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Thread: PLEASE at least ook at the tagging system for 1.9

  1. #16
    Rift Chaser DaCommando's Avatar
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    Quote Originally Posted by Amethyriel View Post
    everyone should be eligible for loot who is around a 30 yard radius, but give people who contribute a lot with their dps/heals/buffs a chance for extra loot.
    That used to be the case for rifts, but people complained because if you get a way higher level than you contributing to the same rift, you got nothing (mainly in lower level zones). So it was changes to what we have now..

    I agree that loot and xp make people rush to an invasion to tag it 1st, sometimes it even gets to the point that people run so far ahead and miss the whole idea behind the event.

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  2. #17
    Sword of Telara xxar's Avatar
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    I was starting to think the idea was to play tag ?!?!?!

  3. #18
    Telaran
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    Default Tagging system

    I agree, the tagging system has devolved into groups of factions camping spawn points of invasion mobs while those who stay at the source wells see barely a handful of mobs. So if you get the daily quest what normally would only take 20-21 onslaught invasions takes several cycles of the 23 individual onslaughts to get your quest done. This is why I don't do onslaughts anymore.

  4. #19
    Shadowlander
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    OP - some of the smartest suggestions and changes I've seen in a long time. I didn't even know that you earned less exp in groups. I guess I don't pay much attention at level 50 when I'm racing to get to the colossal invader so that I can get a couple hits in before others kill it and get all the credit, exp, and drops (a very frustrating experience, as you described).

    If group exp rewards less than solo exp, that's completely outrageous and unacceptable. This game is all about banding together to save Telara from the rifts. Also, why would group exp not be rewarded? I thought it was a basic standard for an MMORPG. Why bother playing online in the first place if nobody cooperates with each other based on lack of incentive...

  5. #20
    Plane Walker
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    Quote Originally Posted by Skycaptain View Post
    I agree, the tagging system has devolved into groups of factions camping spawn points of invasion mobs while those who stay at the source wells see barely a handful of mobs. So if you get the daily quest what normally would only take 20-21 onslaught invasions takes several cycles of the 23 individual onslaughts to get your quest done. This is why I don't do onslaughts anymore.
    Same here. EI used to be brilliant. Now it's frustrating and depressing.

  6. #21
    Ascendant Tolmos's Avatar
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    Bump for justice! Got more support on this idea in a short amount of time than I expected. Hopefully Trion will read this and at least LOOK at the system. I'm not demanding a "Change this or I quit!". All I'm asking is that they sit down, take 5 minutes and review whether the current system is really where they want it to be.

    Though extra brownie points to any mod who replies on here and says they've seen this and at least are aware. =D I would <3 you forever to let me know this didn't fall on deaf ears. *hints in the direction of Elrar and Co.*
    Last edited by Tolmos; 04-27-2012 at 04:52 PM.
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  7. #22
    Ascendant Anuhart's Avatar
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    I support this idea.

    (Because I'm a Warrior and we can't tag worth ****)
    All callings have 'tag' specs. Warrior in fact having the longest range tag.

    That said, OP speaks sense by the truck loads. Do it Trion.






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  8. #23
    Rift Disciple Hyacinth's Avatar
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    I'm on board with this 100% - and I play solo most of the time, lol! It's a shame when I head for an onslaught and someone else comes along but refuses to group up because they'll "get more solo". I would love the opportunity to actually work with people again rather than having to fight every single person I meet for even a single tag. Faction-on-faction tag stealing is bad enough, but I've had times where I had to fight against two or three groups of my own faction for mobs, too - wound up doing 90% of the actual killing with no drops and drastically reduced XP to show for it. It would be fantastic to see the system reworked.

  9. #24
    Ascendant Tolmos's Avatar
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    Quote Originally Posted by Anuhart View Post
    All callings have 'tag' specs. Warrior in fact having the longest range tag.
    Just out of curiosity: what skill are you mentioning here?
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  10. #25
    Ascendant Anuhart's Avatar
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    Just out of curiosity: what skill are you mentioning here?
    Any Riftblade Burst finisher followed by Sweeping Strike.

    SS doesn't require a target, Burst finishers apply to target. Targeting a mob then using that combination applies the burst to the target.

    It has some weird mechanics/rules though.

    You can basically hit at any range, not even LoS required.
    3 AP Storm Burst will even tag 7 mobs (6 around the target).
    It has travel time, not affected by your ranged weapon (i.e. same with gun or bow) at past draw distance but mouse over targetable, the travel time is several seconds.
    Outside your melee range but up to ??m, you will damage, tag and pull the mob/s.
    Outside ??m range and up to !!m range you will damage the mob but it heals, no tag but it will pull and aggro.
    Outside !!m and up to **m, you will damage the mob but it heals, no tag, no pull, but approaching the mob up to ~ !!m will then make it aggro you.

    ??/!!/** distances I don't exactly know.
    Last edited by Anuhart; 04-27-2012 at 07:36 PM.

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  11. #26
    Plane Walker
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    Quote Originally Posted by Tolmos View Post
    Bump for justice! Got more support on this idea in a short amount of time than I expected. Hopefully Trion will read this and at least LOOK at the system. I'm not demanding a "Change this or I quit!". All I'm asking is that they sit down, take 5 minutes and review whether the current system is really where they want it to be.

    Though extra brownie points to any mod who replies on here and says they've seen this and at least are aware. =D I would <3 you forever to let me know this didn't fall on deaf ears. *hints in the direction of Elrar and Co.*
    This! ^^^^^

  12. #27
    Ascendant
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    I think the way experience works between individuals and groups is fine. It's balanced by the fact that a group will accumulate experience faster. There doesn't need to be an additional bonus, but obviously, the experience penalty shouldn't be (EXP / # of people). I do believe that anyone who participates in killing a mob should get full EXP for it, provided they're within a certain range of the mob. 40 meters, max, outside of instances.
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  13. #28
    Rift Disciple THRiLL KiLL's Avatar
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    Quote Originally Posted by Morvick View Post
    I agree. Mob Ownership is quickly becoming an outdated concept, especially for the type of game Trion has created.

    Even if they removed the "Ownership" from Rift-based creatures (you can only Tag and Own a quest-related creature) it would be a start. I know that if you fight something you still get some credit, but it's not nearly as much as whoever first whacks it.

    Agreed on the Group XP & loot as well. You'd then get the opposite crowd complaining, though: "I'm being forced to group up to progress competitively!" but honestly, I wouldn't give that argument any credence. MMOs should be played together, not alongside each other, and if you really feel like playing Solo is that important to you, you'll do it no matter what rewards you're missing out on.
    this would be good for rifts and such.

    but for normal mobs this would suck and only for one reason.

    Bots.

    Damn things would just come kill our suff and steal the loot.

    Its bad enough they steal our skins and mines from creatures

  14. #29
    Ascendant Tolmos's Avatar
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    Quote Originally Posted by Caydin View Post
    I think the way experience works between individuals and groups is fine. It's balanced by the fact that a group will accumulate experience faster. There doesn't need to be an additional bonus, but obviously, the experience penalty shouldn't be (EXP / # of people). I do believe that anyone who participates in killing a mob should get full EXP for it, provided they're within a certain range of the mob. 40 meters, max, outside of instances.
    If they implemented the second part of your post, I would be fine with groups remaining the way they are. Otherwise, the main purpose of me bringing up group vs solo xp is because currently there is more incentive to not group because of that. Tag all the mobs so you have ownership of them all, still get just as much help from other people so the mobs die just as quickly, but get far more XP per kill.

    Now, if everyone gets the same amount of XP regardless of who got the first shot on the mob, as long as they are in range, then it makes far less difference as to whether we are all grouped or not, so changing the group XP mechanics would become a moot point.
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  15. #30
    Ascendant Tolmos's Avatar
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    Quote Originally Posted by THRiLL KiLL View Post
    this would be good for rifts and such.

    but for normal mobs this would suck and only for one reason.

    Bots.

    Damn things would just come kill our suff and steal the loot.

    Its bad enough they steal our skins and mines from creatures
    If the loot aspect were limited just to planar creatures, I think it would suffice to deal with many of the issues people have.
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