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View Full Version : "Parking" - What it is, why its done, and is it okay - Devs Please help Clarify.



eeknoh
04-24-2014, 08:48 AM
"Parking" -

What it is:

This is a way of running a map that people have been adopting more and more. It consists of a tank or some party member aggroing mobs(generally a lot), running into a corner and dieing intentionally. They then choose to re-spawn at the beginning of the map. The mobs "stick" to the location the aforementioned person ran to and died, thus clearing the way for the entire party to pass.

Why its done:

This is done for several reasons. The most prevalent being to make the map "easier". Other reasons include attempting to finish a map faster, and just plain laziness. Most of the time parties that do this are "farming" maps for loot, and are seeking easier and faster ways to finish the map.

Is it okay:

In a word. (To me)No. This is a clear-cut example of exploiting game mechanics in a fashion not intended by the developers. Not to put words in their mouth, but I HIGHLY doubt when they were working on PVE content, they sat down and decided to make this possible so people could use it to "Park" mobs. Its very very likely a bug in itself, as in many situations the mobs would simply reset, but when grouped into a corner with a large group they ..don't. Now whether or not it is "against the rules or terms of service" ... I don't know. And would love to hear from the developers on it. It tends to bother many folks, including myself, that wish to play the game as intended, and run through the maps pulling and killing any necessary groups, and developing new strategies. However one chooses to "run a map" choosing to "park" large groups of mobs to avoid killing them is not playing the game as intended.

TO DEVELOPERS:

I am sure you guys are aware of this bug, as its been in-game as long as I've been playing. It's just recently became the "new way" to quickly and easily clear elite maps, though. My question is, especially considering the recent increase in the bugs abuse, do you guys intend to fix/change it? Many are curious. Please reply. Thank you.

DISCLAIMER: Some of this post is opinion and some is fact, have enough sense to differentiate between the two, please, and thank you.

wvhills
04-24-2014, 08:55 AM
i don't see a problem with it because without doing it it would take 45 min to do a run. imo that's way too long. I also think these elites are designed to sell plat revs (based on the the one hit kills and red zone glitches). In any case, if this is addressed before pet spamming then i'm going to rage.

mightymynk
04-24-2014, 09:10 AM
well what do u want the game to be then. simple just tapping buttons and going forward. i mean if that happen there wud be no strategy or anything just keep tapping ur spacebar or weapon button in ur phone and keep playing. thats not a game i wud want to play.the thing which u dont like can be seen as strategy which is devised by players to make runs easier. its fun when u make some stratigies to make things easier. u think u use ur brain. and simply its more fun.

a example: just think wud u like to play a racing game in which u just press the forward key in ur keyboard and the bike just go without any turns or challenges. simple answer is no that wudnt be fun and instead thats not something playable. u like it when there are challenges and u use ur mind to devise a technique which wud overcome that challenge. thats fun

similarly here if this is a technique to make runs easier whats the problem in it. i like this game this way and i dont feel that this thing is really ruining somebodys fun.

yes i may say that i am not saying this coz i do runs like this and it wud be hard fr me then. i am not an avid elite runner. but yes some1 told me this trick before and i liked it. :)

EDIT: and this trick also requires u to kill mobs fr boss to spawn u can just kill small mobs with this or use it to run to boss when u have killed enough mobs

Sceazikua
04-24-2014, 09:13 AM
So you mean running straight to boss and skip all other mobs after the last pull is "playing as intended"? Bro parking is a strategy that lets you die less often after last pull, rather than run into a group of mobs like rambo and cant make it to boss because too many mobs. I dont see this as a "bug" or exploit or w/e you call it.

Haligali
04-24-2014, 09:13 AM
These park things dont make the runs faster, just less dangerous. I think its something similar to when people run boss after x mob killed and ignore the rest, its fine.

eeknoh
04-24-2014, 09:19 AM
IF its working as intended, so be it. Id like to know firstly if it is before I comment further. I'm of fair certainty(based on a lot of mmorpg experience) it is in fact a bug.

will0
04-24-2014, 09:21 AM
this is call smart thinking and strategy don't think there are any issue with it.. you dont' kill all mobs in Nordr maps too when you do a run same thing parking is just another method

Pandamoni
04-24-2014, 09:33 AM
We were running elites last night and we would finish the run in about 13 mins (the map w the spider) and about 11 mins for the troll map. We didn't park mobs on the troll map. I find the mob parking strategy a nice way to avoid wasting so much plat on revives. I don't really see it as a technique for speed but rather a way to avoid deaths.

Origin
04-24-2014, 09:54 AM
Parking - About moving mobs out of the way, geographically, for ease of access - the moment u don't need to hold the mob's attention while it's within its "pull" zone, so your party can pass or whatever, I'd say it's a bug. Or if it goes out of its pull zone and doesn't reset, that's a bug too. For me it would be a bigger issue if the server considers any number of those parked mobs as having died, therefore registering an artificial kill count and leading to a faster boss spawn.

I was brought along for a merry tour of 1 Tindirin map, saw the whole demonstration - we barely killed any it was more waiting around twiddling thumbs. Seems sus. Proooobably worth investigating...

Yakiniku
04-24-2014, 09:57 AM
So you mean running straight to boss and skip all other mobs after the last pull is "playing as intended"? Bro parking is a strategy that lets you die less often after last pull, rather than run into a group of mobs like rambo and cant make it to boss because too many mobs. I dont see this as a "bug" or exploit or w/e you call it.

Pretty much this.

Bosses still require a kill count before they spawn. All parking does is let you proceed in a safer manner. If skipping mobs was not allowed, we would clear entire maps before facing the boss. And who actually does that? :p

The only other use I've seen for parking is to separate groups from high priority targets. Hardly game breaking IMO.

Pandamoni
04-24-2014, 10:06 AM
For me parking would be an issue if the server registers any number of those parked mobs as having died, therefore registering an artificial kill count and leading to a faster boss spawn. And not just being moved out of the way, geographically, for ease of access.

I was brought along for a merry tour of 1 Tindirin map, so I saw the whole demonstration - we barely killed any it was more waiting around twiddling thumbs. Proooobably worth investigating...

A few times I've been in a group with parked mobs we have had to go back and kill more bc the boss hadn't spawned. I believe that the kill count doesn't falsely register.

Rare
04-24-2014, 10:37 AM
Its a double edged sword for me.

1. If I am in your game and you are running with a pro party and you are parking, I will probably laugh at you.

2. I have been in instances of elite maps with either pugs, with under geared people that are not experienced in elite, or people that do not use plat revives. These runs can go upwards of 40 minutes. Parking is good for these kinds of games where its just really not that possible or realistic to do it otherwise. I prefer to just kill everything up to the boss personally, but I will also run once the appropriate number are killed if others are going to (usually the case). But this isn't feasible for people that can't plat revive. In some maps, its near impossible to get back to the boss by yourself. And chances are... you are going to die.

GoodSyntax
04-24-2014, 10:39 AM
Personally, my opinion is that if it helps the non-plat players be more successful in farming, I'm totally fine with that.

The fastest runs will never involve parking. Parking is the difference between a 40+ minute run in Caves for an average group (not to mention endless frustration), versus a 25 minute run. The 7-10 minute runs in Caves will only be a pipe dream for teams that park.

Probably the biggest reason why I don't see an issue with it is because it does not have much impact on the economy. Basically, a parking strategy means you may be able to get a single drop out of the Caves while on reroll - no harm, no foul there. If this was the difference between one drop versus five per reroll, then I would have an issue.

Honestly, I take far more offense to Sam spamming than I do to parking.

JaytB
04-24-2014, 11:06 AM
It's an interesting topic. I honestly also always saw this parking thing as an exploit. I mean, you hardly have to kill anything and just stand around all the time, waiting for the hard mobs to be parked so the 'team' needs to only kill the easy ones.

After reading the comments, I think it's interesting to hear the 'run to boss during last stretch' technique is considered the be the same as parking.

I never saw it that way but I have to admit there's definitely a point there.

The reason I didn't see running as an exploit is that it requires a lot of effort to clear the necessary amount of mobs. Key point being that it needs the full cooperation of your team. You basically have your kill spots, where everyone works in synergy to kill every type of mob as effectively as possible. To me, that's always how I saw PvE.. A co-op multiplayer game where everyone tries and dies just as hard.

If you'd compare this with the parking technique, again the way I see it, your team just stands around while one of them takes the fall so everyone can skip the hard mobs altogether. The only thing you do is stand around and wait for your tank to die, with no group effort whatsoever. The ironic thing to me is that people mostly do this to preserve their k/d ratio... But what about the tank that has to die? His/her k/d doesn't matter? Expecting someone to die, just so you won't have to, feels like a twisted kind of game. It might just be me, but that just doesn't sound like how a team should function. So yeah, it doesn't feel like a co-op game at all anymore when one does most of the work.

To make matters worse, I've already seen groups demanding their tank to park'n'die or find another party to run with. Should that really all just be left alone and seen as being ok?

So yeah, those are the reasons why I always had a feeling of parking being an exploit and running not so much. That said, I'd be fine if both parking and running to boss would get 'fixed', although parking seems to kill teamwork endlessly more as compared to running to a boss during the last stretch.

Iliketolol
04-24-2014, 11:15 AM
Parking is a cool tactic... Its just like running to the boss at last but requires more skill!!

My frnd ben is pro at this!

#parkingftw!

Origin
04-24-2014, 11:17 AM
I'd still like to see the mobs requiring at least 1 person to hold attention within their pull zone. Once out of zone they ought to reset. Whatever timeframe in between them being pulled to them being reset gives the party a nice window, anyway.

tbh I don't know how 'parkers' do it. Just that 1 run and I nearly died of boredom - the run felt longer. It's kinda disempowering too since once u get used to "super-easy", suddenly everything else that requires a bit of skill/effort looks so much harder, more out of reach, people are gonna tell themselves that it's too much work, or even that it's unattainable.

U know what, I know what those sorts need. They need to play Commander Keen 3 yeah baby. After a few hours of a̶b̶u̶s̶e̶ fun, AL will be as easy as picking ur nose.

8558785585

GoodSyntax
04-24-2014, 11:18 AM
To make matters worse, I've already seen groups demanding their tank to park'n'die or find another party to run with. Should that really all just be left alone and seen as being ok?


I never expect my tanks to die for me. More often than not, since I know the optimal parking spots, I usually take the fall. I kind of like the challenge of parking as a rogue. There is an art to parking for non-tanks.

Plus, it's not all that different than making the long run in Oltgar or Jagged Trail. The problem being that once you commit to the run, if someone cannot make it and does not have plat, either the run is ruined as someone has to go back and escort, or the player that dies simply cannot get back to the boss. It's just a twist on the team dynamics we use when making the run - something to accommodate our non-plat runners.

I do take issue with the fact that people just "expect" the tank to die. If you want to use a parking strategy, then you should do it yourself, not just expect your tank to do it for you. All three classes are capable of parking (Rogue being the most difficult since we don't have shields). If you want to share in the loot, you should share in the parks as well.

Sceazikua
04-24-2014, 11:21 AM
@jaytb:
-Parking is actually not just "lure hard mobs, kill easy ones" because mobs are the same all the time. You still need to kill enough, similar to running you just kill the first half of the map and run the rest.
-With parking you still need to kill as many mobs, the mobs parked dont count as "dead" so basically parking and running are the same. The difference is that with parking you can run less dangerously and die less often than risking your life being rambo.
-Parking is a strategy. I remember Kalizza said something like "some sacrifice saves whole team from many more deaths later" when he introduced this method. If the tank doesnt want to sacrifice with this parking, its fine, just let the party run dangerously the way people did previously. If the party doesnt want to run but demand the tank to park instead while he doesnt want to, its the party's problem, not parking's.
btw any class can park you know, not just the tank. People think "only tank can park" because they have highest armor and hp, but smurf and rogues can do that too.

edit: just pointing out, kali, rogues have 50% dodge which will work in PvE because in PvE mobs attacks normally not with skills like in PvP so they are kinda equal ;) As a smurf I can tell after that 2 seconds invulnerability I am down in less than a second after parking in cave :p

Carapace
04-24-2014, 11:53 AM
It's not necessarily an exploit, but it's certainly an interesting method players have come up with to deal with Elites since banishing does not work as effectively in Tindirin. To quote Jurassic Park, "Life finds a way".

In regards to how we feel about it, we're still discussing. My personal opinion is that the only bug is that some of the mobs are not leashing properly, or perhaps have too long of a leash range (reset point for aggro). At the moment there is no immediate reaction that screams exploit over strategy at this juncture, however we will investigate some things related to this and changes may occur.

Thanks for the feedback on this

eeknoh
04-24-2014, 12:03 PM
It's not necessarily an exploit, but it's certainly an interesting method players have come up with to deal with Elites since banishing does not work as effectively in Tindirin. To quote Jurassic Park, "Life finds a way".

In regards to how we feel about it, we're still discussing. My personal opinion is that the only bug is that some of the mobs are not leashing properly, or perhaps have too long of a leash range (reset point for aggro). At the moment there is no immediate reaction that screams exploit over strategy at this juncture, however we will investigate some things related to this and changes may occur.

Thanks for the feedback on this

Thanks a lot for your reply.

Can you please clarify. Are all mobs supposed to leash to their respective spawn points upon any characters death that has currently aggo'd said mob, or not?

GoodSyntax
04-24-2014, 12:13 PM
I think he is saying that, some mobs (specifically Shamans) can be lured absurdly far away from their spawn locations. They are not resetting at the proper boundaries, which may be making "parks" too easy.

Ipoopsy
04-24-2014, 12:27 PM
It's not necessarily an exploit, but it's certainly an interesting method players have come up with to deal with Elites since banishing does not work as effectively in Tindirin. To quote Jurassic Park, "Life finds a way".

In regards to how we feel about it, we're still discussing. My personal opinion is that the only bug is that some of the mobs are not leashing properly, or perhaps have too long of a leash range (reset point for aggro). At the moment there is no immediate reaction that screams exploit over strategy at this juncture, however we will investigate some things related to this and changes may occur.

Thanks for the feedback on this

I agree, this is not an exploit, it's more of a strategy. If you all consider it's an exploint and change it where all mobs reset, picture the consequences of most chars who want to solo or in group fighting boss and everyone dies at some point. Would you want the bosses/mobs reset EVERYTIME?

I know it's tie in to that. My 2cents.

eeknoh
04-24-2014, 12:34 PM
I think he is saying that, some mobs (specifically Shamans) can be lured absurdly far away from their spawn locations. They are not resetting at the proper boundaries, which may be making "parks" too easy.

I don't know, I just want to know if mobs are supposed to reset on the death of aggro'd characters. If so, enough said, if not, well that would be entirely new to me. But stranger things have happened ;-)

Serancha
04-24-2014, 12:34 PM
Personally I wish we had to kill all mobs between the entrance and the boss. Leave off the side areas, but I have always felt that it's kind of cheap to be only killing the exact number you have to and then running past the rest. Parking and running are exactly the same imo. Although planning routes is part of the fun, this laziness ultimately detracts from the experience. If nobody wanted us to kill the rest, why even put them in?

And then it goes from the sublime to the ridiculous with things like overgrowth. People would skip mobs but then leave the boss alive and "farm archons" by letting his mages repeatedly spawn. But all those mobs they skipped were potential archon drops, so why skip them just to kill more at the end....


But back to parking, just a FYI that there is no need to die when doing it, if you have a little technique....

eeknoh
04-24-2014, 12:38 PM
But back to parking, just a FYI that there is no need to die when doing it, if you have a little technique....

Ah.. Thats new. Shrug, kinda throws my argument out the window to a degree. If thats the case I'm curious to see how this develops, I suppose when I join not totally familiar parties ill simply have to ask if thats how theyre running, so i can abstain if so. I just can't see it. Shrug

Samdegreat
04-24-2014, 12:42 PM
I have started doing it this season, since mages die a lot in elite XD
if there is more then one way or a corner then you lure all of the enemies into the corner or opposite direction of where your going, die and they stay there for your party to walk past without attacking/dieing by them to reach boss faster and if you die on boss you don't need someone to escort you :)

Like this - (used more in elite but just an example) you can either die or remap!
Strong party= run to save time -------------- weak party= park to save time --------original= kill :)

85600

85601

85602

Carapace
04-24-2014, 01:56 PM
Thank you for the photos! Based on those images it looks like the mobs are not returning to their homes after someone dies which is a problem. All of the mobs should reset themselves back to an area around where they were originally spawned.

It's likely a bug on our end and we will use the images to try and repro them in house. There is a high chance that this will be addressed in the future.

Iliketolol
04-24-2014, 02:01 PM
Thank you for the photos! Based on those images it looks like the mobs are not returning to their homes after someone dies which is a problem. All of the mobs should reset themselves back to an area around where they were originally spawned.

It's likely a bug on our end and we will use the images to try and repro them in house. There is a high chance that this will be addressed in the future.

:(:(

GoodSyntax
04-24-2014, 02:11 PM
I didn't know you could park when soloing....gosh, wish I would have thought of that!

I know for a fact that if you are solo and you die, mobs reset. I didn't think to try remapping when solo....but then again, I'm a rogue, and my fingers aren't fast enough to remap in the 0.01 seconds it takes for me to die

falmear
04-24-2014, 02:22 PM
People have been doing this for a long time. From what I recall people were doing this all the way back in S3 and one way we cut down the time when killing elite Blood Hammer on skull cove. Also from my experience it doesn't work solo because when everyone in the map dies the mobs reset. Parking has never been useful for timed runs, just for farming usually with a warrior because they can take the aggro to park all the mobs. So its just another strategy to use.

eeknoh
04-24-2014, 02:29 PM
Thank you for the photos! Based on those images it looks like the mobs are not returning to their homes after someone dies which is a problem. All of the mobs should reset themselves back to an area around where they were originally spawned.

It's likely a bug on our end and we will use the images to try and repro them in house. There is a high chance that this will be addressed in the future.

Enough said? Thank you.

Classychic
04-24-2014, 02:41 PM
The only difference of parking from running is that with parking you're assured that only one person dies (or possibly not, even, if he's fast enough to remap before dying). When you run to the boss, chances are the tank makes it and then some squishy mage (and/or rogue) dies and has to make it back through that mess of mobs or use plats. Please don't fix this unless you increase the number of mobs to be killed before the boss spawns, meaning you have to kill all the way through. Unless revive kits are introduced in the future, fixing mobs' reset points can only benefit platinum users who can afford to run after a certain no. of mobs are killed,and then use revive if they die at the boss.

Serancha
04-24-2014, 02:55 PM
Ah.. Thats new. Shrug, kinda throws my argument out the window to a degree. If thats the case I'm curious to see how this develops, I suppose when I join not totally familiar parties ill simply have to ask if thats how theyre running, so i can abstain if so. I just can't see it. Shrug

I know the intent was to find out if this was a bug, but I have to ask one thing. How can you disapprove of this, yet have no problem with running past mobs to reach a boss? How is it any different? All I have seen parking used for is as a form of courtesy to non-plat players in case they die at the boss, but ultimately it is the exact same thing as running.



Edit: Classy read my mind as I was typing....

Rare
04-24-2014, 03:00 PM
I know the intent was to find out if this was a bug, but I have to ask one thing. How can you disapprove of this, yet have no problem with running past mobs to reach a boss? How is it any different? All I have seen parking used for is as a form of courtesy to non-plat players in case they die at the boss, but ultimately it is the exact same thing as running.



Edit: Classy read my mind as I was typing....

In one sense its exactly the same. In another sense, it isn't.

If you clear mobs... then park. Its THE SAME. The only difference is on the trip back there are no mobs in your way.

However, there's a small window for exploitation. Moving hard mobs and parking them and killing easy mobs.

Serancha
04-24-2014, 03:11 PM
In one sense its exactly the same. In another sense, it isn't.

If you clear mobs... then park. Its THE SAME. The only difference is on the trip back there are no mobs in your way.

However, there's a small window for exploitation. Moving hard mobs and parking them and killing easy mobs.


There's really no mobs that are enough harder than the others for it to make a real difference. An elite mob is an elite mob, for the most part. Sure there's differences, but none that will make a run "easy" as compared to "hard".

I've run caves with enough groups that I've seen just about every parking strategy there is. The ones that attempt to remove the "hard" mobs and kill the "easy" ones are the biggest disasters of all. I don't see an exploit, it's more of a comedic exploit fail. But then I would still prefer to kill all - just impossible to find others willing.

eeknoh
04-24-2014, 03:48 PM
I know the intent was to find out if this was a bug, but I have to ask one thing. How can you disapprove of this, yet have no problem with running past mobs to reach a boss? How is it any different? All I have seen parking used for is as a form of courtesy to non-plat players in case they die at the boss, but ultimately it is the exact same thing as running.



Edit: Classy read my mind as I was typing....

Simple, POV and personal experience with "parking". Ive only ever seen people try to park as a method of avoiding the harder mobs and kill the easier ones. Caves of Terewa as an example, people "park" to avoid groups with shamans and snakes to kill only groups with spiders. Theres no denying some mobs are "harder" than others. Elite mobs are not all built identically...

Again pointing to POV and personal experience, I tend to run in groups that push anything to as far extreme as possible, meaning largest, craziest, grandest groups of mobs possible without being certain suicide. So if we kill 5 of these groups, then skip one(which is ran past directly, leashed,which is working within the confines of the game mechanics) to get to the boss, I dont look at these 2 things as being in any way similar.

If I look from the outside in, in terms of a general perspective, I see the points being made, and respect and understand them. I see what is trying to be compared, but the only similarity I find is a desire to finish faster.

In terms of my POV and personal experience, as I attempted to describe above, the 2 aren't comparable outside of intent

eeknoh
04-24-2014, 03:57 PM
Frankly, I'd prefer if leashes didnt exist. And I'd prefer map clearing as well. I wish they'd removed the side paths noone uses and make the maps more interesting, yet linear. This is all possible. Everyone's in hurry in this game, this is also new to me. Most of my dungeon and instance experience has been at least 30mins per with some reaching 5-6 hours and multiple bosses. I enjoy the timed run thing in this game, obviously.. But I would enjoy this as well...of course the end rewards would need improvement. Lol

eeknoh
04-24-2014, 03:58 PM
Bottom line is.. Its bug. And not working as intended. I'm sure I'll get plenty of hate for pointing it out but I'd rather play as intended, however that is.

Serancha
04-24-2014, 04:00 PM
And I adore running on the edge too (usually with you haha), but I don't see how the size of a group's pulls makes a difference between running and parking.

I will concede that if the intent is to cheat by "skipping the hard mobs", that's different (although I have never seen that lead to anything but disaster - and it is never ever faster). The only thing my teams use parking for is to allow the plat-free players a clear way from res to the boss, by moving aside the exact same mobs we would just run past on a plat run.


It is a bug, and good catch on it <3

Rare
04-24-2014, 04:14 PM
This will have a very drastic negative affect if it isn't implemented the right way. I'll just put that out there. People that cannot plat revive will rage.

The are two ways to do it:

1. Decrease the number of mobs in the main path to equal the number (or close to) required for boss spawn.

2. Increase the number of mobs required to spawn boss to equal the number (or close to) in the main path.

When I run, its ok, I have plat to revive. When I run with people that can't plat revive, I feel bad and don't do it. Other people aren't that nice. This has potential to really divide the community. Fix it right and it won't happen.

Can you imagine what it will be like in guilds when members won't run with other members because they don't have plat to revive? Or non plat players are excluded because they can't do it?

Classychic
04-24-2014, 04:31 PM
This will have a very drastic negative affect if it isn't implemented the right way. I'll just put that out there. People that cannot plat revive will rage.

The are two ways to do it:

1. Decrease the number of mobs in the main path to equal the number (or close to) required for boss spawn.

2. Increase the number of mobs required to spawn boss to equal the number (or close to) in the main path.

When I run, its ok, I have plat to revive. When I run with people that can't plat revive, I feel bad and don't do it. Other people aren't that nice. This is going to divide the community... plat players this plat players that. Fix it right and it won't happen.

Can you imagine what it will be like in guilds when members won't run with other members because they don't have plat to revive? Or non plat players are excluded because they can't do it?

I can imagine the nightmare Elite Oltgar would be for PUGs if devs decide to use #2.

Madnex
04-24-2014, 05:13 PM
I will have to disagree. Parking is art and those awesome tanks that know it can pull it off without dying. The only "bug" here is mobs not resetting after you teleport to entrance through world map.

The ones viewing it with bias are solely people who either have small or no experience of it and naturally view it as an unfair disadvantage or the others who can't bother understanding and learning how to use parking as part of a strategy.

Like wvills said, if this is addressed before pet spamming and skill swapping there will be rage.

Pandamoni
04-24-2014, 05:35 PM
I will have to disagree. Parking is art and those awesome tanks that know it can pull it off without dying. The only "bug" here is mobs not resetting after you teleport to entrance through world map.

The ones viewing it with bias are solely people who either have small or no experience of it and naturally view it as an unfair disadvantage or the others who can't bother understanding and learning how to use parking as part of a strategy.

Like wvills said, if this is addressed before pet spamming and skill swapping there will be rage.

This will likely be addressed first because it will lead to more plat revive spending.

Kakashis
04-24-2014, 05:48 PM
I actually parked on the last map in the shuyal season and only started perfecting the art for this season. It brings forth skill and learning to elites and not just best equipments. If you want to get rid of parking strategies, just have a set number of mobs that are necessary to kill and have no more in order to spawn the boss. It's no different from us killing the set number of counts and then running to the boss or killing backwards from the boss. I actually enjoy learning the parking spots while keeping count of how many trash mobs I need to kill before a boss spawns. Otherwise there wouldn't be any challenge to elites and everyone would just use firepower to grind through them equally and those with better equipments/pets would dominate.

If devs are going to change the way elites running strategies then I have only a few suggestions:

Nerf parking, but decrease the number of trash mobs down to the exact number that everyone must kill.
Nerf pet spamming/switching, but bring Grimm's banishment and Sam's banishment/panic rate to be like on other maps.
Nerf skill swapping, but do something about the armor/damage not stacking.

Gorecaster
04-24-2014, 06:56 PM
Surprised that anyone would have a problem w a party running a map however they seem fit. Feel free to run elite maps however you like. I agree that parking doesn't necessarily improve times much but it will make it much more "efficient" is the word I would use...not easy. Isn't it human nature to take the path of least resistance? I want to get the most out of my lix. I also want my pt to be able to make it back to boss if they suffer a death and don't want to sink plat into revives.

Sceazikua
04-24-2014, 10:43 PM
Simple, POV and personal experience with "parking". Ive only ever seen people try to park as a method of avoiding the harder mobs and kill the easier ones. Caves of Terewa as an example, people "park" to avoid groups with shamans and snakes to kill only groups with spiders. Theres no denying some mobs are "harder" than others. Elite mobs are not all built identically...

Again pointing to POV and personal experience, I tend to run in groups that push anything to as far extreme as possible, meaning largest, craziest, grandest groups of mobs possible without being certain suicide. So if we kill 5 of these groups, then skip one(which is ran past directly, leashed,which is working within the confines of the game mechanics) to get to the boss, I dont look at these 2 things as being in any way similar.

If I look from the outside in, in terms of a general perspective, I see the points being made, and respect and understand them. I see what is trying to be compared, but the only similarity I find is a desire to finish faster.

In terms of my POV and personal experience, as I attempted to describe above, the 2 aren't comparable outside of intent

Idk what you mean. Ive run many caves with guildies and all we do is clear the first half of the map and park it later. There is NO difference if you just clear the half map and run later aside from less danger. If you say parking is just for "avoid groups with shamans and snakes to kill only groups with spiders" I would say you are pointless here. Seriously. You mean running after killing the first half of the map isnt avoiding these big mobs? And, there are not that many spiders in cave as you thought, dont address the group of weak spiders at the end of the first path, lol, because if you do you are like saying running doesnt kill this blah blah blah.
Just to sum it up, parking after clearing the first half of the map and running after the first half of the map is NO different (aside from less danger, of course).

Samhayne
04-25-2014, 10:54 AM
Ok gang, here's the deal on this issue.

It is a client related bug with the current game you all are playing on. We identified this issue some time ago and it is already fixed in the new client version that will be coming out soon.

So, yeah, it's not really intended gameplay. If you choose to do that now, ok, that's your choice. We won't ban you for exploiting it.

Just know that in the future, it will be fixed when the new client comes out.

Closing this thread up so this post is the conclusion to it. If you want to discuss the ramifications of the fix in another thread, feel free to start a new one.