Rework of @noks needed

Imported from legacy Flarum.
Original author: Set_R (Flarum #195)

Hello Muh and Kids and Dogs (I can’t forget dogs they are too lovely)!

I’m here suggesting @noks to be changed from it’s current behavior. Today whenever a player hits a monsters and the player has @noks activated, the mob will remain protect for too long after the player stops hitting the mob, due teleportation or death. We want @noks to protect players who is in the act of killing the mob, if the player teleports away or die, the mob should be available for another player to kill.

The current behavior is affecting some maps in a very uncomfortable way, mainly for two reason:

  1. Ninjas/ArcMages/ElementalMaster on purpose teleporting and just casting skills without even caring if it’s hitting/killing a mob or not.
  2. Weak players starts killing a mob, can’t finish killng it, teleporting or death, and the mob will remain protected for a long period of time.

Those two situations leads to some problems while farming maps like CTB, Niff2 and other end-game maps.

One of this problems is whenever a player teleports into a huge mob and some are protected by the @noks and some not, the player can’t kill the whole mob, and for some classes not killing equals dying.

Another problem is that it makes the map too “clunky” to farm, since you teleport, form a mob, but can only kill part of the mob coz half of mob is protect/abandoned.

And the worst problem in my opinion is players abusing this mechanic to make “reservation” of the mobs, I’ve seen players teleporting, casting a skill that they know will not kill the mob and teleports away, if you do this in some maps, you mainly gonna protect half of the mobs in the map with @noks, than you just need to keep teleporting and and slow killing the protected mobs, since nobody will be able to touch your mobs for some minutes. This problem is being caused mainly by ground-skill users, but can be done by any class with AoE/DoT.

Editor’s Note: Avoid posting “play meta class”, “play ground skills too”, “MMO needs to be toxic”, “my owner did not took me for a walk so I need to pee on the sofa”, we are in the world to make it better for everyone, not just for your selfish being.

I strongly encourage this update on @noks or remove it while this behavior is still happening.

Thanks you guys for reading =D

Imported from legacy Flarum.
Original author: Mae (Flarum #118)

I don’t agree with everything in this post but people leaving mobs on half HP all over the map with KS protection on is the most annoying thing ever, especially how insanely much spam it produces in the chat log. That’s something that should absolutely be changed if possible.

Imported from legacy Flarum.
Original author: cruro (Flarum #223)

I don’t know if rathena coding allows this, but if teleport could remove ks-protection, I believe this would completely solve all issues in the opening post.
Otherwise, maybe the protection duration could just be drastically lowered (so even for a weaker player it would work just fine as long as they actually keep engaging).

Imported from legacy Flarum.
Original author: Set_R (Flarum #195)

@cruro Yeah, if the KS protection was something like 5 seconds, even kitting strategy for weaker player would still work and not get KSed.

Imported from legacy Flarum.
Original author: Yrsenn (Flarum #282)

I agree a rework is necessary. There’s this Ninja in Clocktower Underground Basement that clearly don’t have DPS to kill mobs there (I’m talking about more than 3-4 skills to kill) but abuses current @noks to farm there. And I’ve seen similar behavior in other maps too.
Decreasing KS Protection duration would work. Like Set said, 5s is more than enough.

Imported from legacy Flarum.
Original author: guezel (Flarum #189)

I totally agree that noks needs an upgrade. On several maps I’ve run into mobs that I’ve tried to kill and can’t hit them and when I look at the chat, I see that I’m getting lots of ks warning when there’s no one on the whole screen, and it stays like that for an absurd amount of time. . The idea of the noks comes to protect the mob you are hitting or chasing you for a REASONABLE amount of time, and not for you to protect the entire map.

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

What will be added for sure is a distance check. As soon as the monster is out of sight of the attacker the KS-Protection will be gone.

Imported from legacy Flarum.
Original author: boembchen (Flarum #264)

Easiest would be to remove this Feature.
Would solve all Problems at once :+1:

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

If there’s still something you’d like to see changed regarding this system, feel free to create another suggestion. Many changes have been applied since this was suggested.