View Full Version : Stealing kills?
Cedrica-the-Bard
02-25-2011, 06:08 PM
So if I am on my level 8 fighter beating down a minataur and a level 20 wizard runs by and wails them, did they steal my kill? Or do I still have a chance at a loot drop because I did damage?
Just curious how this is supposed to work. :)
rocky0
02-25-2011, 06:22 PM
I hvae no way to back this up so Im just staing what I hvae seen happen to my character. So far it seems that if I do the most damage to a pirate and someone finishes him off, I hvae been getting the loot drop.
On my level 10 monk, I accidentally hit a minator and needless to say, it was the wrong guy to pick on. I managed to get him about 3/4 of the way down but I was left at like 20 health. So I ran and ran and ran away to get healed. There was a higher level caster in the area because as I ran away, I heard the noise of the explosion as he got fireballed.
As I was still running, I got the message that I got 25 gold dabloons, so I am thinking it was for this kill. I am prolly wrong, but it appears if you do the most damage, you get credit.
Mu opinion of course :D
HackSlashKill
02-25-2011, 11:27 PM
I was that wizard.... and thanks for the loot
FuzzyDuck81
02-26-2011, 12:09 AM
I'm pretty sure the way it works that is anyone who does damage to them gets a chance at stuff dropping when its killed, regardless of who actually kills it. Not sure if this chance is adjusted based on damage dealt though. Of course, that relies on you getting the chance to smack them around a bit before a wailer comes by :)
Shade
02-26-2011, 12:17 AM
Unless the wizard was in your group, he only helped you.
For non-grouped players, the first person to "tag" a monster gains the rewards. So the wizard only helped you out.
Also after you gain a compass, the outside killing is somewhat ireleevant who actually gets the rewards.
Since everything you need to make the gear is in the quest, and 10000x faster to get, the outside stuff is pointless except for map pieces - which is a server wide effort so it doesnt matter.
If your in a group, as long as your nearby when something is killed, you get a chance at the rewards (they dont share and go to everyone, just a random invisible roll is made and only 1 person gains the reward). Tho it seems to skew the chance to the person who did the most dmg by some factor.
Inside the crystal cove whoever, everything is 100% shared. (Well actually duplicated into everyones inventory.)
CaptGrim
02-26-2011, 01:43 AM
Unless the wizard was in your group, he only helped you.
For non-grouped players, the first person to "tag" a monster gains the rewards. So the wizard only helped you out.
Also after you gain a compass, the outside killing is somewhat ireleevant who actually gets the rewards.
Since everything you need to make the gear is in the quest, and 10000x faster to get, the outside stuff is pointless except for map pieces - which is a server wide effort so it doesnt matter.
If your in a group, as long as your nearby when something is killed, you get a chance at the rewards (they dont share and go to everyone, just a random invisible roll is made and only 1 person gains the reward). Tho it seems to skew the chance to the person who did the most dmg by some factor.
Inside the crystal cove whoever, everything is 100% shared. (Well actually duplicated into everyones inventory.)
SHHH!
if everyone pikes then I have to Alt-tab to the forums for longer periods instead of grinding dragonshards.
Cybernetic
02-27-2011, 01:27 AM
http://www.youtube.com/watch?v=pNeNTMmltyc&feature=player_embedded
Doganpc
02-27-2011, 01:41 AM
I know for a fact that when you damage a monster you got a chance at its loot. How... I died while solo fighting amongst bugbears, someone came along and killed the group and I still got loot for 2 of them.
Dogan
Answered.
Arius
02-27-2011, 07:03 AM
.....Tho it seems to skew the chance to the person who did the most dmg by some factor.
It would seem that this is how it works. I don't like this for two reasons:
1) HEALERS get the short end of the stick. They are busy healing and are not doing much damage so they are short-changed on doubloons and compasses. I feel bad when I don't see their name attached to those loot reports as often, but I can't share mine with them.
2) any caster with a decent DC on their wail jumps in, wails, and walks out with over half the kills (and loot). I'd like to say we are better off with them soloing but some of them are great to have around GH, blurring, and hasting the party.
Hopefully the devs address this next time around.
Maleth
02-27-2011, 09:22 AM
I'm pretty sure the way it works that is anyone who does damage to them gets a chance at stuff dropping when its killed, regardless of who actually kills it. Not sure if this chance is adjusted based on damage dealt though. Of course, that relies on you getting the chance to smack them around a bit before a wailer comes by :)
It's only anecdotal, but this HAS to be wrong. Level 20 tempest ranger, soloing and getting something out of about 90% of the mobs I killed. Grouped with a bunch of high level people and it dropped to less than 50%. Probably MUCH less. Also, I had a few lowbie follow me around and start wailing on stuff after I grabbed the aggro and noticed my drop rate drop.
I know this is not a very lowbie friendly event. What should have happened is that people get sorted into level range sorted instances of the island. There are usually at least 20 instances already as is, so it wouldn't have been hard. It just would have been better for everybody if this were the case, because with so many 20's running around, there are very few low mobs for the lower level people which kind of forces them to kill steal or run in groups which then they get lower drop rates than if soloing.
Maleth
02-27-2011, 09:26 AM
It would seem that this is how it works. I don't like this for two reasons:
2) any caster with a decent DC on their wail jumps in, wails, and walks out with over half the kills (and loot). I'd like to say we are better off with them soloing but some of them are great to have around GH, blurring, and hasting the party.
Hopefully the devs address this next time around.
Initially I would have agreed with this because I was kind of annoyed by a few casters who went through and decimated whole areas without missing a step, but then I duoed with my partner who is a wiz and after a few minutes of him getting a lot more kills than me, he would have to run back to the tavern for SP while I kept wailing on stuff and getting drops. It kind of evened out in the end.
bryanmeerkat
02-27-2011, 09:36 AM
EIther way I am not bothered you can kill my mobs if you like , all i want is the Cove open so as long as you are handing in maps , feel free to steal my kills . Nothing those mobs drop have any real value .
varusso
02-27-2011, 09:59 AM
What 'should have happened' is what should have happened in the Deleras event.
There should be one common area where everyone can congregate ( in this case, the boat and tavern). The beach should be instanced, just like any dungeon. When you enter (either solo or in a group) you are shunted into your own instance. All kills and rewards are shared. Put em in treasure bags just like normal instances. When you leave, you return to the common area. The mobs can either be static one-time spawns, or respawning; either would work. Finding treasure maps would then highlight the chests for you just like in the current design.
This completely eliminates the grief factor and any debate on loot. You know, the main reason the REST of the game was designed this way in the first place. I realize Turbine is trying to do something different for the events than for the rest of the game, but this design concept is fatally flawed, for the very reasons that are brought up each event. The event itself is great, but once again the implementation is the problem....as was the case in Mabar.
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