SE pushing our buttons to quit game. Then they can focus on some else.
SE pushing our buttons to quit game. Then they can focus on some else.
http://hokutendynasty.guildwork.com/
Player
This could be done in a special instanced, like Guildwars 2 does. Theres no need to ruin everything else.I'll bring up something I mentioned from the challenging content topic that I made, about world bosses and server benefits if killed. A claim system like that I would like to see if SE even decided to do something like this.
If you can imagine something Yiazmat level (so you can't kill it that fast!), and present the server a challenge to defeat it, well we'd need more than one group at a time to be able to work down on something with such a massive health pool. In cases like this it helps to bring the community together.
For anything otherwise, I'll leave my comments off the table. Too early to say what this will ultimately do.
They could not make it like FFXI? if i attack 50mobs i can get EXP for all but if someone attack any of my mob it would become there if they build enough hate? I like that better then someone can attack a NM then build enough hate and run with it then i lose the NM thanks to this battle system.
I want someone to help me attack a mob because i'm dying and what not? make it so i can do "Call for help"
oh and i love this "If a claimed enemy returns to its territory."
Oh look someone killing a HNM get the HNM build enough hate run with it "HNM return to it's territory" Friend stay behind attack HNM now it's our muahahahahhaha f*ck you noobs it's ours now.
Great Job SE just make it like FFXI that better then this junk
Last edited by Zenaku; 08-26-2011 at 10:08 PM.
Tactics Ogre: Let Us Cling Together Autographed By "Akihiko Yoshida Tarot Card Sweepstakes Winner
I think this could work well if it comes with a /blockaid type command. Not being able to toggle this mechanic on/off would really kinda suck..
it seem like there no /blockaid but then again for NM/HNM there is a /blockaid no one can cure from outside the party. So maybe it only works for mobs outside in the open.
Tactics Ogre: Let Us Cling Together Autographed By "Akihiko Yoshida Tarot Card Sweepstakes Winner
guys it says that WHO ever clams it 1st gets the exp and dropsConcerned how this will effect EXP more than anything
Players will be able to attack any enemy*. However, only the player (or party that the player is in) that initiates the first attack on the enemy will earn the rewards.
oh yeh not to mention pulling NMs from territory so they go unclaimed XD
What if the mob stays under claimed conditions until it reaches it's spawn area, then goes unclaimed? That would mean if someone on the outside pulls hate away from the initial party and tries to run it off, the mob stays claimed until it returns, in the mean time the initial party can either stay put and continue attacking once the mob paths back, or send a few people after it to reestablish hate.
As far as Exp goes, If you get first hit it's yours, regardless of hitting 1 mob or 20.
I fully support this change!
Are we sure the attacker even generates hate to pull the mob? If so, then I expect to see the NM griefing parties like you guys describe.Players will be able to attack any enemy*. However, only the player (or party that the player is in) that initiates the first attack on the enemy will earn the rewards.
Do you get exp based on the dmg you do though? If I attack and Random Dude attacks after and one shots it, do I get the full exp? If I do, then that is straight up powerleveling. I don't see any middle ground.
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