It should be changed, but not fully removed
I don't care if other players get credit for killing a mob I tag, but I'll be damned if I'm going to constantly chain-pull 3-5 mobs for dailies and share loot with people whose help I neither ask for or want. I can dot up multiple mobs and run around chain-pulling and re-applying DoTs and only stop if I'm overpulling and run low on mana (dispersion is laughable nowadays).
If I see someone struggling to kill mobs while doing dailies and it appears they're a healer or tank, if I'm not in a queue I'll invite them to a group to help them plow through. Some specs can't kill 5+ mobs of 400-700k HP simultaneously and have to kill them one at a time, so I don't mind helping them out. Along the same lines if I'm running through and won't need to mount for a few seconds I'll throw dots up on other friendly players' mobs to help them kill said mobs faster. I'm not trying to get credit for those kills (but wouldn't complain if that was changed to give me credit), just being friendly. If I got half of their loot for applying dots while running through, sure I wouldn't mind the free gold, grays, or perhaps green or better loots, but they didn't need nor ask for my help so why should I jack the loot or half of the gold from their mobs?
Thankfully most elites or named mobs in MoP will let you assist and get credit for a kill, that is a HUGE improvement over the old system of spamming AOE's and instacast damage abilities to steal a tag as a mob spawns. Tol'Barad dailies with named mobs to kill were a bitch before tagging was changed, and I don't miss the constant griefing from people who'd already completed those quests. Now at least the worst we have to deal with are certain players or guilds that will tag Sha of Anger then drop threat onto other groups and refuse to share the tag, only picking the mob back up if the other group(s) run off or wipe.
Guild Wars 2 mob tagging is a great feature and makes everything more enjoyable imo
---------- Post added 2012-11-25 at 10:22 PM ----------
I would just be happy if they fixed some of the tagging mechanics. If my pet hits it it should be tagged and lootable. If I get a shot off before its tagged its mine. I hate when I shoot something but it gets tagged before the missile hits.
/care. But if u guys want it, why not. I don't see any issue really.
Outright pathetic mentality people have in this thread by and large. So much so that I am actually glad my sub is cancelled to WoW and I can put my focus and desire for a better community elsewhere. All I hear is a bunch of blubbering and crying because "Oh I spat on it first!"--the effort you put into fights doesn't even compare to that of GW2's mechanics to begin with but oh dear god be damned if someone helps and gets credit for the same kill. End of the world. Communism is taking over at a breathtaking pace on the internets.
What if a healer comes along and heals you up? What if a tank jumps in and stuns/aggros some of the mobs off of you? Guess what kiddies, they aren't doing damage but they're still assisting in their own way. Even if someone just does one spell on them, it's extra damage to help you drop your targets! That's the magic of a non-tagged system in which anyone can jump into a fight at any time with reward. You still get your exp, you still get your loot table, only difference is they also get the same. Play GW2 for a bit and you'll quickly realize it's actually an effective and useful system of developing teamwork/unity without any superficial garbage forced into the mix.
There is no excuse for being so vehemently opposed to it. I can understand being hesitant, unsure, but acting like a spoiled brat gives reason as to why gaming communities abroad have become little more than a bad joke around the drinking table. Even I, with a childhood steeped in gaming, think of modern gaming communities as little more than a cesspool of petulant runts taking long-winded shits on each other without a care because they couldn't succeed in their own personal lives. So they've got to make the "gaming world" their "time to shine" over everyone else.
Pardon my snide remarking but hey, it is what it is. Time people get real with one another. This is just one of those ridiculous conflicts spawned from ridiculous, artificial need. There IS NO ISSUE WITH IT. If you have issue, it lies entirely with you. Evolve or maybe spend more time developing the rest of your life enough so that the conflict of "uber-style mob killing" means less to your delicate senses. Christ, I'd expect the kind of answers I've seen on here from first grade children.
Last edited by Kelliak; 2012-11-26 at 01:13 AM.
WoW already has a system in which you can group up and work together. I think a better implementation than shared-tagging might be to allow queues to continue while in a group.
Really, I think shared-tags are potentially a good thing, but that enough people would misuse the system that it wouldn't be worthwhile.
Honestly you should pay less attention to what others are doing or what they have and more on your own enjoyment. If someone being able to gain a reward from hitting a mob that you are fighting has such an impact on your enjoyment then you are taking the game far too seriously.
I think a compromise would work, First to tag a mob gets quest-credit, XP (If not level-capped, duh), quest-items and loot (Gold, equippable items and vendor trash), further people to damage the mob get quest-credit, quest-items but no XP or non-quest loot.
That would make quests (Especially dailies) a lot more bearable when areas are crowded, but not make it botting paradise.
Personally, I think tagging should be removed. It's not that tagging is a horrible thing, but removing it would promote team play without having to formalize a "party".
I think the GW2 concept is nice, working together to gain rewards but tbh i wouldn't like WoW to change it to the GW2 style, maybe because im just so used to it.
If you make all mobs multitaggable, what about loot? Does each person have their own loot version? This would quickly go into bizarre - basically it would punish people for fighting anything on their own. If you make loot only available to the person who dealt last blow, you would basically go back to Everquest-style kill-stealing.
I think WoW tagging system is good as it is. What they should do is make questing more group-friendly.
The night is dark and full of terrors...
WoW is designed around mob tagging. This means gathering, crafting, quests, leveling etc. are all designed with mob tagging in mind. Simply remove mob tagging will be disasterous for WoW.
A few examples that I can think of:
1. who gets to skin/engineer the dead corpse? if 1 person skinned does that mean leather appear in everyone's bag? or does the faster clicker gets to skin? currently mob tagger can have some control by not looting
2. what's stopping someone from dropping 1 aoe and then go off and mine/herb while getting rewarded for the kills?
3. how will exp share work? if you have 25 ppl split in 5 groups, 1 person from each group hits a particular mob once and that mob dies, how is exp shared amongst 25 people?
4. same situation for 3, but how will loot be handled? if gold/loot is multiplied by 25 then i can imagine gold inflation going way way up with chinese farmer multiboxing.
There are some fundamental design issues when you are talking about mob tagging. I do agree that Blizzard should do something to promote cooperation instead of players dreading seeing other players. However, simply remove mob tagging is definately not the solution.
there ok with there table being there