Thread: Mob tagging LOL

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  1. #61
    Quote Originally Posted by reemi View Post
    Yes, I've made friends because of that before, when grouping with people farming in Tyr Hand like me...

    My god, the old good time!

    Please don't make WoW a game like GW2 where everyone single play and never care of anyone.

    Open tag is okay for rares and unique quest mobs.
    So because you made friends farming mobs 9 years ago it's an argument to keep mob tapping in the game?

  2. #62
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    Quote Originally Posted by Nivis View Post
    Is this "player runs by, throws a dot and waits for others to kill a mob" really a thing on some servers?
    I mean, sure, it happens...but from my experience very, very rarely and by NO means frequently enough to not have open tags.
    Indeed, if this really was the case why does nearly everyone on Timeless Isle kill the rares as quick as possible? I mean by the logic some people use in this thread they should be tagging it only to wait for one / two guys to finish it off alone. When usually people all-out nuke them.

    Generally because they want to spend as little time possible fighting and continue to the next mob. Which would apply for questing too I wager.
    Last edited by mmoc4ef0f601bd; 2014-07-29 at 06:43 PM.

  3. #63
    Deleted
    Quote Originally Posted by reemi View Post
    Yes, I've made friends because of that before, when grouping with people farming in Tyr Hand like me...

    My god, the old good time!

    Please don't make WoW a game like GW2 where everyone single play and never care of anyone.

    Open tag is okay for rares and unique quest mobs.
    We're playing very different games clearly. I don't remember the last time I actually grouped up to quest with somebody. Most of the time everyone ignores everyone if there's anyone about at all. If you invite somebody verbally or through the invite button you don't even get a response all the time. WoW is already practically a single player game. If it has to be one at least let it be one where I can do what I like without interference.

  4. #64
    It works with guild wars 2 and wildstar, why not wow? Blizzard and the negative community assumes too much.

  5. #65
    Quote Originally Posted by Zephre View Post
    Experienced this myself. I suppose Blizzard are just stupid beyond all comprehension.
    Feel free to provide a better solution. A solution that works for everyone, not one that suits you and your friends.

  6. #66
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    Quote Originally Posted by kinneer View Post
    Feel free to provide a better solution. A solution that works for everyone, not one that suits you and your friends.
    What about getting rid of mob tagging? I mean WoW must be the only game that still does this. I didn't even know there where still people who think such an archaic and outdated game mechanic is good. I'd just assumed Blizzard hadn't gotten around to flipping the switch.

  7. #67
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    I have NEVER invited anyone to a group to kill something I can kill myself. Not even in 9 years of this game. I have, however, devised ways to kill people of my own faction while they're killing a rare. It's not always possible but if it gets me what I want, I'll do it. On the Timeless Isle, I'll kill any rare I see as soon as possible so nobody else can have it. Someone did it once to me so now I do it to everyone else as a matter of spite.

    The tapping system being gone is the end of an era for jerks like me. I want it because I hate other jerks doing it themselves. You should all want it to stop people like me because we never will while there is any advantage out of doing what we do. I'd possibly still do it for a laugh but I doubt I'd put in the extra effort. That's what this all boils down to really. If some leech just ran around casting a dot on every mob I was killing already, how does that make my experience less? It makes it easier because that leech is making these mobs die faster for me. It might be that he's doing it for his own selfish reasons but it still benefits me. So what if some people do that? It doesn't matter if there's nobody around and if there's more than one person killing some quest mobs, it is only a benefit.
    Paladin Bash has spoken.

  8. #68
    Quote Originally Posted by Sildor View Post
    The current system is fine.

    I play on one of the highest populated servers of WoW, and never end up fighting for mobs, I dunno what game you are playing, but it's honestly fine. It promotes thinking and actively playing, and not zerging or leeching off others.
    You are either one, lying. Two, killing stuff that is outdated. Or three, playing at extremely off hours.

    I challenge you to say that this is not a problem during launches of new patches when everyone is crammed into the same zone.

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  9. #69
    Quote Originally Posted by kinneer View Post
    Feel free to provide a better solution. A solution that works for everyone, not one that suits you and your friends.
    The solution is mob tagging. There is not much wrong with it. There are people that mob tag first and then people wonder "welp I don't get anything from helping him kill the mob so why help him". Then there are other alternatives to the scenario where "that same person pulled too much mobs, and dies in the process" and mobs all return to their designated spot.

    It works in other MMOs. Guild Wars 2 and Wildstar had virtually no problems with it so why not have it?

  10. #70
    Yesterday when I saw the post on Blizz forum, I started thinking of a way to mix things up a bit and see if I could come up with a solution that would be better overall. But when I got to find it, make image example out of them, I realized it was on the beta forums, to which I have no access. I guess I can share it here anyways.

    The major concerns that seem to go with mob tagging or not are as follow:

    Open-tap opens the door to players running around throwing dots or white swing to everything that is getting killed, allowing some toxic behavior of people just getting credits for 0 efforts.

    Mob Tagging add some frustration for players when multiple players compete for the same mobs.

    My idea isn't super original, and isn't perfect, but it actually fixes alot of issues that both methods have, and also keeps some social aspect to questing. The main issue is that it can only affect "kill X number of Y" type of quests (which is still a pretty good amount).

    The idea is this:
    Replace the kill "X" amount of "Y".
    by: kill some "Y".
    Instead of asking for 6, 10, 20 kills of a certain monster, you simply ask to go kill them (about every quest flavor text never tell you a reason for the number, only the objective specifies a number.

    How removing number of kills help the issue?
    You can now translate the kills into Progression %. In other words, instead of giving you 1 kill credit for a "kill 10 of these" quest, you get 10% when you kill a mob(1/10, 5% for a kill 20 mob quest, etc.) This would allow partial kill to count towards progression. See where I am going with this?

    Say you are on a "kill 10" quest, and you are competing against someone else. Say you both equaly damage the adds, both suprisingly doing exact 50% of the monsters health after each kill. Each one of you would receive 5% progress after each kill, leaving you with 19 similar kills. If you group up, both your progress add up (of course), so it gives you both 10%. If someone else just runs around doting everything for low damage, it will still take a while, probably longer than you who would just deal the 90% other damage to each mobs. No reason to fight for each mob, because a hit that you sent a second too late is still counted toward your progression, so it's not lost, you can either stick to the same target or find another one.

    Pros:
    -No more people quick tagging everything is sight just to get quick credits.
    -No more frustration to be the one who gets trolled by the quick tagging.
    -Still actively promotes grouping as it still makes things way faster (unlike open tags)

    Cons:
    -Limited to "kill X amount" quests
    -As soon as there's someone else sharing the mobs, you have to fight 1 or more additional mobs to complete a quest (11.9 kill isn't 12).
    -Harder to figure out you future killing route ("will I be done after this one, or do I need the 2 next I see around the corner to my right?")

    Still, I think that it could be a good way to make some daily hubs and early quests less frustrating/grindy (the first few quests in Jade Forest could have used this to prevent people from fighting eachother over mobs).

  11. #71
    A realm reborn is free tag and everyone tries to group up to clean every fate faster and get more exp (unlimited respawn for a X amount of time, let's say).

    It works wonders.
    There's no reason to be limited tag anymore, unless they want to stick to a design that says: "It's ok, it lets people stay in game more because they're waiting for that respawn, and until they do, they can't go on".

  12. #72
    The Unstoppable Force Kelimbror's Avatar
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    Pretty dumb and archaic response on an issue that current MMOs have 'solved'. While they try and use semantics to hide the truth, they are telling you that they'd prefer you be forced into grouping instead of actually wanting to group. It's completely counter to their instancing design dating back to LFG, so I'm not sure how they have such a large disconnect in principles. Open tapping encourages dynamic grouping, which is much preferable to real groups. It removes the need to utilize UI elements and play a grouping mini game, while providing all of the advantages of normal groups. It is vastly superior to static grouping and mob ownership in every respect.
    BAD WOLF

  13. #73
    Am I the only weird one that actually enjoys killing stuff on my own? Tagging means mobs I'm killing don't get killed by other people and I actually feel like I'm doing something with my character. It's not super awesome gameplay or anything but I feel like I'm at least playing. I like hitting my buttons . I've played the other games with more open tagging and it often feels like just spam whatever I can to hit whatever I can before it dies so I get some credit and that doesn't feel very satisfying.

  14. #74
    Deleted
    Quote Originally Posted by Nellise View Post
    Am I the only weird one that actually enjoys killing stuff on my own? Tagging means mobs I'm killing don't get killed by other people and I actually feel like I'm doing something with my character. It's not super awesome gameplay or anything but I feel like I'm at least playing. I like hitting my buttons . I've played the other games with more open tagging and it often feels like just spam whatever I can to hit whatever I can before it dies so I get some credit and that doesn't feel very satisfying.
    You can still kill stuff on your own without mob tagging. You can kill stuff better on your own because even if someone else is there you can just ignore them rather then them being a nuisance.

  15. #75
    Quote Originally Posted by Kelimbror View Post
    Pretty dumb and archaic response on an issue that current MMOs have 'solved'. While they try and use semantics to hide the truth, they are telling you that they'd prefer you be forced into grouping instead of actually wanting to group. It's completely counter to their instancing design dating back to LFG, so I'm not sure how they have such a large disconnect in principles. Open tapping encourages dynamic grouping, which is much preferable to real groups. It removes the need to utilize UI elements and play a grouping mini game, while providing all of the advantages of normal groups. It is vastly superior to static grouping and mob ownership in every respect.
    I agree, the thing is, WoW is built on those limitation. The obvious and best solution would be to delete everything and start over, aka, make a new game. That's how games today come up with better things, because a fresh starts allows pretty much anything, which an Expansion, or a patch, just can't. And I don't see blizzard resetting WoW like Square rebooted their FF mmo.

  16. #76
    Quote Originally Posted by Bisso View Post
    The idea is this:
    Replace the kill "X" amount of "Y".
    by: kill some "Y".
    Instead of asking for 6, 10, 20 kills of a certain monster, you simply ask to go kill them (about every quest flavor text never tell you a reason for the number, only the objective specifies a number.
    That's how Wildstar works and it's certainly a very good system. It even has some little extras, since there are usually different types of mobs that qualify for the same quest, usually including special elite mobs that usually require 2-5 people to be able to kill them and provide more quest progress than average mobs, the harder the mob, the higher it contributes to quest progress. Even at launch the system worked just fine and it still does. And players still socialize and even group up whenever they want to. The idea that just because there is open tap the world will suddenly be swarmed with players one-hitting everything at sight is just delusional as hell.
    Last edited by Geckoo; 2014-07-29 at 07:21 PM.

  17. #77
    Quote Originally Posted by Protar View Post
    You can still kill stuff on your own without mob tagging. You can kill stuff better on your own because even if someone else is there you can just ignore them rather then them being a nuisance.
    I find it more of a nuisance when someone helps kill a mob I intended to kill on my own. Tagging usually means people move on to the next untagged mob rather than "help" kill mine. It's one reason I don't like grouping while doing basic quests: mobs die too quick and more time is spent trying to find mobs than actually fighting. I know my reason is almost completely opposite of the one Blizzard gave, but I think it's one reason I've always found WoW quests more satisfying than those in newer games where my presence really doesn't matter to make the mob die.

  18. #78
    Deleted
    Another issue with the current mob-tag system is that the loot distribution of it also contributes to people disliking it as others have mentioned with the pvp elites. When I was farming them for the brawlers invite I was not going to risk having others roll need on it if it dropped by inviting them into a party, sucks to have to deny others the honour but that's the way loot drops were designed for special items like that instead of a chance of loot for everyone in the party for these special items. I

    'd not blame others who did the same when farming them but when you get hurled abuse that's bad enough to warrant a temp-ban by people who promise not to roll need on drops You can sure as hell bet it reinforces suspecting that everyone probably will if you invite them. While it may not be a solution it could at least encourage socialising/grouping if special items that those/other rare spawns had a chance to drop for each individual much like LFR tends to do.

  19. #79
    Quote Originally Posted by Nellise View Post
    I find it more of a nuisance when someone helps kill a mob I intended to kill on my own. Tagging usually means people move on to the next untagged mob rather than "help" kill mine. It's one reason I don't like grouping while doing basic quests: mobs die too quick and more time is spent trying to find mobs than actually fighting. I know my reason is almost completely opposite of the one Blizzard gave, but I think it's one reason I've always found WoW quests more satisfying than those in newer games where my presence really doesn't matter to make the mob die.
    Can I ask your reasoning behind liking it this way? Do you like to test your metal so to speak against mobs? Like to play more slow as casually? I'm not saying you're wrong, I'm just curious why you like it that way.

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  20. #80
    Bloodsail Admiral Xe4ro's Avatar
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    If the community is to stupid to be social it's their problem. The new generation of idiot gamers is what pulls wow down. Not Blizzard or happy looking pandaren kids who want to murder you in your sleep.
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