View Full Version : Locked encounters
goboy
08-21-2005, 09:27 PM
<DIV>How about a group option that enables locked encounters? There are some who do not want help (or grief).</DIV> <DIV> </DIV> <DIV>Jaly </DIV>
Frens
08-21-2005, 10:20 PM
I don't see any good reason to make the changes to encounter locking as it stands now. There are two primary results from this change, as I see it. First, there will be higher level people who 'help out' somebody as they're passing through a zone with a quick combat art or spell. This easily ruins the experience, especially for people like me who will push the outer edge of our abilities once in a while and have fun regardless of success or failure. I don't want help. If you need it, just <i>admit it</i> and yell for help. The thing that annoys me the most is people who are running with the lock still on and complain at me because I didn't help. Granted, this happens more when I play on Live during Test downtime, but I've had it happen on Test as well. Secondly, this will open up powerlevelling to an extreme degree. All the lowbie being PLed has to do is make ONE offensive action against the mob, and their higher level friend/bot can take over from there. Especially with HOs changed to be based off the arts used and not the mob, a higher level could make short work of things and get characters to levels their players don't know how to handle. This will result in a wonderful (sarcasm) thing from EQ1 reoccuring - high level newbies from PL services and well-meaning friends. I am not levelling up fast, as I play too many characters, and I don't want some arrogant (expletive pre-ninja'd) comparing (expletive pre-ninja'd) sizes with me and thinking it means something just because they had a friend or RL $ to pay for getting a high level character. If I wanted that, I'd play on Exchange. Keep combat locking as it is. If you want to modify it, add options for 'automatically break all encounters when Sprint is used' and 'automatically break encounters at X health' (X being a box which you can set from 0 to 99, default 0). This will alleviate the impact of locking for the people who just don't get it. ------------------------ Magar, Inc. Tradeskill Company of Fhir Rhuen Test Server 'Once tradeskill buffs are fixed, we're back in business!' <div></div>
goboy
08-21-2005, 10:52 PM
<BR> <BLOCKQUOTE> <HR> Frens wrote:<BR>I don't see any good reason to make the changes to encounter locking as it stands now. There are two primary results from this change, as I see it.<BR><BR>First, there will be higher level people who 'help out' somebody as they're passing through a zone with a quick combat art or spell. This easily ruins the experience, especially for people like me who will push the outer edge of our abilities once in a while and have fun regardless of success or failure. I don't want help. If you need it, just <I>admit it</I> and yell for help. The thing that annoys me the most is people who are running with the lock still on and complain at me because I didn't help. Granted, this happens more when I play on Live during Test downtime, but I've had it happen on Test as well.<BR><BR>Secondly, this will open up powerlevelling to an extreme degree. All the lowbie being PLed has to do is make ONE offensive action against the mob, and their higher level friend/bot can take over from there. Especially with HOs changed to be based off the arts used and not the mob, a higher level could make short work of things and get characters to levels their players don't know how to handle. This will result in a wonderful (sarcasm) thing from EQ1 reoccuring - high level newbies from PL services and well-meaning friends. I am not levelling up fast, as I play too many characters, and I don't want some arrogant (expletive pre-ninja'd) comparing (expletive pre-ninja'd) sizes with me and thinking it means something just because they had a friend or RL $ to pay for getting a high level character. If I wanted that, I'd play on Exchange.<BR><BR>Keep combat locking as it is. If you want to modify it, add options for 'automatically break all encounters when Sprint is used' and 'automatically break encounters at X health' (X being a box which you can set from 0 to 99, default 0). This will alleviate the impact of locking for the people who just don't get it.<BR><BR>------------------------<BR>Magar, Inc.<BR>Tradeskill Company of Fhir Rhuen<BR>Test Server<BR>'Once tradeskill buffs are fixed, we're back in business!'<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>The one argument against removing combat locking that I am vehemently against is to stop Power Leveling. Personally, I don't get power leveling. But why should my feelings dictate how another enjoy's the game. By putting PL in the evil category, you are trying to restrict someone else's enjoyment.</P> <P>I truly miss helping others when the going gets rough. I hate having to sit idly by while they die. Removing the lock will allow me to help now. I also understand others do not want help. That is why I would prefer to have a combat lock option in your group (or solo). That way you can choose to have help or be left to yourself.</P> <P> </P>
Edowen
08-22-2005, 12:07 AM
If the idea is to allow people to get help when they need it, what about this? Encounters are locked (as before) until you yell for help. While they are locked, nobody can heal you or fight the mob. Once you yell for help, you can be healed and other people can whack at the mob, but nobody will get experience from the encounter. This lets people help someone who is in trouble without enabling power leveling. Edowen <div></div>
goboy
08-22-2005, 12:10 AM
<BR> <BLOCKQUOTE> <HR> Edowen wrote:<BR>If the idea is to allow people to get help when they need it, what about this?<BR><BR>Encounters are locked (as before) until you yell for help. While they are locked, nobody can heal you or fight the mob. Once you yell for help, you can be healed and other people can whack at the mob, but nobody will get experience from the encounter.<BR><BR>This lets people help someone who is in trouble without enabling power leveling.<BR><BR>Edowen<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Ok, I thought thats the way it currently worked.</P> <P>And while I do not like power leveling my alts - what is so horrible about power leveling?</P>
goboy
08-22-2005, 04:04 AM
<P>Ok, this was in Gallenites post:</P> <P> </P> <P>* In an upcoming update: If a group prefers to play by the old rules, they may make their targetted encounter exclusively locked (thus preventing help unless asked for).</P> <P> </P> <P> </P>
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