The GM spawn parties are done differently, though. There's no sense in spawning monsters if no one is around to kill them. The players fighting those monsters are basically defending the AFK players. Not to mention that technically, we could clean up afterwards in a way, doing @revive on dead players. This hasn't been done, of course, but it could be.
Personally, as a player, I'm not a huge fan of spawn parties being done in towns, but I do them anyway, because players themselves seem to like them, and they're the most convenient place for such activities as there's always someone around.
But the main issue that sparked this discussion wasn't the killing of AFK players, but rather targeting newbie players in and around Tulimshar. And as far as I know, none of the GMs do spawn parties there.
I think the cleanest solution to this issue would be to make spawns attack their summoner if he attacks them, but if he runs away, make them disappear. It could be easily explained with something like:
- Summoned creatures exist through the will of the caster
- Once the caster attacks them, they're not sustained by the caster's will, but by their wrath caused by betrayal
- With the caster gone, they have nothing to keep them in this world anymore, and they disappear
I don't know if the server's mob AI allows for such behaviour, but maybe a solution like this should be explored. Of course, I realised that something like this cannot be implemented overnight, but it would resolve the current issue, and still leave players free to use magic as they see fit.
I know the example I provided here is simplified, and doesn't allow for PvP use in PvP areas, but that behaviour could be expanded with adding more flags to the AI of summoned mobs.
Finally, we only had one isolated incident of the summoned monsters being misused. I don't expect to see an epidemic of this anytime soon. Most of the players seem to dislike the use of summoned mobs in that fashion, and those who don't have probably been discouraged by the incident with Ulith (TroLL).
Don't rush into a "fix" which will piss everyone off. There's no immediate threat to the player base right now.
tux9th, I've seen how eager you were to bring in the evil magic, and I'm pretty everyone else was looking forward to the magic expansions, as well. It didn't work out as planned, but most things don't. In an open world, it's hard to predict what players might or might not do. Giving something out only to take it away a week later is a bad policy.
Do you know why #kaflosh doesn't work in towns? Because of me.
[2009-09-18 12:30:48] 009-1.gat(49,33) Delasia : @t Melkior people have asked you to stop because of the lag in Hurnscald caused by rain, i have requested you stop, You have done neither.
[2009-09-18 12:43:57] 009-1.gat(50,37) Delasia : @t Melkior you were warned about the rain
[2009-09-18 12:44:00] 009-1.gat(50,37) Delasia : @kick Melkior
[2009-09-18 12:45:55] 009-1.gat(52,34) Delasia : @t Melkior you were kicked as the next warning step
I kept doing the spell over and over again, because I wanted people to complain. I wasn't just creating lag for others, I was lagging myself — like crazy. The half-baked implementation was causing problems and I wanted the devs to fix it. I have tried talking to them, but that didn't work, so instead, I opted for making everyone miserable until something was done about it.
They took the easy way out. They disabled the rain spell in towns.
I don't want to see a repeat of that. Removing something because no one had time to change how it works is ridiculous. The reason I'm writing this is the fact that these "temporary" fixes end up being permanent solutions as the issues get forgotten or swept under the rug. This whole game in fact is a temporary thing that ended up being permanent. eAthena was just supposed to be a playground to test content before the "real" server was finished. Instead, the devs ended up with a game on their hands. I think it's time to stop fixing things in such a way.