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View Full Version : Mazurka and Facing the Music


Omgwtfbbqkitten
11-22-2006, 08:31 AM
Note: if the moderators feel this topic is too revealing about a current malicious exploit within the game, by all means, remove it. My intent is not to encourage it, but to see if BRDs are willing to step up and report the issue to SE as it could very well change some of how BRD is currently being played.

Its starting to become commonplace for Mazurka to be used as a method by both RMT and "legitimate" HNMLS players to steal claim from or MPK others. I pointed this out in the MPK fix sticky on the main page, but think its worth discussing on the Bard forum in more depth since a change to Mazurka in the future could alter the way some people like to play the job now.

It starts out under a noble intent - be it genuine or not: "We'll only use it against RMT." But it doesn't take long for that noble intent to fall to ambition or greed, it seems.

For those not familiar with what I'm getting at here - Mazurka has a hate spike greater than or equal to that of Provoke when it lands on all six PT members, the hate spike is lower if it hits fewer people. With the right Haste build, both tiers of Mazurka can be spammed in succession to draw hate. This is more of less part of what allows a BRD/NIN to tank, but now it is also being used to steal claim and MPK.

So lets say you claim an NM or HNM. If you leave /blockaid off, you've given a rival the foot in the door he needs to really make this work well (as with any attemp to steal claim). When they see you take some damage, they'll drop a big cure on you, putting themselves on the NM's hate list. From there, they can start spamming Mazurka x2. So we're talking hate spikes equal to provoke being played constantly and more often than a tank could actually Provoke. PLDs can also be used to claim steal with Invincible, but with less success.

Twice this week at two Faffy camps on my server, two of our NA HNM linkshells on my server have started to use this tactic and while they've not been successful yet, they have manage to get enough hate for Fafnir to go unclaimed. When this happened in one instance this week, the party in question had Faffy dispense his justice on them and went back to being claimed by the original LS. In the other instance claim was not successful either, in fact, it backfired, and the LS in question ended up MPKing themselves. They had enough hate to get Faffy's ire, but not enough to attack and keep claim.

Its only a matter of time until they start to succeed with this and when they do, its going to be all kinds of trouble.

There's never going to be a perfect claim system, that's for sure. There's really no way to make everyone happy. And much like BST, some countermeasures will affect how a job is played. Its been said Mazurka has a hate spike to prevent kiting NMs, yet even in a dungeon (where Mazurka's original function is useless), the song still generates a hate spike.

Were Mazurka's hate spike removed, Mazurka could be used to kite in zones not tied to the rules of dungeons. Whether that's good, bad or just plain obnoxious approach is anyones guess, but leaving a means for players to steal claim/MPK is the worst case scenario as it is.

The removal of the hate spike would come at the cost of the BRD/NIN tanking trend and I'm sure that just as BSTs before them, BRDs would cry "nerf" over it when, in reality, a exploit used for malicious intent was removed.

Recognizing this issue, I'm curious if BRDs and other players are willing to report it. Additionally, I'm curious to hear how people think this particular issue could be resolved without taking away from BRD/NIN. I can't really think of one at present beause I've looked at it from the PT side and alliance side. All my solutions - save for gutting Mazurka hate spike entirely - don't seem too practical and I feel ther would still be exploitable under the current system.

In any case, the first step in preventing this exploit from being successful is putting activating /blockaid the moment you're pulled in to a main alliance. One of the HNMLS members that tried to use this exploit flubbed a /tell that came out in /say. He said "I think they have /blockaid on." And we did. While the use of blockaid doesn't prevent the exploit entirely, it is a much better shield against the Mazurka tactic. It prevents your rival from getting on that hate list directly with a big Cure.

Icemage
11-22-2006, 08:51 AM
I doubt Square-Enix will fix this, specifically because of the existence of /blockaid. If you're at end-game and you don't know how to use /blockaid, shame on you.

I'm not condoning what people are trying to do; I'm just saying that these instances are totally preventable on the part of players, and if you don't want it to happen it does not have to happen.

EDIT: If I do see this tried, though, I think I will report it to a GM just to see what their response is. I suspect they will refer to the /blockaid command, but stranger things have happened.


Icemage

Neppy
11-22-2006, 08:59 AM
maybe I dont recognize the terminology of /blockaid, what is it?


does it prevent someone from say .....cureing you?

Aeolus
11-22-2006, 09:11 AM
Blockaid

Aliases: None

Usage: /blockaid

Description: Toggles on/off for allowing magical
assistance, trades, party invites etc.
from non-party/alliance characters.
When activated, "Cure" and similar
spells will have no effect on PC.
Continues until leaving current area,
logging out, or being KO'd.

Subcommands:
on Blocks outside aid.
off Allows outside aid.
Displays current status when no
subcommand is specified.

Example: /blockaid on

Notes :

*This command was introduced in the August 1, 2005 version update.
Blocking outside aid when crafting outside of your Mog House is recommended to prevent loss of synthesis materials to passersby casting magic on you.

*This command is also useful in preventing malicious PCs from getting on the hate list of your enemies and stealing them from you.

Retrieved from FFXI Wiki (http://wiki.ffxiclopedia.org/Command/blockaid)

eticket109
11-22-2006, 09:28 AM
The only negative to blockaid is that outside healing is a small part of large scale fights when more then an alliance is involved. It doesn't differentiate between linkshell members and non-linkshell members. So, it introduces an odd catch-22. Do you use /blockaid and decrease the chance of a steal while disallowing ls mates to heal from out of the alliance, or vice versa?

Jei
11-22-2006, 09:34 AM
/Blockaid is not a reliable solution imo. This whole MPK scenario is totally uncalled for. SE shouldn't have allowed it in the beginning. Long ago I talked to GM since before the NA release, asking about their stance on MPK. They replied that "they wanted players to interact. And MPKing is part of it." blah. Such a stupid excuse.

Now they have already gone as far as removing zone links. This unclaiming drama should be next to go away. seriously.

And even worse, zone linking was actually fun and add to the game... while this unclaiming-mpk is not. It's plain stupid.

Davitron3000
11-22-2006, 10:11 AM
I have seen this in action, and personally I wish they would lower the amount of hate generated by Mazurka.

One instance that I know of that /blockaid doesn't work is if a member of your alliance is killed and then raised, I think it turns blockaid off automatically. Then an outside alliance can get on the hate list by curing the raised person and then spamming Mazurka.

edit: I am not 100% sure about the blockaid being turned off with a KO.

Icemage
11-22-2006, 10:36 AM
Blockaid gets turned off when you get KO'd - but you're also removed from the hatelist if you get KO'd, so curing you before you take any action does nothing, so all you have to do is turn blockaid back on once you get back up and you're fine.


Icemage

LyonheartLakshmi
11-22-2006, 10:37 AM
I am 99.9% sure that /blockaid gets turned off when you die. Every time I turn on blockaid, I see the same 5 lines of red text, detailing all the instances where blockaid will turn off. While I can't quote all of it from memory, I recall death being one of the things that will turn blockaid off (I think the other situations were zoning and logging off).

It makes sense. If you were off soloing, and had blockaid up, and died, you would not be able to issue the command to turn off blockaid while you were laying there as a corpse. This would also be true even in a pt, if your entire pt had blockaid up. Or even in a case where just the mages in your pt capable of Raising had blockaid up. I'm guessing this is why SE made it so that blockaid automatically turns off when you die.

Omgwtfbbqkitten
11-22-2006, 10:55 AM
I doubt Square-Enix will fix this, specifically because of the existence of /blockaid. If you're at end-game and you don't know how to use /blockaid, shame on you.

I'm not condoning what people are trying to do; I'm just saying that these instances are totally preventable on the part of players, and if you don't want it to happen it does not have to happen.

Well, here's the thing. My LS always puts blockaid on religiously and everyone in alliance had it on yesterday. Faffy turned at one point, went yellow long enough to kill the person outside alliance spamming Mazurka.

Mazurka, as with all BRD buffs, is a party-only song. It shouldn't be possible to pull hate from the outside when a full alliance has blockaid active. If all spells/abilities are not currently factored into the feature, that might be the probelm.

I know as a BST that all it takes for me to lose the hate my pet has gained is for someone to come up and Cure me, which is why i typically leave blockaid on - to prevent good samaritains from killing my EXP chains. I think I'm going to ask a BRD to accompany me on my next BST solo outing to see if they can pull hate with Mazurka while I have blockaid active.

Pet hate is the most delicate hate there is and I know blockaid will prevent outside help. But if Mazurka can pull hate off a solo BST with blockaid active, then something is more amiss with /blockaid than Mazurka.

Davitron3000
11-22-2006, 11:19 AM
Blockaid gets turned off when you get KO'd - but you're also removed from the hatelist if you get KO'd, so curing you before you take any action does nothing, so all you have to do is turn blockaid back on once you get back up and you're fine.
Icemage

Let's say you are KO'd and raised. If you are in main alliance and someone heals you before you get blockaid back on they get on hate list? or do you have to make an action against the mob the alliance is fighting?

Yeah I agree all you have to do is turn blockaid back on, I just wish you didn't have to worry about having your claim stolen if you forget.

eticket109
11-22-2006, 11:44 AM
I've never like /blockaid as a solution to the claim steal issue anyway. SE saying 'use /blockaid' validates an immoral though technically not illegal (tos-wise) action. That's like the police saying 'if you only go out during the day, you'll be safer' instead of actively trying to clean up the bad elements.

Icemage
11-22-2006, 11:55 AM
Let's say you are KO'd and raised. If you are in main alliance and someone heals you before you get blockaid back on they get on hate list? or do you have to make an action against the mob the alliance is fighting?

Yeah I agree all you have to do is turn blockaid back on, I just wish you didn't have to worry about having your claim stolen if you forget.
When you get KO'd and Raised, you're not on the hate list anymore, period, unless you do something to get back on the list (there's a few minor exceptions to this, such as monsters in Dynamis who will hate-list you any time you take any action at all within their detection range, but it doesn't apply to normal monsters).

To answer your question:

If you're KO'd in main alliance and someone heals you before you get blockaid back on, they do NOT get onto the hate list unless you've done something to put yourself back onto it like cast an area buff onto party members, or taken an action against the monster.


Icemage

Davitron3000
11-22-2006, 12:00 PM
thanks, that is good info to know :)

Karinya
11-22-2006, 03:53 PM
BTW, Mazurka works at the home of most HNMs in the game. Behemoth's Dominion, Valley of Sorrows, Al'Taieu, Attohwa, Uleguerand and Mount Zhayolm are all outdoor zones. Removing the hate spike would probably cause more problems than it solved. Tying it to actual effectiveness of the spell would still allow the claim-stealing exploit at pretty much everything except Fafnir/Nidhogg, Kirin, Vrtra and the indoor jailers. Reducing it might work - if you can set an amount small enough to not be useful for claim stealing, but large enough to discourage frequent use of mazurka-kiting when the BRD is *not* the one kiting, but is casting it on a party member (a tactic that the hate spike was obviously intended to prevent).


Personally, I'd prefer they attack the problem at the root: if it were possible for anyone to work toward getting their OWN fafnir, most of them wouldn't try to steal someone else's just to be jerks (the GMs should definitely deal more harshly with people who do steal HNM, though, regardless of whether or not anything else is done; GMs can know when an HNM is going to pop as well as if not better than players, and they should be watching the most crowded ones routinely). It's the fact that you can ONLY get fafnir by screwing everyone else over - i.e. the zero-sum nature of unclaimed-pop HNMs - that creates the current problem.

Maybe duplicating some of their drop lists in Salvage or Alzadaal NMs will reduce the problem.

Omgwtfbbqkitten
11-22-2006, 04:52 PM
Maybe duplicating some of their drop lists in Salvage or Alzadaal NMs will reduce the problem.

I personally think we aren't close to endgame zones yet with ToA, it just feels too early and not enough of the map is uncovered. SE mentions Salavage with Alzadaal ruins, but they didn't say if that system was exclusive to that region yet.

If you look at the icon for Alzadall, its just like that of the beastmen fortress or Aht'Urghan. I think its really just another place for another race of beastmen to take the AC to, personally.

SE did say they'd be offering alternative means to obtaining abjurations. This could obselete most HNM Linkshells and reduce the presence of RMT as well as the run-of-the-mill Faffy/Nid camp drama.

Still, that even that considered, it doesn't address the claim system issues, it just would steer players away from the older zones. I don't know if I like that idea any better, but then, there are plenty of zones players neglect now (and my BST thanks you for it)