Cookiethehungry
Shimarr
Zero the hunter
Well one thing that they can do is that the one that did the most percentage of damage takes the kill and loot. Or like in the game Ultima Online, you get loot depending on the damage you have done, example:
Character 1 did 60% of damage and wins 500 gold + a potion
Character 2 did 40% of damage and wins 250 gold
I like that. Seems fair enough.
I like that one too...a lot.
eek
That doesn't make sense.
That means that a low str character can spend a large amount of time trying to kill a monster... just to have a high str character come along and kill it, doing 50% in one hit... and take all the good loot from the lower character. I can't tell you how many times I wanted to strangle users in FlyFF because they did that to me. My prey would get stolen by someone else who would kill it in 5 hits after I spent the last 8 minutes trying to kill it... and they would get more EXP and loot than me. The ONLY solution, is to prevent Kill Stealing period. Otherwise, higher level (ring fu level) characters will just steal what monsters they want from lower characters trying to kill "farming worthy" monster.
I prefer FFXI Online's system (like pre-2005.. they've changed a lot of rules about KSing since then with their attempts to stop botting that I don't fully know about so I can only talk about the pre2005 rules because that's when I played). It was very good at stopping Kill Stealing IMO. Basically, once you Aggro it (hit it once, cast a spell on it, whatever)... it stays yours till you "unclaim" it. Simply targeting something else will not unclaim it.
There would be three ways of unclaiming your prey, by attacking something else, exiting the area, or manually unclaiming the monster through an extra combination of keys (to prevent accidental unclaims that KSers in MMOs often take advantage of the most).
You could also select an option to allow everyone in the area to kill your target in case you needed help. There would be no experience granted... but it allowed people like Pwrlvlers to save their clients before they died and lost EXP..or just random people to come to your rescue (people were nice in FFXI like that). An arrow on your navi would pop up on the screen leading you to players that called for help. It was a fun community thing. The only problem is when people called from help on rare monsters that had a 1/1000 chance of dropping an item... and calling for help means no one gets any loot.
What I want... is a way to claim monsters in a AOE attack (Area of Effect Attacks, aka attacking multiple enemies at the same time) that is fair to both the AOEr and the people who can't AOE and want to fight monsters as well but the AOEr is hording them.
My solution: Make Aoers able to claim a LIMIT of monsters with their attacks that they preselect (low level AOEs might be able to claim 5, higher ones could claim up to 10 monsters, etc It would depend on the distribution of monsters in areas in comparison to the number of modestly predicted players in said areas) That way... AOErs can AOE without having to worry about their kills being stolen. And nonAOErs don't have to worry about people hording all the monsters.
I'm also against picking up loot (which is connected to KSing, because people will steal your loot if they can't steal your kill)... its far too easy to abuse a system like that. Systems like that just make people greedy, players stalk you constantly, waiting for you to drop items they like, and waiting for you to slip up so they can grab it before you. Its much easier on the player to have a system that has the loot sent directly to your inventory and then having the option to drop items from your inventory for others to grab (though I think there is a problem with that as well because FlyFF removed that due to some sort of abuse).