My take away is that /yell initiates a DPS race and if your group wipes then the mobs will be up for grabs before they go home. This answers my questions so I'm good with it
This is essentially going to to turn FTE into the griefer circus that *not* allowing such could and would have avoided. Trade offs to random exception example conveniences needed to be made to make encounter locking scenarios less exploitable to "toxic play", and both those were absolutely critical ones. This takes me from cautiously optimistic about seeing how the change plays out to re-questioning whether I'd rather just stick with the evil I know.
That is assuming /yell is target based. I would assume /yell would unlock everything currently locked to an entity.
They must have data that I don't, because nobody I know really bothers with alts on the same account on TLPs. The only advantage to heirloom loot that I can see is: you can roll a monk or rogue and then send some of your raid gear over if you want to reroll beast or berserker. Of course free trade already solved this problem so this doesn't make the server that special.
With the way the Unlocking works the FTE doesn't really help for AoE PLing (even though that wasn't really mentioned), nor intentional training, and it just changes the requirements for Kill Stealing but doesn't stop it. I do like the AoC locks and the Heirloom item changes; I do wish the XP bonus was changed so that it takes about half as many Alts to get the full bonus. Also would be nice if you could designate your "Main" so they can get the full bonus on a level increase Xpac, before the alts get knocked back down to no bonus. Maybe make it so you can change that designation prior to each level increase Xpac; for those that may change up what they play based on Guild's needs.
Thanks. This is a solid improvement to the game, not as good as Free-Trade but a middle ground at least. I like that it's tied to the Legacy Character Ruleset since I doubt anyone would object to that ruleset being applied to all future TLP servers including Live.
Except for the massive factor you ignored, that you had to actually earn that gear vs buying it for cash on free-trade.
So to mitigate training you created a new mechanic that means if a Monk runs a bunch of mobs on you and FDs they aggro on your group. Or giving you the benefit of the doubt maybe until they reach their spawn point they have no aggro and you've completely removed pulling from the game, drag an entire zone and cherry pick mobs from the pile.
My assumption (and I hope we get confirmation) is that mobs which become unlocked will not trigger proximity or social agro until they reach spawn point. So if a monk trains your group and fds, the mobs will ignore you and what you are fighting and go home. But you can target them and agro directly if you wish.
They certainly need to clarify.. Because that system exists in EQ2.. When you "Yell" you can receive outside help, but the mob becomes worthless, nobody gets xp, and it drops no loot
The puller or another toon in the locked group can /yell to a toon (wizard) in another for help, that toon wins the dps race and power level achieved. Likewise the DS'd puller /yell's to the low level toon (party) and all good. Easy macro to social.
Some items that are normally no trade will be transferable to other toons on the same account as if they were heirloom. Not perfect but useful to some players.
Since the FAQ explicitly states targeting the NPC (and in that example they were only talking about engaging a single NPC) I would think you'd need to do that for each NPC locked. If not, then yeah it just got even easier to PL and to train folks.
I think the Legacy Character isn't so useful on TLPs but is one of the things they want to bring to Live, where people probably have loads of alts on each account. (I'm assuming). The only reason you don't on a TLP is there isn't enough time to keep up too many alts that you aren't playing simultaneously (boxing). I don't box so it will help me but then again I only ever do 1-3 alts on a TLP and rarely have them all leveled up anyway.
PLers should have to unlock their mobs via /auction with a rate limit set via demonstration of their real life auctioneering skill.
Yeah I like it, it's a huge improvement over the base game rules, but not nearly as good as Free-Trade rules.