Anti Mob Kill Stealers, Anti Bullying Mechanism

Stuff you would like to see in the world of Eliatopia.
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j5dgreat
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Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by j5dgreat » Fri Aug 26, 2022 9:02 pm

A sensitive topic between the oppressed low level and/or class-disadvantaged players vs. the high level, and/or, class-advantaged oppressors.

It has been an issue with mostly every game, that is when a stronger player comes killing mobs which are already being hit by others. Eliatopia was not spared having this issue as well amongst players. Stronger or class-advantaged players can either one shot the mob, or kill it fast, allowing them to steal XP, and the right for the loot.

This is also used for bullying of other players already having this problem, specially if the oppressor's goal is to take the entire grinding area for himself.
This in turn can be very frustrating on the part of the bullied/oppressed that may cause them to lose interest of the game.

Because of this, as I have experienced the same issue countless times, I would want to suggest a mechanism to avoid, or at the very least, minimize kill stealing. (And if my suggestion is not sufficient or feasible, I do hope the sir Robby can make a way to fix this).

A very simple mechanism that I have realized is the possibility to reserve the mob on first hit.

Let's say Player 1 made contact with the mob, he has first dibs, and thus any other player (Let's say Player 2) hitting it or killing it next will have the disadvantage when it comes to XP and right of loot.

Now hold your horsies! there's more.

This would only work, if Player 1 would actually continuously hit the mob (within allowable timeframe), else the right for the mob can be opened to Player 2. This is to avoid players first hitting all the mobs just to reserve it.

For the XP and Loot, in case Player 1 called dibs, but the mob was killed by Player 2, I would honestly suggest to give the XP and right of loot to Player 1, but of course this is debatable and I would leave this to Robby.

But it doesn't end here, with this mechanism in place, there will surely be a shortage in mobs. The very reason why players kill steals (aside from bullying). I would suggest that as this mechanism, if possibly going to be implemented, the mob count and respawn time should increase as well to balance the change.

These are just suggestions and it would be awesome if others can hop in with more suggestions to make the game more playable and fun.
Last edited by j5dgreat on Sat Aug 27, 2022 5:20 am, edited 1 time in total.
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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by Fav » Fri Aug 26, 2022 9:22 pm

j5dgreat wrote:
Fri Aug 26, 2022 9:02 pm
A sensitive topic between the oppressed low level and/or class-disadvantaged players vs. the high level, and/or, class-advantaged oppressors.

It has been an issue with mostly every game, that is when a stronger player comes killing mobs which are already being hit by others. Eliatopia was not spared having this issue as well amongst players. Stronger or class-advantaged players can either one shot the mob, or kill it fast, allowing them to steal XP, and the right for the loot.

This is also used for bullying of other players already having this problem, specially if the oppressor's goal is to take the entire grinding area for himself.
This in turn can be very frustrating on the part of the bullied/oppressed that may cause them to lose interest of the game.

Because of this, as I have experienced the same issue countless times, I would want to suggest a mechanism to avoid, or at the very least, minimize kill stealing. (And if my suggestion is not sufficient or feasible, I do hope the sir Robby can make a way fix this).

A very simple mechanism that I have realized is the possibility to reserve the mob on first hit.

Let's say Player 1 made contact with the mob, he has first dibs, and thus any other player (Let's say Player 2) hitting it or killing it next will have the disadvantage when it comes to XP and right of loot.

Now hold your horsies! there's more.

This would only work, if Player 1 would actually continuously hit the mob (within allowable timeframe), else the right for the mob can be opened to Player 2. This is to avoid players first hitting all the mobs just to reserve it.

For the XP and Loot, in case Player 1 called dibs, but the mob was killed by Player 2, I would honestly suggest to give the XP and right of loot to Player 1, but of course this is debatable and I would leave this to Robby.

But it doesn't end here, with this mechanism in place, there will surely be a shortage in mobs. The very reason why players kill steals (aside from bullying). I would suggest that as this mechanism, if possibly going to be implemented, the mob count and respawn time should increase as well to balance the change.

These are just suggestions and it would be awesome if others can hop in with more suggestions to make the game more playable and fun.
Hmm,thats interesting but i doubt it makes sense tbh.
Theres mobs created for like every level so why would a lvl 100 grind still at crab area for example?
-
If you are talking about bosses it also doesnt make sense cuz they were made to kill them as a team and not for soloing it.
The balancing isnt da best ngl.. so its easy for whipmasters for example to kill endlevel boss alone in just soeconds.
And the fact only cortex drops s4 rn makes higher lvl player go farm there.
I guess thats what u meant with that bullying.
I doubt there will still be alot of players when more monsters will drop s4 which will happen in the next server reset as robby said.
So yeah.. hopefully u could understand me, sorry broken english ^^
Peaky Blinders #1 :mrgreen:

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j5dgreat
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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by j5dgreat » Sat Aug 27, 2022 3:16 am

Fav wrote:
Fri Aug 26, 2022 9:22 pm
j5dgreat wrote:
Fri Aug 26, 2022 9:02 pm
A sensitive topic between the oppressed low level and/or class-disadvantaged players vs. the high level, and/or, class-advantaged oppressors.

It has been an issue with mostly every game, that is when a stronger player comes killing mobs which are already being hit by others. Eliatopia was not spared having this issue as well amongst players. Stronger or class-advantaged players can either one shot the mob, or kill it fast, allowing them to steal XP, and the right for the loot.

This is also used for bullying of other players already having this problem, specially if the oppressor's goal is to take the entire grinding area for himself.
This in turn can be very frustrating on the part of the bullied/oppressed that may cause them to lose interest of the game.

Because of this, as I have experienced the same issue countless times, I would want to suggest a mechanism to avoid, or at the very least, minimize kill stealing. (And if my suggestion is not sufficient or feasible, I do hope the sir Robby can make a way fix this).

A very simple mechanism that I have realized is the possibility to reserve the mob on first hit.

Let's say Player 1 made contact with the mob, he has first dibs, and thus any other player (Let's say Player 2) hitting it or killing it next will have the disadvantage when it comes to XP and right of loot.

Now hold your horsies! there's more.

This would only work, if Player 1 would actually continuously hit the mob (within allowable timeframe), else the right for the mob can be opened to Player 2. This is to avoid players first hitting all the mobs just to reserve it.

For the XP and Loot, in case Player 1 called dibs, but the mob was killed by Player 2, I would honestly suggest to give the XP and right of loot to Player 1, but of course this is debatable and I would leave this to Robby.

But it doesn't end here, with this mechanism in place, there will surely be a shortage in mobs. The very reason why players kill steals (aside from bullying). I would suggest that as this mechanism, if possibly going to be implemented, the mob count and respawn time should increase as well to balance the change.

These are just suggestions and it would be awesome if others can hop in with more suggestions to make the game more playable and fun.
Hmm,thats interesting but i doubt it makes sense tbh.
Theres mobs created for like every level so why would a lvl 100 grind still at crab area for example?
-
If you are talking about bosses it also doesnt make sense cuz they were made to kill them as a team and not for soloing it.
The balancing isnt da best ngl.. so its easy for whipmasters for example to kill endlevel boss alone in just soeconds.
And the fact only cortex drops s4 rn makes higher lvl player go farm there.
I guess thats what u meant with that bullying.
I doubt there will still be alot of players when more monsters will drop s4 which will happen in the next server reset as robby said.
So yeah.. hopefully u could understand me, sorry broken english ^^
Oh no worries, your english is just fine. :) Thanks for the response. But yes it might be because of high level farming runes or whatever, but i still see level 100+ leveling in lower level areas. Whatever the reason is, most of them (not all) doesnt really care about the lower levels grinding. They do kill the mob even if someone is already killing it. And since they are stronger, loot and xp goes to them. For bosses yes ofcourse we can't do much about that. This suggestion is mainly for grinding areas.

So again my point was, no matter the reason why high levels are farming in low level areas, the issue still remains that most of them doesn't care about other people and just killing everything they see making others frustrated and helpless and eventually leaves the area (which is the main goal of the oppressor). And lastly, this does not apply only to high levels, even co-grinders does the stealing when it's advantageous for them to do so. For example, a mage can't 1 shot a mob, takes time to hit them, but an archer comes in and one shots what the mage was killing. The same with other classes who has one shot skills.
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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by Pro_xGamer » Sat Aug 27, 2022 4:48 am

Support!
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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by j5dgreat » Sat Aug 27, 2022 5:26 am

Pro_xGamer wrote:
Sat Aug 27, 2022 4:48 am
Support!
bruh! thanks for supporting all my posts! :D
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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by CrazyMonke1004 » Sat Aug 27, 2022 6:00 am

Support! I like! Please do this! I Have been bullied many times!

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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by Aegyo » Sat Aug 27, 2022 6:42 am

nah.

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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by TheWood » Sat Aug 27, 2022 6:53 am

j5dgreat wrote:
Fri Aug 26, 2022 9:02 pm
A sensitive topic between the oppressed low level and/or class-disadvantaged players vs. the high level, and/or, class-advantaged oppressors.

It has been an issue with mostly every game, that is when a stronger player comes killing mobs which are already being hit by others. Eliatopia was not spared having this issue as well amongst players. Stronger or class-advantaged players can either one shot the mob, or kill it fast, allowing them to steal XP, and the right for the loot.

This is also used for bullying of other players already having this problem, specially if the oppressor's goal is to take the entire grinding area for himself.
This in turn can be very frustrating on the part of the bullied/oppressed that may cause them to lose interest of the game.

Because of this, as I have experienced the same issue countless times, I would want to suggest a mechanism to avoid, or at the very least, minimize kill stealing. (And if my suggestion is not sufficient or feasible, I do hope the sir Robby can make a way to fix this).

A very simple mechanism that I have realized is the possibility to reserve the mob on first hit.

Let's say Player 1 made contact with the mob, he has first dibs, and thus any other player (Let's say Player 2) hitting it or killing it next will have the disadvantage when it comes to XP and right of loot.

Now hold your horsies! there's more.

This would only work, if Player 1 would actually continuously hit the mob (within allowable timeframe), else the right for the mob can be opened to Player 2. This is to avoid players first hitting all the mobs just to reserve it.

For the XP and Loot, in case Player 1 called dibs, but the mob was killed by Player 2, I would honestly suggest to give the XP and right of loot to Player 1, but of course this is debatable and I would leave this to Robby.

But it doesn't end here, with this mechanism in place, there will surely be a shortage in mobs. The very reason why players kill steals (aside from bullying). I would suggest that as this mechanism, if possibly going to be implemented, the mob count and respawn time should increase as well to balance the change.

These are just suggestions and it would be awesome if others can hop in with more suggestions to make the game more playable and fun.
Just high level players need strong monsters to get low stage runes, so that 100+ level doesn't come to rafflesia or ooze. Also, monsters spawn shouldn't take forever. Robby wanted players to run around area instead of staying in place, but that actually requires huge areas, of which there aren't enough in the game yet.

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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by Pro_xGamer » Sat Aug 27, 2022 8:38 am

j5dgreat wrote:
Sat Aug 27, 2022 5:26 am
Pro_xGamer wrote:
Sat Aug 27, 2022 4:48 am
Support!
bruh! thanks for supporting all my posts! :D
lol
The only pro player in America sweating in Eliatopia

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Re: Anti Mob Kill Stealers, Anti Bullying Mechanism

Post by troopas » Sun Aug 28, 2022 6:34 pm

First section just gives me karl Marx communist manifesto feelings
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