I'm getting really annoyed with the vast amount of people trying or even kill stealing and other problems like when I was on a group people rush to go to the boss while I was looting a chest (lost a loot because of it), and my major problem is that everytime I fuse a rank 2 rune It always fails.
DMG dealt should be considered as kill, not the last hit. People flee when they see the enemies, rotate and come back to steal kills. But, would the dev team care to change it properly to support legit players?
If kill steeling happens again one more time, I will wait and see from behind until they die.
[SIGPIC][/SIGPIC]
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ofkathriaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I think it would be best if the person who gets the last hit in gets credit for a kill and the person who does the most damage to who is killed also receives credit. If the same person gets both last hit and most damage then that person should only receive 1 kill credit. Even if you go most damage you can have the target almost dead and someone massively hits to finish it off stealing the kill. I also think you should receive assist and maybe even double the assist points each time you stomp someone unconscious or help someone get up.
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ch33t0Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 9Arc User
edited July 2013
Kill stealers? More like QQ dealing.
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nukeyooBanned Users, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
Shh.. there's mods following me and they will nerf your [IMG.] :rolleyes:
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inexgravMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
open a rogue, and steal all kills. 8k gearscore hitting 10k crit.
You only need hit a critter to get credit and loot which is shared. There's no kill stealing. There can be objective stealing though. There are quests where you have to free or rescue people and someone can run up while you are fighting and take it.
What is wrong with the Guild Wars 2 method? Both the players get the credit and drop from the kill. After all they did cooperate and that would encourage the cooperation bethween players.
However there is a flaw with the looting :if you are in combat you cannot loot and someone else that come in, and is not involved in the fight, can steal your loot while you are fighting. This has to be changed
Kill stealing? I didn't think this game had it. I thought you just had to dmg a mob and you got credit for the kill and a chance at loot.
I tend to jump into most fights, I thought I was helping.
I agree. If you have a quest to kill a certain named mob or a certain number it seems to me that you and everyone gets credit.
My gripe is killing a party of Mob's for a certain item that is behind them and someone Ninja the item - but I can accept that because it is so low in the game.
My Chest loot gripe is that I had opened a chest and there was a blue Helmet and I was so happy. A trap activated. I disarmed trap but Chest was closed and could not get the item.
Genus Draco Fad and the Muster@Jintortle
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
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ghostravynMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 59
edited July 2013
You can blame this on me. For a good decade I've been convinced that there is a very special place in hell for clerics that don't stop to help fights, throw random heals, etc. I now stand corrected and you can just field all the complaints about why clerics are such asses any more.
I mean, seriously. Loot falls like rain, exp is gained at about twice what it should be, and you are going to complain about kill-stealing? I could kind of understand this if you were kill-farming for achieves, but at any other time in the game I'm just happy the primary target is dead!!
I'm on Mindflayer. Make sure you let me know you're in game so I can stop with the drive-by assists. Is there anything else that I need to change in order to ensure that I enhance your personal gaming experience? Beverage? Cheese-doodles? Foot massage??
Thing is, there is no real-kill stealing in this game. Sure, some special mobs can be taken down right before your eyes, but they'll spawn back within 5 minutes. The three ice-giants on Icepire Peak for instance, they are in a rather small and crowded area.
Lootdrops are instanced, so whatever fell from the sky for you, did not drop for your teammate.
The only thing that can be 'stolen' are some non-static kits, as in dungeons and in world.
And to all the clerics just randomly healing people: keep doing it, I kinda like how it looks I get a pat on the head
I'm getting really annoyed with the vast amount of people trying or even kill stealing and other problems like when I was on a group people rush to go to the boss while I was looting a chest (lost a loot because of it), and my major problem is that everytime I fuse a rank 2 rune It always fails.
The problem is really with the cryptic programming team. They seem to do things as simple and basic just to make it work. They don't really seem to care if it makes sense or is fair to the players. That is why it usually is the last person to do dmg before a player/mob dies gets the kill count.
To make it work more "fairly" it would be based off who does the majority of damage to the target. But this requires making buffers to hold damage amounts which is then verified when the target dies to compare who should get awarded the kill. It is much more complex of a code design as well as taking up more memory. So the simple solution is the one they stick with and care little for fairness.
This is just one example of how this coding philosophy has made the game annoying or unfair.
and what if your target is at 10% health and you are on 5% and some dude steps in, kills the beast and saves you.. who gets credit? he is the hero not you, so what that you did the most damage? he killed it.
same in PvP, targets run away, heal or do any kind of things to change the outcome of the fight..
if you are slow to finish your target, someone else does it for you.. the team wins, that's what matters
don't really see a problem..
in PvE: re-spawn times are short, there is plenty of loot and in dungeons there is rolling..
in PvP: I've seen kill steal happen a lot and never seen anyone complaining about it.. so I guess people realize that taking nodes gives you more points than killing
and what if your target is at 10% health and you are on 5% and some dude steps in, kills the beast and saves you.. who gets credit? he is the hero not you, so what that you did the most damage? he killed it.
same in PvP, targets run away, heal or do any kind of things to change the outcome of the fight..
if you are slow to finish your target, someone else does it for you.. the team wins, that's what matters
don't really see a problem..
in PvE: re-spawn times are short, there is plenty of loot and in dungeons there is rolling..
in PvP: I've seen kill steal happen a lot and never seen anyone complaining about it.. so I guess people realize that taking nodes gives you more points than killing
This's why I decide to make my own kill-stealing devoted cleric built.
Comments
If kill steeling happens again one more time, I will wait and see from behind until they die.
I'm pretty sure it is... at least, I've found this to be the case when doing open world quests like "Kill 20 Summoners."
The Wood Lord's Curse
Part I: Wild Man of the Wood
Part II: The Warlord's Tomb
no need player skill
no need gearscore
Real talk.
However there is a flaw with the looting :if you are in combat you cannot loot and someone else that come in, and is not involved in the fight, can steal your loot while you are fighting. This has to be changed
I tend to jump into most fights, I thought I was helping.
I agree. If you have a quest to kill a certain named mob or a certain number it seems to me that you and everyone gets credit.
My gripe is killing a party of Mob's for a certain item that is behind them and someone Ninja the item - but I can accept that because it is so low in the game.
My Chest loot gripe is that I had opened a chest and there was a blue Helmet and I was so happy. A trap activated. I disarmed trap but Chest was closed and could not get the item.
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
I mean, seriously. Loot falls like rain, exp is gained at about twice what it should be, and you are going to complain about kill-stealing? I could kind of understand this if you were kill-farming for achieves, but at any other time in the game I'm just happy the primary target is dead!!
I'm on Mindflayer. Make sure you let me know you're in game so I can stop with the drive-by assists. Is there anything else that I need to change in order to ensure that I enhance your personal gaming experience? Beverage? Cheese-doodles? Foot massage??
Lootdrops are instanced, so whatever fell from the sky for you, did not drop for your teammate.
The only thing that can be 'stolen' are some non-static kits, as in dungeons and in world.
And to all the clerics just randomly healing people: keep doing it, I kinda like how it looks I get a pat on the head
Amen sir!
Your message is too **** short... ( stupid rule )
The problem is really with the cryptic programming team. They seem to do things as simple and basic just to make it work. They don't really seem to care if it makes sense or is fair to the players. That is why it usually is the last person to do dmg before a player/mob dies gets the kill count.
To make it work more "fairly" it would be based off who does the majority of damage to the target. But this requires making buffers to hold damage amounts which is then verified when the target dies to compare who should get awarded the kill. It is much more complex of a code design as well as taking up more memory. So the simple solution is the one they stick with and care little for fairness.
This is just one example of how this coding philosophy has made the game annoying or unfair.
same in PvP, targets run away, heal or do any kind of things to change the outcome of the fight..
if you are slow to finish your target, someone else does it for you.. the team wins, that's what matters
don't really see a problem..
in PvE: re-spawn times are short, there is plenty of loot and in dungeons there is rolling..
in PvP: I've seen kill steal happen a lot and never seen anyone complaining about it.. so I guess people realize that taking nodes gives you more points than killing
This's why I decide to make my own kill-stealing devoted cleric built.