About Players and Monsters.

WildSpirit - Sanctuary
WildSpirit - Sanctuary Posts: 6 Arc User
edited September 2009 in Suggestion Box
It starts to get really annoying when other players try to KS a monster that your attacking.

It would most likely help if a person is attacking that simular mob,the other player cannot attack so they go find a different mob to kill that isn't in battle yet.I've had alot of ks-ing on my veno and cleric even on timed quests you try to hurry and finished before time runs out yet other players might try and ks that mob. Most of the time one asks to that player to stop kill stealing politely but the other player doesn't listen...

Regardless to lighten things up it wouldn't be bad if other players can't attack the one ur battling besides ur team mates they can attack if they choose. But if another player wants the kill then it should show "Someone else is already attacking that monster." If they go to attack the skill/melee attack won't work because another player is already attacking it. It would also save alot of argueing about other players taking the kills if there already in battle.

And I'm not talking about those for world boss its understandable that large groups are needed which i prefer after trying to take out the one in Validus with a about 20ish ppl over by 1k streams got about 1/2 on that world boss and everyone got Ko'd lol.I was referring to the mobs like death knight generals and that not world bosses. And I'm sorry I keep on forgetting to put it in the Suggestion boss Accelerated but i've only posted 2 of these threads so i'm still learning a bit lol.
Post edited by WildSpirit - Sanctuary on

Comments

  • Accelerated - Sanctuary
    Accelerated - Sanctuary Posts: 1,048 Arc User
    edited September 2009
    Wrong section, post it on the Suggestion section.
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  • Lairian - Sanctuary
    Lairian - Sanctuary Posts: 8,209 Arc User
    edited September 2009
    While I do think ks'ing should be stopped, it would be too hard to do practically. After all, what happens if two player attack the same mob at the exact same time? Who is declared to be the one who attacked first, and who has to look for another mob?

    Plus there's the issue of world bosses. I've never encountered one being fought, but from what I've seen on the forums, you need several parties to take each one down. How will that work if only one group can attack at a time?

    A good idea in thought, but doesn't work out so well in practice. Sorry, but as much as I'd like to see ks'ing done away with, there's not much that can be done about it.
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  • _icup - Harshlands
    _icup - Harshlands Posts: 198 Arc User
    edited September 2009
    it's quite annoying when I'm killing a monster and then some **** steals my steal ****ing ****'s
  • truekossy
    truekossy Posts: 7,021 Arc User
    edited September 2009
    Kill the-- Wait PvE server. Nevermind b:bye


    Great idea but so easy to flaw in execution.

    1: World Bosses. They require multiple squads. With this, they'd be near impossible for non-venos (and even then, only some of them could be done by venos)
    2: Channeling time. While the wiz stands back and channels huge spell to take off most of the opposing monster's health, BM runs up to it ad starts attacking. Wiz = screwed over.
    3: Pets. Veno sends fast pet off to monster while melee class tries to run to it or ranged class is channeling (see above). Many pets can get REALLY fast and outspeed the poor melees. Combine this with the next point to see how this could be problematic.
    4: Mob chains. Someone runsaround and hits every monster in the area once. Suddenly nobody else is able to attack the monsters. While this can be considered a good thing for some (zhen parties, for example) it can also suck if the person was doing it just to be a prick (which many WOULD do if this was implimented).
    5: Accidental aggro. Ever ran past a monster or had something spawn behind you and start attacking while you dealt with other monsters? With this, nobody would be able to attack the new monster attacking you to get it off your back if they weren't in a squad with you. This is especially dangerous for lowbies depending on the situation (anone remember pulling aggro on more than one darkbreed wolfkin as a lowbie and getting rescued by one of the bored higher levels around? Not happening anymore with this system)
    6: Range vs Melee. In general, archers will always have first dibs on all aggro in the area. Second would be venos (and maybe wiz), then clerics, then BMs, and lastly barbs. If you're not a ranged class or don't have ranged attacks on the ready, you'd be screwed and never get to attack for monsters without lots of luck, muchless get credit for one.
  • Saveless - Harshlands
    Saveless - Harshlands Posts: 664 Arc User
    edited September 2009
    Actually, on this old game I used to play...they fixed it to where whoever attacked the mob first, gets it. As in, say I attacked a butterfly before you, you can't attack it seeing as I hit it first. They scripted it pretty nicely.
  • Darksylph - Heavens Tear
    Darksylph - Heavens Tear Posts: 1,816 Arc User
    edited September 2009
    truekossy wrote: »
    Kill the-- Wait PvE server. Nevermind b:bye


    Great idea but so easy to flaw in execution.

    1: World Bosses. They require multiple squads. With this, they'd be near impossible for non-venos (and even then, only some of them could be done by venos)
    2: Channeling time. While the wiz stands back and channels huge spell to take off most of the opposing monster's health, BM runs up to it ad starts attacking. Wiz = screwed over.
    3: Pets. Veno sends fast pet off to monster while melee class tries to run to it or ranged class is channeling (see above). Many pets can get REALLY fast and outspeed the poor melees. Combine this with the next point to see how this could be problematic.
    4: Mob chains. Someone runsaround and hits every monster in the area once. Suddenly nobody else is able to attack the monsters. While this can be considered a good thing for some (zhen parties, for example) it can also suck if the person was doing it just to be a prick (which many WOULD do if this was implimented).
    5: Accidental aggro. Ever ran past a monster or had something spawn behind you and start attacking while you dealt with other monsters? With this, nobody would be able to attack the new monster attacking you to get it off your back if they weren't in a squad with you. This is especially dangerous for lowbies depending on the situation (anone remember pulling aggro on more than one darkbreed wolfkin as a lowbie and getting rescued by one of the bored higher levels around? Not happening anymore with this system)
    6: Range vs Melee. In general, archers will always have first dibs on all aggro in the area. Second would be venos (and maybe wiz), then clerics, then BMs, and lastly barbs. If you're not a ranged class or don't have ranged attacks on the ready, you'd be screwed and never get to attack for monsters without lots of luck, muchless get credit for one.

    There's 2 different systems i've seen which both work. The 1st is whoever gets the 1st dmg, or 1st technique (if non-damaging) on the mob, gets claim. This claim does not prevent others from attacking, but the one with the claim gets the kill & drops. A color code is in place, its name turns red for the person who got the claim, gray for other people, so the person who doesnt get the claim doesnt get screwed over. The second system involves mostly similar concepts, but does prevent anyone else from attacking the mob, unless help is called for, in which case noone gets credit & all exp/drops are lost.

    (1) Most systems involve being able to put together multiple parties into alliances or raids, to allow for fighting things such as world bosses.
    (2) & (3) While yes these are problems, they are no more problems then with current KSing. People learn in crowded areas to open with claimer techniques rather then dmg openers.
    (4) Mob chains are never allowed in any anti-KS system. You can only claim 1 monster, if you go to another mobs & claim it, your 1st claim goes to free for all again for anyone else to claim.
    (5) if you havent touched an accidental aggro, it doesnt get claimed. Even if you have touched it, with the 1st system, others can help, in the 2nd system you have to admit to yourself you just want to live & put it in call for help mode.
    (6) See 2 & 3. Likewise they'd probably increase the range of BMs Drake's Ray as an opener. Maybe give Barbs a ranged "provoke" type aggro gain, which would act to claim (yet would aid in "catching mobs" in dungeons off the pullers, i actually think they should already have this).

    In summation, claim systems have been used in many other games, and with great success. They reduce peoples time being wasted on trying to compete for the kill claim. Prevent a great amount of KS greifing. In general they have favorable results.
  • DarkSniper - Lost City
    DarkSniper - Lost City Posts: 1,830 Arc User
    edited September 2009
    it's quite annoying when I'm killing a monster and then some **** steals my steal ****ing ****'s

    I know right! I hate it when people steal my steal too.
    The only way to win is to quit. b:bye
  • MagicHamsta - Lost City
    MagicHamsta - Lost City Posts: 10,466 Arc User
    edited September 2009
    Wait hold up... people steal kills in this game? Ya me experienced it in other games but here? o.O'
    Hows that work out? I've had people occasionally accidentalal hit the mob I was fighting but the only bad part was like -20 exp and -5 spirit or something. And I keep the drops. o.o'
    How come I haven't got my kills stolen yet? b:shocked
    Everyone I've seen so far is nice enough to leave my kills alone as I do for them. o.o'
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  • DarkSniper - Lost City
    DarkSniper - Lost City Posts: 1,830 Arc User
    edited September 2009
    That's because your PvP.

    Someone stealing your kills? Kill him.
    The only way to win is to quit. b:bye