Master Mob Lead (Way beyond 30 days) #SetThemFREE

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Rark
Posts: 251
Joined: Thu May 07, 2015 10:54 am

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Rark » Thu Jun 21, 2018 2:19 pm

Think Benito was pretty spot on in his post. Only times I've seen the issue of moblead from a DS pov has been when Matheus stacked dusty fence with soldiers or woods - but once that is known people just avoid going there and it also strips the zone of every leadable mob for lancers/cav.

The fact is that leadable mobs have always been more of a DS bonus when it comes to PK, or at the very least northern PK. Even down south every clan has a couple mobs in most areas they can lead - humans, other than lancers/sal cav, have their one mob from their city - if it dies they lose QPs and won't have the possibility to lead another - other than running back home to issue another, which generally doesn't happen.

Octavio
Posts: 391
Joined: Mon Mar 02, 2015 9:09 pm

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Octavio » Thu Jun 21, 2018 2:29 pm

Let me preface this by saying I have NFC what I am talking about most times regarding PK, especially northern PK. What about allowing either side to issue the equivalent of pines or worms that can be used to create an "instant" defense point. Have them cost 2-3 qps or so and limit them to certain areas and not in smob rooms. This would allow the non-master player some defense against overwhelming odds and offer masters something extra to use with their mobs.

Rig
Posts: 2292
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Rig » Thu Jun 21, 2018 2:36 pm

Don't even mention worms, you swine.

Lykan
Posts: 269
Joined: Fri Mar 20, 2015 6:14 pm

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Lykan » Thu Jun 21, 2018 2:57 pm

Benito wrote:Remorts can act like they want moblead back in order to take risks, but really they're upset that they're getting killed by something other than channies and freak stabs.

My suggestions for compromise would be to revert moblead back with the following changes.
-fade moblead is reduced to one particular mob, no more than one of which is found in any zone outside of TKD. That would help with endless stacking and also reduce the effectiveness of multiple fades in the same PK.
-cost of mobs is increased to 10 qps
I'd like to point out that I've died exactly 0 times due to this :p You are right in that it was abused more than it was used for "good" reasons (which I believe several of us nasty lurks already said...), but I maintain that the benefits outweigh the maluses, imo. I know rough odds of success/failure in mostly any pk session I'm in - what this boils down to for me is a large and pointed reduction in options to beat the odds. Which translates directly to less desire to play. Youre more clueless than I thought if you think removing moblead from fades makes them more likely to die; all it means is I am less likely to have the opportunity to take extra risks for more kills, thus I yell goodbye and go afk/rent because I am out of options. Which is exactly what has happened in each situation I originally detailed. If you want fades to die more, whine enough for shadow sneak to be removed and it'll probably happen.

The game used to be great because of the inequality and because everyone was playing different stuff and there were a lot of variables in every pk session and fun and exciting dung happened. The game is also designed around power levels varying between characters and races. Making everyone equal does noone any favors; all it does is remove yet more variables to pk which in turn reduces risks.

I don't think anyone will argue with the statement that fades are OP or need downing or that their access to moblead was OP, despite some consistently whining that fades have needed upping since regular attack w/blades was removed. Your suggestion seems fine to me, but I am pretty sure I'd be in the minority on that among remorts. 5 qps is probably more realistic.
Last edited by Lykan on Thu Jun 21, 2018 3:00 pm, edited 1 time in total.

Fermin
Posts: 459
Joined: Sat Sep 10, 2016 12:16 pm

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Fermin » Thu Jun 21, 2018 2:59 pm

Feel like the smob qp rewards are probably the bigger issue that will lead to decline. QP's lead to PK bonuses - pretty sure QP should come from PK 90%+ (not the other way around).

If you are getting 15 qps a day from smobbing - thats 70 days of playing to go from 0 qp to rank 7 - seems crazy.

Rig
Posts: 2292
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Rig » Thu Jun 21, 2018 3:12 pm

Lykan wrote: Your suggestion seems fine to me, but I am pretty sure I'd be in the minority on that among remorts. 5 qps is probably more realistic.
I was doing some thinking! I suggest something along the lines of these new mobs. Make them regular mobs in status, and make them cost 5 qp to issue. That way there is no stacking dusty/blight/etc whatever. This maintains the idea of old master mobs, but removes the variable of stacking/abusing/whatever.

Palaemon

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Palaemon » Thu Jun 21, 2018 4:14 pm

Fermin wrote:Feel like the smob qp rewards are probably the bigger issue that will lead to decline. QP's lead to PK bonuses - pretty sure QP should come from PK 90%+ (not the other way around).

If you are getting 15 qps a day from smobbing - thats 70 days of playing to go from 0 qp to rank 7 - seems crazy.
I have a log of every herald qp award since they started, and I can assure you nobody is doing this. There are like four players who have made over 150-200 qps off heralds and all of them were already rank 7 before they were added 6 months ago. The people farming the crap out of it are pushing for rank 8.

Gaea
Posts: 15
Joined: Thu Sep 10, 2015 7:02 pm

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Gaea » Thu Jun 21, 2018 4:42 pm

Also, people regularly get to rank 7 from PK in a month, so who cares if they do it from smobbing in 2.3 months.

iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by iria » Thu Jun 21, 2018 5:31 pm

you clearly haven't played recently, if you think that:p

Dominus
Posts: 15
Joined: Tue Mar 13, 2018 2:35 pm

Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE

Post by Dominus » Thu Jun 21, 2018 7:40 pm

Gaea wrote:Also, people regularly get to rank 7 from PK in a month, so who cares if they do it from smobbing in 2.3 months.

lol

Anyway my post isn't about who is right or wrong, I will just state some observations. Also I don't personally have any characters that are mastered yet so my judgments are about what I have seen while aiming for master.

I 100% agree with giving the old master mobs back to masters. My thoughts on this are because of mentality of "why do we play games?" We play games to gain levels/progress in storylines/play with friends ect. So what does the mud have to offer? You often have a hellish grind (when it's your first char) till 51 thinking that you'll never do that again. Then you socialize with people and join a clan. Then you spend months and often years till master. What then? DS has remorts that take for FU****G ever to achieve (see total number or remorts) or for LS rank 8 bonus'. But honestly that is not even a goal for many people who have rl stuff to deal with. If I am going to put in the time to learn pk and achieve master rank, HELL F******* YES do i want perks, because I and the other people who have put in the time have earned it!!! It is totally understandable from a psychological standpoint that a bunch of masters would stop playing after getting nerfed, I mean I have stopped playing games for way less. From purely a playerbase point of view, moblead should be given back to boost numbers. Honestly, I would do way more than give moblead back if I had the power, I'd give rerolls or extra statpoints or SOMETHING to reward SO MUCH TIME put into the game. We all know that the reason we come back to this game isn't for the game anymore, it's for the people and friends we have made. I mainly play DS because I love the people and personalities that play on DS and I love when there is pk but if there is no pk (like there really hasn't been in the last few weeks) ...... but you guys know this.

So the question is, are we going to treat this like a game, where the more time you put in the more perks and bonus' you get, or are we going to treat this like f******* america where EVERYTHING has to be EQUAL which just ends up being ........... strong words of negativity.

Life isn't fair, so we shouldn't try and make things equal, we should make it a game where there clear and worthwhile milestones that people actually want to achieve. And I know that it won't happen, because the only voice usually heard is the voice that complains the loudest. BUT GIVE MASTERS A REASON TO PLAY. Personally, I don't give AF if some master with a mob kills the sh*t outta me, because I know he earned it.

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