Re: Target lock. Could e worst thing in game if admn puts in
#12Hmmm.target lock only works if groups actually still wipe to bosses. Many times we have seen a group bite more than they can chew and kill a boss for two hours and just use idols and pots to keep him from resetting. I don't mind coming in second on a boss just as long as I know there's a chance for us to get him if they wipe, but that never happens anymore.
Fix the idol timer first before implementing target lock.
I wonder if it would help to reset aggro totally when you use an idol.
So when the tank idols he has to work hard to get aggro back, sort of like if he logged.
That way te rest of the group would get wiped easier.
What do you think?
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Why play a class where skills cost more than other classes for same damage?
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Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?
Copy this sig!

Wiki: http://www.wisdomunderground.com/wiki
Re: Target lock. Could e worst thing in game if admn puts in
#13Simple solution, get a clanThink of the clanless like me who may have the pots and some friends at a hope of getting a boss when a larger clan sees and calls all there 120+ levels.Or u have been camping for hour on falgren and it spawns then a larger clan comes and kses, it has happened to me and it was no funBut it also eliminates competition in the game for bosses.It seems that your with the better clan or your not then your gonna get ksed without the lock
D0nk0 Lvl143 warrior
D1nk1 lvl90 druid (retired)
D2nk2 lvl70 ranger (retired)
D3nk3 lvl128 druid (dual log)
D4nk4 Lvl142 ranger (tri log)
D6nk6 lvl80 mage (retired)
General of PRIME
Proud owner of 2 full darkflame sets
D5nk5 lvl85 rogue (arawn)
D1nk1 lvl90 druid (retired)
D2nk2 lvl70 ranger (retired)
D3nk3 lvl128 druid (dual log)
D4nk4 Lvl142 ranger (tri log)
D6nk6 lvl80 mage (retired)
General of PRIME
Proud owner of 2 full darkflame sets
D5nk5 lvl85 rogue (arawn)
Re: Target lock. Could e worst thing in game if admn puts in
#14If target-locking is in response to countless KS complaints from whining noobs that don't know how to play MMOs, it's only going to introduce more complaints about exactly the same issue -- people camping, engaging, and killing bosses...though many noobs will still complain "KS." (Notice that most KS complaints aren't really about "KS" at all, but rather they are simply fighting above their levels and they are not strong enough to win kills. They should continue leveling on mobs which they are more capable of killing before competing for kills against higher lvl players.)
Full disclosure, I am somewhat biased as a Rogue-main with no projectile attacks, therefore I am immediatley at a disadvantage in engaging mobs. Obviously, rangers (and to a lesser degree, casters) would be enormously valuable for locking targets before melee attackers can engage.
Simply said, I am NOT in favor of target locking. However, if target locking is added, I would like to see it be dependent upon more than just who engages first.
Suggestion: Take into account which player/group inflicts x% of damage first, or the most amount of damage within x seconds of engaging before locking the target.
If target locking is added and it is based solely on who engages the enemy first, I would be in favor of:
Full disclosure, I am somewhat biased as a Rogue-main with no projectile attacks, therefore I am immediatley at a disadvantage in engaging mobs. Obviously, rangers (and to a lesser degree, casters) would be enormously valuable for locking targets before melee attackers can engage.
Simply said, I am NOT in favor of target locking. However, if target locking is added, I would like to see it be dependent upon more than just who engages first.
Suggestion: Take into account which player/group inflicts x% of damage first, or the most amount of damage within x seconds of engaging before locking the target.
If target locking is added and it is based solely on who engages the enemy first, I would be in favor of:
- Giving each class some sort of instant-cast projectile so there is at least fair ground to start each fight.
Incorporating counter-measures to account for groups that are not sufficiently leveled/equipped for a mob/boss and therefore rely strictly upon pots, idols, and leystones for kills. (Granted, the consumption of idols and pots adds to CH's bottom line...a target-lock system that allows unlimited pot/idol uses undermines the integrity of the game.)
- I'm going to power-level the **** outta my alts.
The game will be overrun with op rangers kiting mobs for kills with little/no interference (i'm not hating rangers, i have always envied their bolas... grats!).
Noobs will continue to complain about kill-stealing.
DonkeyPunch (Rogue) - Lvl 150
BilboBaggins (Mage) - Lvl 130
JiggaGlow (Druid) - Lvl 128
Morrigan, Clan Avalon
BilboBaggins (Mage) - Lvl 130
JiggaGlow (Druid) - Lvl 128
Morrigan, Clan Avalon

Re: Target lock. Could e worst thing in game if admn puts in
#15Eloquently put.
In addition, Target lock will just breed a new group of complainers. Those who complain that high level clans (who usually are more resourceful and organized) always lock bosses before anyone can get a chance to engage.
It's a no-win situation.
In addition, Target lock will just breed a new group of complainers. Those who complain that high level clans (who usually are more resourceful and organized) always lock bosses before anyone can get a chance to engage.
It's a no-win situation.
Re: Target lock. Could e worst thing in game if admn puts in
#16I wonder if a rogue could hit a boss, sponge a few hits and use playdead. While playing dead sigs would kick in (I have 700 hp sigs, and if this works i will get a lot more
)use pots (if needed) and sill keep the target lock? If so I will definatly use this to my clans advantage until the old system goes back into effect. I can't wait to try it out. Can you imagine me lying on the ground with the target lock on me while another clan can only sit there and watch as my clan rolls up and kills the boss? Rogues are definatly overpowered again 


World-Morrigan
Rogue-Bonesmasher
Warrior-Thracian
Druid-Happytohelp
Proud member of clan AVALON
Rogue-Bonesmasher
Warrior-Thracian
Druid-Happytohelp
Proud member of clan AVALON
Re: Target lock. Could e worst thing in game if admn puts in
#17I am convinced that target lock will be an improvement on what is happening today. Most bosses are not camped so the arguments given are not valid. Even falgren is often not camped. And Arawn is one of the busiest servers.
But, assuming there are some permenant campers. Here are some suggestions to help solve the problem.
- have all bosses spawn yellow and then go red after 10 seconds so someone camped on the spot won't get insta agro.
- have the pot delay time increase with each successive pot so someone can't just pot their way along.
- have the mob lock to the first 5% of damage instead of just first hit. That way a single lucky shot won't take it from an awaiting group.
I think this is overkill but it will address the concerns.
The game changes. Admin appears convinced that target lock is needed to improve the game and I support that decision.
If the new system becomes a problem then the forum will surely voice their oppinon. Right now there is a problem and people are guessing about the possible problems with target lock.
Fix the known problem, we will deal with the future in the future.
But, assuming there are some permenant campers. Here are some suggestions to help solve the problem.
- have all bosses spawn yellow and then go red after 10 seconds so someone camped on the spot won't get insta agro.
- have the pot delay time increase with each successive pot so someone can't just pot their way along.
- have the mob lock to the first 5% of damage instead of just first hit. That way a single lucky shot won't take it from an awaiting group.
I think this is overkill but it will address the concerns.
The game changes. Admin appears convinced that target lock is needed to improve the game and I support that decision.
If the new system becomes a problem then the forum will surely voice their oppinon. Right now there is a problem and people are guessing about the possible problems with target lock.
Fix the known problem, we will deal with the future in the future.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."
Re: Target lock. Could e worst thing in game if admn puts in
#18Target locking s a huge change and requires beta , not simple beta but as I saw suggested in another thread a beta server with rival clans.
2for flinching I think rogue will be at a clear advantage over ranger for claiming mobs based on the speed of quickstrike , also warriors with instant cast on warcry will be at a clear advantage, meanwhile rangers will be able to hold mobs forever. This idea that target locking will stop the crying is crazy , the more powerful the clan will be put at even more of an advantage , admin you will need a giant box of Kleenex for all the tears that will need wiped away on these forums.
I fear admin is minimizing the severity of the changes needed for altering the game this much with target lock, i believe this will have a serious negative impact on otm's bottom line.
2for flinching I think rogue will be at a clear advantage over ranger for claiming mobs based on the speed of quickstrike , also warriors with instant cast on warcry will be at a clear advantage, meanwhile rangers will be able to hold mobs forever. This idea that target locking will stop the crying is crazy , the more powerful the clan will be put at even more of an advantage , admin you will need a giant box of Kleenex for all the tears that will need wiped away on these forums.
I fear admin is minimizing the severity of the changes needed for altering the game this much with target lock, i believe this will have a serious negative impact on otm's bottom line.
Re: Target lock. Could e worst thing in game if admn puts in
#19Uh no, you don't need a skill hit to claim a mob, you just have to aggro it (or hit it). Rangers can do it from several yards away. A rogue has to run up to it.think rogue will be at a clear advantage over ranger for claiming mobs based on the speed of quickstrike , also warriors with instant cast on warcry will be at a clear advantage
Warcry has a small radius too. No way I can get to the mob before a ranger can shoot an arrow at it.
Re: Target lock. Could e worst thing in game if admn puts in
#20Think of it this way, 3 toons standing waiting for the boss to spawn , first to hit said boss will get locked , rogues quickstrike is an instant attack same as warriors warcry , sharpshot , the fastest ranger skill is not instant, the rogue will claim mob before the ranger. This game will devolve into who has the quickest finger tap.
This is assuming they will make bosses yellow named mobs and clearly they will have to in order to implement target lock. Otherwise there will be a pile of toons standing exactly where the boss spawns , how would it then be determined what toon the mob attacks. Not to mention the extreme lag piling toons in one spot will cause.
This is a small example of how complicated a feature otm is changing with implementing target lock, ranged attack means nothing if toons are standing on spawn point, all classes will require an instant skill to balance this out.
And as far as powerleveling goes , otm is effectively removing the need to grind for yourself , who in their rite mind would bother leveling a class the old fashion way when it will take 1/10th of the time to power level that class.
This is a terrible idea and those lobbying for it have not thought about the affect it will have on the game.
This is assuming they will make bosses yellow named mobs and clearly they will have to in order to implement target lock. Otherwise there will be a pile of toons standing exactly where the boss spawns , how would it then be determined what toon the mob attacks. Not to mention the extreme lag piling toons in one spot will cause.
This is a small example of how complicated a feature otm is changing with implementing target lock, ranged attack means nothing if toons are standing on spawn point, all classes will require an instant skill to balance this out.
And as far as powerleveling goes , otm is effectively removing the need to grind for yourself , who in their rite mind would bother leveling a class the old fashion way when it will take 1/10th of the time to power level that class.
This is a terrible idea and those lobbying for it have not thought about the affect it will have on the game.