Calling only aggressive mobs would be boring.
Love that they are changing things up a bit. Grinds might be a little harder, /yay
This worked for Dragon Quest since DQII...
all i want to know is, will the linked mobs give equal/more sp then the first or will they only be bonus sp. example
first mob 400 sp
second mob 200 sp
third mob 150 sp
or
first 400
second 400-450
third 400-550
Last edited by syntaxlies; 08-27-2011 at 03:36 AM.
also regarding the timed exp chains, can anyone say arch, arch, arch, arch, arch, arch, cnj, thm.
i think i will finally give in and rank archer.
The odd part would be a Vulture calling a Vulture trap for help, not that they exist in the same area...
Just think of it this way Vulture is calling for help, Vulture Trap hears it and thinks FOOD!!! and runs over to the Vulture and what does it see!? YOU... BIGGER FOOD!! I'll eat him/her (player) first then I'll eat your sorry *** vulture /grin .... or something....
I am excited about this! It makes me giggle thinking about murdering sheep for sheep hides and their poor pathetic bleet-bleets of death... With the link system, they'll call each other for help and I won't feel so bad taking them out one by one. XD
Sheep mobs of doom~ Chigoe swarms of death!!! D: ... Oh yes, I is excited to test this out. >3
I love deadlines. I love the whooshing sound they make as they fly by. (Douglas Adams)
In regards to the new claiming & linking system, i was thinking something along the lines of (sorry if someones had a similar idea):
Claiming -
Make it so players outside the claim generate 0 enmity or significantly less (50% or more).
Make it so players +5~ levels above the monster's level can not attack a claimed target (or some limit if they plan to have this reduce SP/EXP). OR have the higher level players' strengths synced or reduced to around the party's strengths that have the claim should he attack it.
Linking -
If the monsters link, then they should be claimed to that party (so players can AoE etc). This becomes annoying if multiple parties are out on the field so...
Instead of linking monsters in the vicinity, they should have them spawn off in the distance and run towards the party (similar to guildleves when "the enemy appears").
I also think they should randomly call for reinforcements at a certain % of health or severely damaging attacks.
General idea for reinforcements based on Party size:
1pt - up to 1 monsters (30% chance)
2pt - up to 2 monsters (40% chance)
3pt - up to 4 monsters (50% chance)
4pt - up to 5 monsters (60% chance)
5pt - up to 6 monsters (70% chance)
6pt - up to 8 monsters (80% chance)
7pt - up to 9 monsters (90% chance)
8pt - up to 10 monsters (100% chance)
It promotes party play for more EXP by having a higher chance & higher # of links. It doesn't always have to spawn the exact # of enemies either no matter what the party size (but it has the potential to).
They could also add armor/food/perfume that enhances the rate of reinforcements if needed for solo/small pts.
Like it, dislike it?
Last edited by Tezz_Xivectro; 08-27-2011 at 12:09 PM.
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