[MUD-Dev] [ssows] thinking about EQ2 - kill locking (fwd)

Chek Yang FOO chekyang at chekyang.com
Sat Nov 27 08:09:19 CET 2004


Michael Hartman wrote:

>> This is precisely why the "yell for help" option "unlocks" the
>> MOB, allowing you to to "ride in and save the day", so to speak.

> Which is precisely what does not work very well in game. FFXI had
> the same system, and it worked very poorly. A lot of people end up
> not knowing about the "call for help option", and even those who
> do might forget about it in the heat of the moment or have trouble
> typing or triggering the command for it when they are desperately
> fighting for their lives.

> The "call for help" functionality is just a poor kludge on top of
> a bad feature designed to try and mitigate it partially.

IMO; the "call for help" feature in EQ2 may not be working very well
because of possibly more mundane reasons.

Specifically, the group leader routinely limits the ability to yell
to just himself in order to avoid accidental yells from
members. Moreover, yelling requires the mob to be targeted - which
may be hard to do when the player is running in the opposite
direction from it.
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