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  1. #21
    Ridill
    Join Date
    Aug 2004
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    12,275
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    FFXIV Character
    Septimus Atumre
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut

    Quote Originally Posted by Sekkite
    Quote Originally Posted by Septimus
    Quote Originally Posted by Janice
    Everytime you train a mob, that mob has a %50 chance of sneaking into your moghouse and killing you as you switch jobs.
    Better yet, 50% chance of sneaking into your Mog House and killing your Moogle. Poor Mog, on the floor drowning in a pool of his own blood because someone thought it would be funny to pull a Solder Crawler to the Crawler's Nest entrance...
    Or better yet, a moogle head in your bed.
    Or when you look in that pot next to your fire place, you find your moogle boiling. (Fatal Attraction)

  2. #22
    Po
    Po is offline
    Chram
    Join Date
    Nov 2005
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    2,967
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    7

    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

  3. #23
    Relic Shield
    Join Date
    Apr 2005
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    1,554
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    6

    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.

  4. #24
    E. Body
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    Jan 2005
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    2,039
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    Quote Originally Posted by Janice
    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.

  5. #25
    blax n gunz
    Join Date
    May 2005
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    11,141
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    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.

  6. #26
    St. Fiat
    THE TIME FOR QUESTIONS
    HAS PASSED

    Join Date
    Sep 2005
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    7

    Quote Originally Posted by Janice
    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.
    :X I see what you did there. :X :X :X

  7. #27
    E. Body
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    Quote Originally Posted by Correction
    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.
    It usually runs fast enough for that not to be a concern.

  8. #28
    Black Belt
    Join Date
    Aug 2004
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    4,921
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    Quote Originally Posted by Correction
    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.
    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.

    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.

  9. #29
    Relic Shield
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    Apr 2005
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    6

    Or just make some mobs 'scared' of going near certain HNMs. They automatically disengage as soon as they approach an NM.

  10. #30
    E. Body
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    Quote Originally Posted by Janice
    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.

  11. #31
    Salvage Bans
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    Apr 2005
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    5

    Quote Originally Posted by Sekkite
    Quote Originally Posted by Raineer
    Quote Originally Posted by tiberion02
    do it like wow. Aggrod mobs return to spawn point before reaggroing
    Yes. Still can't think of a good reason for this NOT to be implemented.
    Becuase it'd be a bit too blatent with copying WoW.
    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.

  12. #32
    Salvage Bans
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    Quote Originally Posted by Janice
    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.
    Selbina? pfft Konschtat zoneline ftw

    http://img482.imageshack.us/img482/9513/evil2fm.png

  13. #33
    Relic Weapons
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    Aug 2004
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    354
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    4

    Lmao, you still do that shit? <.<

  14. #34
    Old Merits
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    Jun 2005
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    FFXI Server
    Quetzalcoatl

    Aww, Preemz died. ;_;

  15. #35
    Salvage Bans
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    haven't done it in months

    but that's my record on DD MPK

  16. #36
    ٩๏̯͡๏)۶

    Join Date
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    Asura
    WoW Realm
    Barthilas

    Quote Originally Posted by Janice
    Or just make some mobs 'scared' of going near certain HNMs. They automatically disengage as soon as they approach an NM.

    I think this is the best post in the whole thread.

  17. #37
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

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    Gilgamesh

    Quote Originally Posted by Zigrah
    That is the obvious solution, but it removes a degree of realism from the game. EQII also did this before WOW did and SE basically said they didn't want to copy this idea completely, I think they want to maintain some small sense of realism while making it much harder to MPK. Not that I don't disagree with this idea as it would have been the first thing I suggested aswell.
    Give mobs a cooldown time, say 10 seconds upon de-aggro in which they will return to their spawn point, but be un-aggro.


    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.

  18. #38
    Sea Torques
    Join Date
    Jan 2005
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    535
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    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.

  19. #39
    St. Fiat
    THE TIME FOR QUESTIONS
    HAS PASSED

    Join Date
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    Quote Originally Posted by Faranim
    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.

    I like that idea best, though.

  20. #40
    New Spam Forum
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    Mar 2005
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    188
    BG Level
    3

    Quote Originally Posted by Faranim
    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.
    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.

    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.

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