Or when you look in that pot next to your fire place, you find your moogle boiling. (Fatal Attraction)Originally Posted by Sekkite
Or when you look in that pot next to your fire place, you find your moogle boiling. (Fatal Attraction)Originally Posted by Sekkite
I am totally against mpk
But if is hilarious when those NMs for whm and sam af who are popped on the secret beach are allowed to run wild lol
Or have it so if anyone tries to train the WHM AF1 mob to Selbina, that person is unable to get the attestation for club.
I love training that mob to Selbina and killing it there. It always takes ages for Marchelute to run to Selbina though since he stops constantly to shoot from his bow.Originally Posted by Janice
There's no way you can completely get rid of MPK. Just think of the variety available.
Training. You can't really end this without fundamentally changing the way mobs link.
Binding a mob. Maybe they can change mob behavior while bound, but you can still bind something that does brutal AOE next to a party and kill it, so SE would also have to change all AOE attacks in the game to be engaged party/alliance onry.
And everybody's favorite, Charm/Stay/Release. You change any of those job abilities you ruin BST, just when people were starting to enjoy the job.
Am I missing something?
Oh yeah, in WoW when a mob runs back to its spawn location it also becomes temporarily invulnerable to any attacks. Kind of stupid IMO.
:X I see what you did there. :X :X :XOriginally Posted by Janice
It usually runs fast enough for that not to be a concern.Originally Posted by Correction
you get rid of most of those things by making mobs not aggro or link within a specified range from their spawn point. how exactly does that ruin BST? i play BST on and off a little bit and i never see how it benefits me to have aggro and linking mobs around me.Originally Posted by Correction
and you can make all AOE linked to hate, if you have hate on it, it can hurt you if you don't than it can't.
Or just make some mobs 'scared' of going near certain HNMs. They automatically disengage as soon as they approach an NM.
Don't forget poor Amemit.Originally Posted by Janice
Wow was not the first game to implement a leash. Everquest was the first game I belive to deal with this mechanic (Others might have also by the time EQ handled it). Certain bosses in EQ1 were also impleneted with this, most noticably were the gods in the Plane of Time.Originally Posted by Sekkite
Selbina? pfft Konschtat zoneline ftwOriginally Posted by Janice
http://img482.imageshack.us/img482/9513/evil2fm.png
Lmao, you still do that shit? <.<
Aww, Preemz died. ;_;
haven't done it in months
but that's my record on DD MPK
Originally Posted by Janice
I think this is the best post in the whole thread.
Give mobs a cooldown time, say 10 seconds upon de-aggro in which they will return to their spawn point, but be un-aggro.Originally Posted by Zigrah
ie: Fafnir
Someone trains spiders into the pit and dies. The spiders head back to their spawn point unaffecting the group fighting fafnir because they are non-aggressive.
How about they just limit the distance a mob will travel from their spawn point before losing aggro?
Ever since my first day playing this game I've been confused about how the ONLY way to lose aggro is to zone, die, or kill the mob.
Sometimes if you're nice and far away you can deodorize and lose agro.Originally Posted by Faranim
I like that idea best, though.
That doesn't solve anything as far as MPK is concerned. Who's to say the mob won't lose aggro on top of a party? You will still be able to pull whatever you want to whatever point you want to MPK.Originally Posted by Faranim
As for the cooldown time, all you would have to do is train it 10 seconds furthur down and bingo.
The only way to stop training is to have the monster be unaggressive until it returns to its spawn.