that if not engaged again after you lose aggro then it will disappear. As for BST if you use the Leave command and the monster is still being attacked then I don't see any reason why it should disappear since it is being engaged after all. If it isn't being engaged then it makes sense that it should disappear. This probably makes BST more challenging which is good. It's not very hard to keep a pet charmed 80% of the time. This just means when playing BST if you want to pull a mob somewhere else then you'll have to keep it charmed rather than letting aggression draw it to where you want. Either way I think this will prove to be a good change and good challenge for both players and the evil gil sellers to do their worst.
SE keeps trying to improve the game for us
# Dec 08 2005 at 10:25 PM Rating: Good
I swear people will just find anything to ***** to SE about. No matter what they do, "it's not good enough". I dont understand why you disgruntled people play the game if its so frustrating to you.

<angry player> SE sux! They never add anything new or do anything to stop gillsellers!!!
<SE> *adds something new and adds things to help stop gillsellers*
<angry player> That's stupid! SE keeps trying to add new content to cover up all the crap that they're not doing and the stuff they changed doesnt really help against gillsellers!!!! *continues to pay $13/month*
<SE> WTF???!!!!
Trains still seem to be possible
# Dec 08 2005 at 9:09 PM Rating: Excellent
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1,085 posts
With my BLM and SMN jobs being in their 50s, I'm spending a lot of time in parties killing crabs close to zone points.

While these changes sound like the original crab will disappear, when the person zones the crab train with him can still wipe out our party. At least, I'm not reading all the crabs disappear because they're out of their normal area (but only the crab actually engaged). Is this an incorrect reading?

IBHalliwell - Zoning to live is so useful, so I can't blame the guy for wanting to live. I only blame those who do it to hurt others.
Could it be!?
# Dec 08 2005 at 6:28 PM Rating: Decent
A way to control Gil Sellers on Fairy!? Well, still it has its limits. Still they can camp in one area and constantly farm NM's and this will cut down on overfarmed areas like Giddeus on Fairy. For the past week i've seen people farm the bee's there for who knows how long. Still good job SE! ^_^
hmm...
# Dec 08 2005 at 6:20 PM Rating: Default
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172 posts
Good bye sac. pulling in dynamis :-D
RE: hmm...
# Dec 09 2005 at 1:47 AM Rating: Decent
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261 posts
I doubt there's a lot of issues with MPK in Dynamis. :P

I wouldn't be surprised if Dynamis mobs were excepted from this behaviour.
RE: hmm...
# Dec 08 2005 at 7:17 PM Rating: Decent
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119 posts
When you check all Dynamis mobs, they are all Impossible to Gauge.

I think that the programing could be that any monster with the Impossible to Gauge label are not subject to that rule.

Edited, Thu Dec 8 19:25:22 2005
RE: hmm...
# Dec 08 2005 at 7:14 PM Rating: Decent
I don't think it will affect Dynamis though, cause aren't Dynamis monsters all considered NMs? It says that those new changes don't effect NMs.
scenario
# Dec 08 2005 at 6:09 PM Rating: Decent
31 posts
ok i posted this thought on the thread from a SE rep a while back

xp party or coffer party enters boyahda tree, they proceed through the map in normal fasion.
1/2 way through 4 crabs mysteriously appear on top of them, party is wiped. i know they should have had sneak up, but crap happens and sneak drops frequently. i myself always find a safe spot to recast, but the spot that you think is safe is suddenly plagued with multiple agro mobs.

scenario 2 = coffer search party is going to look for there coffer...... hey i got an idea, i can get two of my high lvl friends, they both setup in one known spawn area for coffer. 1st high lvl agros a linking mob, heck every type of linking mob in the area then kites them to zone while the 2nd high lvl stays in the spot he set up in. After 1st high lvl zones all mobs disapear, then reapear at there normal locations where high lvl 2 is waiting to link all mobs and kite to zone. Rinse and repeat and you have a coffer spawn with no fear of getting agro, at least not for long.
RE: scenario
# Dec 08 2005 at 8:05 PM Rating: Decent
Worst. Title. Ever!
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17,302 posts
SlickWilliam wrote:
xp party or coffer party enters boyahda tree, they proceed through the map in normal fasion.
1/2 way through 4 crabs mysteriously appear on top of them, party is wiped. i know they should have had sneak up, but crap happens and sneak drops frequently. i myself always find a safe spot to recast, but the spot that you think is safe is suddenly plagued with multiple agro mobs.


Well, the mobs will re-appear at their appropriate spawn locations. So this is NOT a problem, it'd be the same as a mob spawning on top of you cause you stopped at it's spawn location.


As for Scenario 2, this would be no different than a group of high levels continually zoning mobs to make it safe for coffer hunting. Infact, this update will make senario 2 even harder (more time consuming):

Before change, zone all mobs, mobs stay at zone, aggro them all again cause their right there, zone again, all mobs are kept at zone.

After change, zone all mobs, mobs disappear and reappear at their spawn locations, free to aggro the lower level coffer hunters, before the high levels can aggro all their spawn locations again.
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RE: scenario
# Dec 08 2005 at 10:49 PM Rating: Decent
31 posts
fair enough tirith, i wasnt even thinking that out fully.And damn i got karma bombed to holy hell, guess i will stop posting or else im gonna be filtered out anyways
RE: scenario
# Dec 08 2005 at 9:39 PM Rating: Default
I posted an idea almost exactly what will be implimented. My only difference was if the mob was left for 20 seconds or more it would despawn. Though I'm glad something like this will be done. I sure hope it helps fix MPK problems.
Uh..
# Dec 08 2005 at 5:39 PM Rating: Decent
Prettier Than You
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12,975 posts
Wow...There goes Boyahda Tree for Beastmasters. Wonderful..
____________________________
Did you lose faith?
Yes, I lost faith in the powers that be.
But in doing so I came across the will to disagree.
And I gave up. Yes, I gave up, and then I gave in.
But I take responsibility for every single sin. ♪ ♫


Thank god I stopped playing MMOs.
BST pets?
# Dec 08 2005 at 5:12 PM Rating: Decent
As a BST I am a little worried by how it will affect my game. There are times I need to pull an EM mob from it's normal "area of wandering" and bring it to my intended prey. Some of these mobs are very slow moving and I deliberatley choose them so that they are nearby and fully healed after my next fight.

If these mobs disappear then making chains in some situations (but not all) will be more difficult. And I hate to see the horror of the BST who has to pet swap in a fight... goes back to his previous EM pet... and then sees his lifeline disappear in front of his eyes... all the while his prey beats him to death!
RE: BST pets?
# Dec 08 2005 at 7:41 PM Rating: Decent
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119 posts
Quote:
If a player is KO'd or moves to a new area while fighting a monster at a location in which the monster does not usually inhabit, the monster will not begin attacking others in the surrounding area. Instead, it will simply disappear.


I think this means that if you actually leave that area, the mob will disappear then re-appear in its spot.

However...
Quote:
This measure refers to the radius that the monster walks about when not engaged in battle. After being drawn out of that radius during battle and released, the monster will disappear, and then reappear after a short time in its proper location.


I can see that this quote with the word "released" brings confusion to BSTs.
RE: BST pets?
# Dec 10 2005 at 11:46 AM Rating: Decent
i think what he means is for the bst that do not have leave yet and use "ghetto" leave. where when we are not fighting anything we zone, only to zone right back, wait for the pet to heal and then charm again. for instance, i am in korrokloka tunnel and i go way in to charm a jelly (we should all know that jelly's aggro)which is DC/E for me at 26. i then head back towards the zurhien mines zones to fight bats and worms. my jelly needs to heal so i zone then come back in. jelly disappears so i have to go find another one. time wasted for me when normally i just charm and then keep going, using same jelly, no getting hurt. how is that helping me?

Edited, Sat Dec 10 11:48:32 2005
SE money lenders
# Dec 08 2005 at 4:49 PM Rating: Decent
Obviously, Square can print gil as needed. They can undercut any gil seller, they are absolutely reliable and can directly access credit cards. If they sold gil, gil sellers would be wiped out in a day.
RE: SE money lenders
# Dec 08 2005 at 5:37 PM Rating: Default
Quote:
and can directly access credit cards
any unatherised use of a credit card number is grownds for a law suite.
RE: SE money lenders
# Dec 10 2005 at 1:36 PM Rating: Decent
suite? so they get our money and a good hotel room? bastards.
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