During peak hours, a party of Lv70s+ trying to XP in the aery during a day #1 Fafnir leaving all the owesome ToAU xp areas.... suddenly Fafnir pops and rape them all.
During peak hours, a party of Lv70s+ trying to XP in the aery during a day #1 Fafnir leaving all the owesome ToAU xp areas.... suddenly Fafnir pops and rape them all.
Interesting. In other words, give them the equivalent of Tonberry/Apkallu hate.Originally Posted by epigram
Hint: I think this means your idea isn't very goodOriginally Posted by Skott
I think what Kyreth wants is just to take the initial claim process of mobs out of players hands and put it server side.
When monster aggro a player it automaticly gets claimed by the aggroed player (wtf reason to have cfh in the game now).
When monster hatelist is clear monster will turn yellow and regen hp untill a player reenters the aggro zone.
Monster cannot turn yellow untill hatelist is clear (seriously why do mobs turn yellow when it's still chasing someone... common cfh was made for a reason).
Before monster pops server will check if monster can/will aggro anyone where it is popping and spawn claimed/aggro on random posible target.
eg
Fafnir pops and have aggro zone of the "pit*"... picks random target and attacks... target was a level 1 mule in a full alliance but dies in 1 hit... hatelist is clear and new target in the pit is picked and claim changed... new target was a 75 whm that dont die in 1 hit and a tank from that alliance vokes and their alliance kills fafnir.
First alliance that lost claim cause they got claim with a level1 mule can bitch and whine all they want cause that mule was not ment to be there in the first place so too baad for them.
*pit is the area wich fafnir is programed to never leave but instaid start to draw in if you try to make it leave by running outside the area.
I like that idea too, hits harder and gets nastier as you fight it more.Originally Posted by Kyreth
Sounds like a good idea to force a cooldown period without actually forcing it and would provide people with the challenge they have been looking for.
I really like that idea only for humor's sake, but it won't happen because people would already be there for at least the ToD if not several LS's camping it. Well the HNMs in question are the 3 Kings.. which are all true sight if I remember correctly. The server could do what equates to a /random or dice roll on the number of players in the area and randomly grab one to give claim to. As already stated it would benefit the LS who just simply brought the most players, thus awarding "zerg" LSs. More people you have to weigh on the side of claiming, the better your chances obviously. This is really only amusing in a sense of how Guivre is amusing to watch as he rapes random people in Kuftal. Not totally a practical solution to the claiming problem only due to LS's having numbers being an advantage. SE would be silly enough to try this though as they seem to love gambling.Originally Posted by Jhun
Everyone says you could zerg it, but what if, say, instead of each person being a possiblity for the claim, make it where each particular alliance or party is considered as a candidate for the claim.
Doesn't change anythingOriginally Posted by Dank
You'd just have a bunch of one-person or two-person parties not allianced with each other.Originally Posted by Dank
We should just /random for the HNMs...
Nadadamean?
or.........just make kings harder?
You're right, this is absurd.
Zihn gets it.Originally Posted by Zihn
Claiming on NM's/HNM's as it is has become is a broken process. As long as it remains clientside as to who gets the big shiny monster, it will stay broken.
Ah, but Not Kuno has said it is absurd. Which was the title after all. Success! Good or bad was and is irrelevant as long as it's purpose is achieved.Originally Posted by Demosthenes11
The reason it was posted is because there is a problem with HNM's of all kinds thanks to RMT's. They have already moved to monopolize one highly sought after NM at the top for gods access.. Once, they were just camping NM's 24/7 for stuff like signas. Now, they're camping HNM accesses 24/7 and beginning to get to the point of attempting to camp the big HNM's 24/7.
S-E has said claiming the same mob over and over isn't against the rules, as long as they don't park it for hours. I want to find some way to make the claim process impossible to monopolize and server-side so cheaters can't compromise the methods of doing so. Where better than one of the places where lots of people who deal with this every day hang out?
I think about the best way to do things is just a hate system. At least for sky pop NMs and three kings.
Set it up so if at any point your on the hate list for an NM you get added to the NM's rancor after it dies. That means even if you wipe to it, when the next ls takes it your added to the rancor. If you try to steal it with cures and get on the hate list you get rancor, if you log out to clear hate, you still get rancor since you were at one point on that NM's hate list. Even if you cure out of alliance you still get rancor.
When a monster pops and an alliance engages it the highest rancor throughout the fight determines the rancor level. Heals from out side the alliance do not determine the racor level, although they will get rancor when the NM dies. Adding people to an alliance is the only way to change rancor settings during a fight. If the fight is at level two rancor and someone with level three rancor joins the alliance the monster will switch to level three rancor mode even if the person immediately leaves the alliance.
Rancor mode will switch to zero when the monster goes back to full health and is unclaimed/unaggroed.
More rancor the more destructive the NM gets. The ONLY way to lower rancor is time.
It should be setup so that for sky pop nms you loose one kill rancor 5 days.
Faf, Behemoth, NQ turtle one per 5 days.
HQ one every 10 days.
Level 1 rancor : (someone has killed the nm within the last X days)
increase in damage by 25%
Level 2 rancor : (someone has killed the nm before rancor clear from level 1)
increase in damage by 50%
25% increase in TP moves
Level 3 rancor : (someone has killed the nm before rancor clear from level 2)
increase in damage by 100%
50% increase in TP moves
-occasional flail by Faf/Nih
-25% reduction in cast time for King Behemeoth
-25% increase in speed for Behemoth/King
-100% DA rate on turtle
-25% magic and melee def on turtle
Level 4 rancor (someone has killed the nm before rancor clear from level 3):
rage mode + level 3 rancor
The system doesn't seem too hard to implement. With the cool down timers there is incentive to not camp every day. Stronger ls's can kill an NM at a higher rancor mode without having it reset back to zero.
It doesn't fix camping, but it does fix monopolization to a limit. When you hit level 4 you can't kill it so others can have a shot at the nm. You can grief by holding in a high rancor level too, but that's no different than screwing people over with rage mode.
RMT already bring big zerg rush armies to shit, so rewarding the people who bring said armies by giving them a higher chance to claim is the answer?
Jesus Christ, when are you going to learn that this is a stupid idea?
Need to rework different "Rancor Levels" but the idea is good.Originally Posted by epigram
An alternate approach is to just lower time until rage instead of different rancor levels. Would not really require new mob behavior coding, just modify the rage trigger.
There is a damn reason its called "Flawless", despite disagreement on how "orbs" should be obtained. Camping 3-9 hours a day fucking blows, no matter how claiming works. Being able to fight them when you want and can is perfect. Making them harder and drop better things is something that is pretty needed. A bunch of the ideas seen in this threads and others threads are usually better than the current system, but fails to compete with one of the above truths. Lets pray SE instances the fights and the world will be at peace. (I also want to see Fafnir fly into Aery).
closest thing we've got is ks99 wyrm =/Originally Posted by BRP