Mob stealers.

jgarganoiii

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George Hitman Gargano
I was hunting proteons near Fort Troy and it seems that other hunters have no respect and kill your mobs on you. Is there anything that can be done? I have confronted them after it happened and they used foul language. Does MA support help in this matter?
 
Side effect of new dailys by not improving all spawns density that has the daily mobs.
Best option is to ignore it, report if repeated attempts by the same person.
 
Happened to me once many years ago, reported the guy and support said that action was taken.
 
I was hunting proteons near Fort Troy and it seems that other hunters have no respect and kill your mobs on you. Is there anything that can be done? I have confronted them after it happened and they used foul language. Does MA support help in this matter?
Sorry to hear mate. If you send a ticket, be sure to site tou section 6C&D, focuses on rules of conduct. The stealer is at fault especially if there is verbal abuse involved. Hopefully MA realizes they should not only admonish the behavior but also mitigate its occurrence by re-evaluating mob spawns and density, which ought to be dynamic based on cycle. GL!
 
I was hunting proteons near Fort Troy and it seems that other hunters have no respect and kill your mobs on you. Is there anything that can be done? I have confronted them after it happened and they used foul language. Does MA support help in this matter?
Welcome to EU and like stated by above post. Complete overhaul and dynamic spawns would fix so many issues here.

Well not the MU one that req complete loottables and economy overhaul.

Buut i think we all know neither of those gonna happen.

Some people are assholes by heart or somebody forgot macro on.

I feel your pain 🙌 Relocating or waiting it out is prolly best decision.

Reporting does absolutely nothing sadly.

This is one of those things i have said before as hunter and will continue to repeat until the end of this world.

Not enabling smooth cycling, is fucking stupid business plan for MA.

Really, really hope these issues get fixed on fabled Unreal. 🤞

GL!
 
Would be good if you got the first 2 shots in and the mob was locked out to anyone but you, with a 5 minute timer if you for some reason abandon the kill so it doesn't get stuck. That would eliminate the problem for sure?
 
Would be good if you got the first 2 shots in and the mob was locked out to anyone but you, with a 5 minute timer if you for some reason abandon the kill so it doesn't get stuck. That would eliminate the problem for sure?
Been suggested few times in past... obviously not a priority ;/
 
Would be good if you got the first 2 shots in and the mob was locked out to anyone but you, with a 5 minute timer if you for some reason abandon the kill so it doesn't get stuck. That would eliminate the problem for sure?
Then a a-hole comes around, shot 2 shots on all mobs nearby and you can't shoot any of them.
 
So we just do nothing and leave it the way it is because of 1 hypothetical asshole?
 
Would be good if you got the first 2 shots in and the mob was locked out to anyone but you, with a 5 minute timer if you for some reason abandon the kill so it doesn't get stuck. That would eliminate the problem for sure?
Yep, then again could use the botter help for rhe dmg. 🤔🤣

First to tag should get the loot on nonshared mobs. 👍

Make em pay for not paying attention! 🙌
 
So we just do nothing and leave it the way it is because of 1 hypothetical asshole?
The design would not be so simple but it is easy if mindark wanted to do it. That's all.
In how many features that we have to day have MA done more advanced rules to cover ceratin situations?
No that many. They have always focused on the fundamental basics and thats it. Its about the reality how things
have worked so far. To be fair though, there is a exponetial curve between time and how much you get out from
that extra. This needs to be balanced, but IMO it isn't balanced atm and have never been.

If things changed and they actually began to do advanced development in features, a lot of situations would be
covered, so no we should not stop giving out ideas and suggestions, we should actually do even more, because all of
sudden someone at MA actually thinks the same, who isn't micro managed, who have a bit of freedom to do extras.
 
Solution by code :
1) Allow solo hunters to mark their target as in team hunt
2) Modify "Next Target" code so that it ignores the mobs already market as target. It already ignores "Unreachable" mobs so that can be done.
 
Would be good if you got the first 2 shots in and the mob was locked out to anyone but you, with a 5 minute timer if you for some reason abandon the kill so it doesn't get stuck. That would eliminate the problem for sure?

Anyone who shoots it first it's locked onto them until they stop shooting it. No need for timer really. Could add a a minute timer maybe for situations where you may die and have to jump back to mob.
 
Then a a-hole comes around, shot 2 shots on all mobs nearby and you can't shoot any of them.
That can be solved with releasing the lock so one avatar can «tag-lock» only one mob at the time.
 
That can be solved with releasing the lock so one avatar can «tag-lock» only one mob at the time.
A lot can be created but as I said in a post after that one, MA isn't known to have created advanced solutions per feature.
Hopefully UE will help them out in seperate features that are tied together, so its not like now, fix one problem and others
occur in other feaures due to that.
 
A lot can be created but as I said in a post after that one, MA isn't known to have created advanced solutions per feature.
Hopefully UE will help them out in seperate features that are tied together, so its not like now, fix one problem and others
occur in other feaures due to that.
Two if sentences isn’t exactly advanced features. Hell they can even call it Ai mob detection or something related to Ai and I’m sure the are all over it.
 
Two if sentences isn’t exactly advanced features. Hell they can even call it Ai mob detection or something related to Ai and I’m sure the are all over it.
Once you start creating rules issues can occur you didn't think of when doing it, so you might have to add rule after rule, unless
its properly done from beginning.

And yes, mob AI is for sure one thing they should have a good look at, but when doing it for a MMO you need to scale it down,
it is afterall resource intensive.
 
or just make all mobs shared, that solve the problem

This is very bad for event mobs. Just imagine you get few players to have the chance for some items while you tank it.
 
The bigger PED input on the mob takes the loot. It used to be the most damage but it changed with loot 2.0.

I had that experience long ago on Cyrene (with loot 2.0), 2 shots on a little HP mob, doing 50%+ damage, because one of my shots was a critical, the other dude ended up looting it.
 
Perhaps the solution should be:
- lock mob to the first player who attacks it
- mob becomes "open" again if it hits another player
Jess
Would be best option, not gonna happend tho and somebody is 100% against the idea. 😁
 
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