Should MA implement mob locking?

Should MA implement mob locking? (Please read thread before voting)


  • Total voters
    174
  • Poll closed .

AkiranBlade

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Akira AkiranBlade Kurusowa
Hi All,

Pertinent to a discussion kicked off by Kerham in another thread, I would like to know how many of you would be interested in seeing a mob locking feature to prevent Kill stealing.

In another medium kill stealing isn't such a big issue but in EU it's linked to money and therefore the loss of money.

I would suggest a system that would give a message similar to the trapped message (only giving information pertaining to mob being locked) to people who try and attack a creature that is actively being attacked by another participant.

Below gives an example of system flow:

Person A shoots at Atrox Y
Atrox Y becomes locked to Person A
Person B shoots at Atrox Y after Person A
Person B is delivered a message saying Atrox Y is locked

I would suggest the lock would remain for a nominal amount of time 30-60 seconds or alternatively this time could be defined by the amount of or %age of damage given to a creature whereby thereafter anyone else can lock the mob for themselves. This would in no way constitute a replacement to the 50% rule.

This would be a kind of win-win situation as participants will be happy that their mob can't be stolen, and MA are happy in that they may well get more revenue from decay in this system (although some people may be unhappy with that consequence but personally I would leave a mob for someone to come back to.)

ALTERNATIVELY:

Remove the 50% altogether and make all mobs give loot to all ho contribute to a mobs death. Then there will be no such thing as kill stealing per say.

OR:

What idea's do you have, please specify with a full reasoning and explanation of how you see it working.


EDIT: "I like being a kill stealing s.o.b." is a joke, if you want the system to remain as it is mark your entry there.

Thanks in advance,

{aB;}
 
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Its been an idea tossed around for a while, and it really should be implemented-I dont do a great amount of damage so its annoying when other people come along sweeping the area, killing everything in their way (including the mob that ive been wearing down
 
AkiranBlade said:
ALTERNATIVELY:

Remove the 50% altogether and make all mobs give loot to all ho contribute to a mobs death. Then there will be no such thing as kill stealing per say.

Makes all kinds of sense

It would certainly remove this hassle about kill stealing, but tbh, I never encounter it when I hunt, so you guys must be unlucky :(

As a bonus effect - I often think, @ Troy for example, when a noob takes a pop at a mob when sweating but the poor bugger dies before he kills it. Some 'uber' in goblin then gets the lot :rolleyes:

That said it may lead to exploitation by unscrupulous noobs looking to tag onto a higher level player's bigger prey...
 
Kras said:
Makes all kinds of sense

It would certainly remove this hassle about kill stealing, but tbh, I never encounter it when I hunt, so you guys must be unlucky :(

As a bonus effect - I often think, @ Troy for example, when a noob takes a pop at a mob when sweating but the poor bugger dies before he kills it. Some uber in goblin then gets the lot :rolleyes:


See here chap.

https://www.planetcalypsoforum.com/forums/showthread.php?t=40687
 
Nice

Would be nice so I voted Locked combat, I've been in other universes where they have this implemented and it seems to work great. They might even be able to have that unusual agro of a mob who for whatever reason BOLTS right towards you from someone across the radar approaching it. I normally don't mind unless I'm chewing down something mean and then that radar dot is something meaner :( lol
 
Not a bad idea...but let's look at a few pratical issues. I don't like KSing...had it happen to me a few times. However, let's look at MA's track record on something like this. The problems with the mobs being indestructible due to them "being trapped" for no reason at all has reared it's ugly head more than once. I just see this as an additional way that there would be a bug that makes indestructible mobs.

Scenario #2: Someone says "hey I'll try that Atrox Alpha out" gets into it a bit and then dies. Decides after revive that they are not going to go clean up their mess. Now I have a locked Atrox Alpha that aggros against me and I just have to sit there and take it. No thanks.

Good idea...but I don't think it would work realistically.
 
Chilly said:
Scenario #2: Someone says "hey I'll try that Atrox Alpha out" gets into it a bit and then dies. Decides after revive that they are not going to go clean up their mess. Now I have a locked Atrox Alpha that aggros against me and I just have to sit there and take it. No thanks.

Good idea...but I don't think it would work realistically.

If you check carefully I said the lock would have a nominal duration time. 30-60 seconds. That's not something that would work against this system imo. But thanks for your viewpoint.
 
I say NO to locking mobs . Immagine 1 sniper hitting 10 mobs togother and 3 more hunters just run away because there are no more mobs in the radar.

Remove the 50% is the best choice. ;)

Would be like DD in items but ped loots calculated on % of total damage

Nice Poll Akiran. :cool:
 
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Hmmm, some worthy ideas Blade.

But as always there are problems with any scenario. Its a case of adopting the solution that presents the fewest problems.

Some problems with locking in a mob for say 60 seconds from the time of the last damage inflicted. What is the mob is in the back of beyond. It could conceivably take longer than 60 seconds for the player or team to get back out there. And all the while this mob is free to be chomping on other players who cant do a damn thing about it. Agreed, maybe you should not be fighting such a mob in the back of beyond, if you cant kill it without dying, as the bloody thing will be regenerating while you take 3 minutes to get back out there.

I cant think of a workaround just yet.

What would happen if the 50% rule were rasied to 75%??
 
levithanikos said:
I say NO to locking mobs . Immagine 1 sniper hitting 10 mobs togother and 3 more hunters just run away because there are no more mobs in the radar.

If they want the armour/fap decay of 10 mobs at once then good luck to them :laugh:

Thanks for your vote.
 
AkiranBlade said:
If you check carefully I said the lock would have a nominal duration time. 30-60 seconds. That's not something that would work against this system imo. But thanks for your viewpoint.
30-60 seconds isn't nominal for big mobs. If someone shoots an AOA, gets killed in one hit, and then the AOA turns to you.. you aren't going to like sitting there for 60 seconds taking armor and fap decay. Also, you aren't going to like the ammo wasted shooting at a mob waiting to see if you still get the 'its locked' message.
 
voted leave as is.. but i'm no ks'er though
 
Everyone should get loot according to the % of hp they take off the mob. (So when the mob has 1 hp left and gets hit for 100 and dies, the shooter gets credited for 1 hp) As for items, they should be generated for each player individually with the chances of getting each item reduced to the % of hp they took off.

No more fuss about KSing, the team limitation will be gone so 20 mid lvl players can take down what 2 ubers can, and everyone gets their contribution back. All this means for MA is more revenues as mobs can only be killed at a faster pace than they currently are.

Any sort of rule that creates friction in the player base is detrimental to the game and MA.
 
Legion said:
voted leave as is.. but i'm no ks'er though
Yeah.. I didn't vote 'cause the options are BS. I say leave it the way it is, but I've never KS'ed.
 
safara said:
Some problems with locking in a mob for say 60 seconds from the time of the last damage inflicted. What is the mob is in the back of beyond. It could conceivably take longer than 60 seconds for the player or team to get back out there. And all the while this mob is free to be chomping on other players who cant do a damn thing about it. Agreed, maybe you should not be fighting such a mob in the back of beyond, if you cant kill it without dying, as the bloody thing will be regenerating while you take 3 minutes to get back out there.

I think you will never get it perfect. And yes there will always be risks, but MA's position would be use a bigger TP chip ;) and hence more skilling more decay more ped throughput. Everything is geared so MA get's a cut so why not a solution that doesn't hurt that situation I say! :)

Thing is, if someone dies I wait about a minute before taking the mob anyways if it jumps on me.
 
Centech said:
Yeah.. I didn't vote 'cause the options are BS. I say leave it the way it is, but I've never KS'ed.

Why are the BS? Ok my 'Leave as is' option was a little tongue in cheek but BS? please explain.
 
Centech said:
30-60 seconds isn't nominal for big mobs. If someone shoots an AOA, gets killed in one hit, and then the AOA turns to you.. you aren't going to like sitting there for 60 seconds taking armor and fap decay. Also, you aren't going to like the ammo wasted shooting at a mob waiting to see if you still get the 'its locked' message.

Maybe the lock could be time/damaged based instead then?
 
Seems to work

It seems to work, as the lock not only applies to the person encountering but to the mob also. So for that 30 seconds or whatever (even that sounds long lol... 15 seconds?) the thing would be impervious but also would be passive, not registering people as enemies until its unlocked. This might be indicated somehow similar to the Taming indicators upon mousing over the mob. As for someone taking 10 mobs at once, fine by me, its not like they don't respawn rather quickly anyway and like Akiran said by all means eat the decay.

The %-based loot is great also, but then I would personally be out in CP or some such shooting my 1 or 2% damage off hoping to get a slice of an ATH instead of messing with argo-pec. Or chip up to use long range rifles effectively and just sniper mobs that others are killing for that %-based piece of the pie. Or on the idea of a higher percent damage dealt to determine which 1 person/group to loot, like 75% based damage requirement to loot it, there is always the possibility a KS'er will do 50% and you do 50% leaving a stymy to solve. Or a menage-et-trois each doing 33.3...% each?

Personally my favorite option isn't there, identifing known KS'ers and warning-suspending and beyond if the offenses continue. But this isn't a perfect world and we likely will just have to live with the KS'ers so buy a bigger gun :silly2:
 
Blade, im sorry about this, but i'm not sure if I want to live in a fluffy safe world where ma looks after me in every way, implementing a failsafe for every situation.

Im partly a stress addict, I get a buzz when in a tricky situation, i'm totally stressing when tp'ing/running back to a mob, hoping some bas^ard hasnt killed it.. If they have, im annoyed, if they havent, im relieved.

I have read the 'other thread' entirely, and totally agree with some guy talking about changing tactics, modifying tactics, so situations like this dont happen again or at least happen less.

Ive had nearly two years of being pk'd or having mobs taken (well in the beginning anyhow :laugh: )

.. but I like to think ive taken every situation 'on the chin', I get annoyed sometimes, but I still go away and think it over, and thats what I want to continue doing, not have ma 'thinking' for me.

Its made my avatar (me) the person she is today, a person surviving on a sometimes hostile planet.
 
I like it the way it is right now....not because I KS but I like whipping out my big gun when someone else tries to do a KS on me;)
 
I agree that it should stay as it is.

It could be a good idea, if it was implimented properly. But it'll cause more problems than it'll solve. Not that many people kill steal anyway.

I hate the idea of going trox hunting at the rig and having to wait even TEN seconds to be able to shoot one of them. If it's a trox alpha, it'd cost about.. what.. 46pec of healing until you can even start shooting it? that really sucks..

I've always found people are generally very polite in this game, and something like that simpily isnt needed.
 
I dont like the idea of it being locked. Most of us are adults or nearly adults its just a shame some act like children and ruin it for the rest of us.
 
levithanikos said:
I say NO to locking mobs
Would be like DD in items but ped loots calculated on % of total damage
Nice Poll Akiran. :cool:

that would open new ways of abuse. just imagine the following: running around in an allophyl area and shooting at every mob that someone hunts just once to participate in the kill of it... i bet you would get a nice amount of 1 pec ESIs for just 1 shot at each mob and the hunter who actually kills it gets the 1 ped wool. is that fair?

i vote for leave it as it is... but i dont KS ^^
 
I am not a kill stealing sob, but I prefer to have a choice.
 
Kane Kanarius said:
that would open new ways of abuse. just imagine the following: running around in an allophyl area and shooting at every mob that someone hunts just once to participate in the kill of it... i bet you would get a nice amount of 1 pec ESIs for just 1 shot at each mob and the hunter who actually kills it gets the 1 ped wool. is that fair?

i vote for leave it as it is... but i dont KS ^^

Sorry , but you didn't read properly my post ... i said DD in items

DD = Damage Determinates :tiphat:
 
AkiranBlade said:
If you check carefully I said the lock would have a nominal duration time. 30-60 seconds. That's not something that would work against this system imo. But thanks for your viewpoint.

Actually, it would work against some... In some cases, unless you can dish out hit after hit and keep a mob off balance, some of the bigger mobs can take you out in a hurry.

Atrox Stalker hits you twice... twice in under 60 seconds easily and you are dead. However, if I can hit him enough to keep his attacks off balance, I could potentially have the chance to kill him and win. Maybe that's a bad example, but anything more than locking a mob for say 5-10 seconds after the last shot is too much.

If your gun can't reload that fast, then get a different gun. ;)

FYI, I don't kill steal and I don't agree with it, but I don't think this plan is a way to fix it properly. Sorry Akiran :)
 
Presumably, when a mob is locked, it
1. Has some icon indicating it so you won't have to waste shots to find out
2. Will not aggro other players while a lock is engaged so even if the player/team attacking it dies, it won't attack other players until the lock expires.
 
And what if the locked mob attacks someone, can he still be killed by that other person? A guy must have the oportunity to defend himself of the creature.. and if the mob was locked with 90% health, do u consider it fair for the guy who actually killed the locked mob in self defense to have no right to the loot since it belongs to another one (the locker's)?

Now if the locked mob cannot be killed, even 30-60 secs may be still to long. So.. I can't say I support your idea, although the discussion of new ideas is always a positive point. Besides, I can see what kind of bug would then appear.. eternally locked mobs for example, lol, unkillable, hehe, etc etc.

Naifas
 
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Don't have but a sec, as I'm at work :D

But if this were done the ifrst "problem" I could see is that if you were at the Rig, let say, and a Trox started to atack some one, who shot it once, then got crit'd then the trox runs for you, the trox would be invonerable and thus the serviver would be f*cked. :( So, some more thought would have to be done on this.

But SOMEthing needs to be done to make killSTEALING not done, as I see it as what it is, stealing, and if MA did something to fix it a lot of new players would stay on and play more I think. :)

Oh, +rep ;)
 
I say: have with "mob locking" with one addition: when you die the lock is removed. In that case others don't have to worry about a locked mob coming their way. If the hunter returns to his/her mob it's locked again.

Giving everyone who hurts it a percentage of the loot will be terrible I think. I would hate to get 490 PED out of a 500 PED mob all because some !$&(&#)@ shot a few times too. I'm very perfect in this. If it's *my* mob then I want all of it's loot. Nothing having that extra 10 PED feels like something incomplete.

:smash: :sniper: :smash:
 
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