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Post by Jeedian on Dec 5, 2002 17:29:17 GMT -5
Having played EQ, you know that I have had my fair-share of kill stealing incidents, enough to make people want to log off from a game rather than play it.
So here is my idea:
You are in a group. You see this giant coming up and you target it. The instant your blade hits it and does damage to the monster, an icon/symbol appears over the head of the monster. This signifies that the creature has been engaged by a group or individual and that nobody else can gain experience from it that is outside that group if they wanted to try and take it. Those outsiders (if wanting to help you for example) can do damage to it, but if the monster died, the party who has the symbol would gain experience.
However, lets say you engage that monster and you realize that you are going to lose that battle, you can simply hit a single button on your GUI that will remove that symbol, letting others join in to help you.
This would get rid of kill stealing altogether. What do you think?
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Post by Lord Lythas on Dec 5, 2002 18:12:08 GMT -5
Sounds like a great idea. One thing I quickly learnt when playing EQ is that although someone might look like they are getting owned chances are they'd rather risk death than have someone else come in and take their kill. Being a nice sorta chap and trying to help out where I could I was actually guilty of KSing, lol. If something like this was inplace I could have simply helped them out as was my intention, not look like I was attempting to steal their kill.
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Post by Lord Terentius on Dec 5, 2002 21:23:55 GMT -5
From the official FAQ:
How will you prevent camping and kill stealing? We limit camping and kill-stealing issues by "instancing" certain areas of the game. An instance is a section of dungeon or outdoor area that is private. No other players, unless they are part of your group, can enter your instance of the dungeon/outdoor area. There are also plenty of non-instanced common areas where players can meet and adventure together.
How do you prevent camping and kill stealing in non-instanced areas? Competition over rare item drops and quest items is the primary cause of camping and kill stealing. In World of Warcraft, many rare item drops are not exclusive to any one creature. Several creatures will have a chance of dropping the same item. If the required item is a quest item, the player can join a group of other players on the same quest and seek the item together with them. Every player on the quest will receive a copy of the quest item from the monster or location where it was found.
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Post by Lord Terentius on Dec 5, 2002 21:28:42 GMT -5
Oh jeesh, so I go to the official forum for WoW where Jeed/Tirion made this very same post. Of course, the lame-o GFrazier does what I did; he copied and pasted the FAQ.
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Post by Jeedian on Dec 6, 2002 1:23:27 GMT -5
So I take it you read my reply to that as well? =P
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Post by Lord Neketh on Dec 6, 2002 3:51:17 GMT -5
To be honest in EQ if I see someone getting owned and they need help I send in the Warder, he does a lot of damage for his size (About to get even better when I hit 30 (lvl 29 now)) and I can call him back easily or just dismiss him and resummon. That way I don't have to KS, which is wrong, and I get to help players out that they are usually thankful for. My warder can solo more easily that I can, I've left him to take on MOBs as I kill one he takes the other.
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Post by Lord Terentius on Dec 6, 2002 7:20:46 GMT -5
So I take it you read my reply to that as well? =P Yeah, but unfortunately it seems to fall upon deaf ears.
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Post by Jeedian on Dec 6, 2002 15:10:00 GMT -5
Dunno, a couple of people said it was a good system. What GFraizer forgot to realize was that instancing is only in some places, not all, and that people would KS each other for experience, not just items.
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