Turnins for a Ranger
#1
Posted 16 June 2011 - 06:54 PM
Primarily, I use fire trap and when the monster is close to death I don't trap again. I simply wait a tick and let the monster die from the burning status. Well, that's where the problem lied. When monsters seem to die from Burning status, there is no count associated to the player. The kill is lost as though noone killed it.
If it could be changed, please make it so that if a monster dies from a status ailment that the player inflicting the ailment is awarded the kill. This has been particularly aggravating for me in Rachel as I leave the Isilla with like 500 hp and the burning status often times steals the kill so to speak.
#2
Posted 16 June 2011 - 06:56 PM
#3
Posted 16 June 2011 - 06:56 PM
I'm new to the ranger class, but it has been fun nonetheless. Until recently when performing turn-in quests I noticed something very disturbing. My turn-ins were much slower than how many monsters it felt like I killed. I first noticed this when doing Catfoot Hairpin quest that my kills seemed slow but I couldn't quite put my finger on it. Then again completing the anniversary quest, the mi gaos seemed to be terribly askew for me. So I took the time to watch it closely.
Primarily, I use fire trap and when the monster is close to death I don't trap again. I simply wait a tick and let the monster die from the burning status. Well, that's where the problem lied. When monsters seem to die from Burning status, there is no count associated to the player. The kill is lost as though noone killed it.
If it could be changed, please make it so that if a monster dies from a status ailment that the player inflicting the ailment is awarded the kill. This has been particularly aggravating for me in Rachel as I leave the Isilla with like 500 hp and the burning status often times steals the kill so to speak.
Makes me wonder if gum works when something dies to burning status.
#4
Posted 16 June 2011 - 07:07 PM
#5
Posted 16 June 2011 - 07:10 PM
I'm new to the ranger class, but it has been fun nonetheless. Until recently when performing turn-in quests I noticed something very disturbing. My turn-ins were much slower than how many monsters it felt like I killed. I first noticed this when doing Catfoot Hairpin quest that my kills seemed slow but I couldn't quite put my finger on it. Then again completing the anniversary quest, the mi gaos seemed to be terribly askew for me. So I took the time to watch it closely.
Primarily, I use fire trap and when the monster is close to death I don't trap again. I simply wait a tick and let the monster die from the burning status. Well, that's where the problem lied. When monsters seem to die from Burning status, there is no count associated to the player. The kill is lost as though noone killed it.
If it could be changed, please make it so that if a monster dies from a status ailment that the player inflicting the ailment is awarded the kill. This has been particularly aggravating for me in Rachel as I leave the Isilla with like 500 hp and the burning status often times steals the kill so to speak.
I reported this bug many moons ago. kRO need to fix this so it'll take a while longer.
#6
Posted 16 June 2011 - 07:12 PM
still playing around whit the new statuses :-P have fun
#7
Posted 16 June 2011 - 07:32 PM
gum shouldnt work right now whit burning death, it also lowers the exp you get from mobs, coz its dmg not done by you, i also dont know if when killing an emperium whit burning the castle gets changed to no owner or to the guild hu burning aligned it.
still playing around whit the new statuses :-P have fun
burn status = 0 damage to emp since it's not coming from you or anyone else = not from a guild that can hold a castle.
#8
Posted 17 June 2011 - 12:40 AM
#9
Posted 17 June 2011 - 08:36 AM
To be honest, it seems more like an unintended consequence of correct behavior.
Damage from status effects is not associated with the player who inflicted the damage. With old status effects, nobody cared (other than that it lowered your exp, if you cut a monsters jugular vein and then stood back and watched it bleed out until it was at 1hp and then poked it, you wouldn't get much exp). But now that we have turnin quests, which are based on who deals the killing blow, and status effects that can actually kill monsters (previously, even bleeding would only bring monsters to 1 hp, wouldn't actually kill them), this becomes a problem.
This is likely going to be difficult to fix, if they fix it at all - they'd have to either retain the source of a status effect (yet do so in a manner that did not introduce other bugs), or make killcount awards be given out like drop priority or whathaveyou (which will also be tricky to do without breaking something)
#10
Posted 17 June 2011 - 09:49 AM
#11
Posted 20 June 2011 - 09:04 PM
Status at this point is : unknown but reported.
I honestly think this may be directly related to why mercenaries and Homunculus also don't give quest credit. Not that it matters for the status credit bug though.
#12
Posted 25 June 2011 - 12:41 AM
I honestly think this may be directly related to why mercenaries and Homunculus also don't give quest credit. Not that it matters for the status credit bug though.
kRO fixed this last year...
Common Patch- When doing monster hunting quests, kills made by mercenaries, homunculus, and spirits will now count towards the required kills.
The Ignition Status, Leech End and other status' that kill (including Deadly Poison status, Toxin Poison and Bleeding) have yet to be fixed though.
Edited by Clogon, 25 June 2011 - 12:42 AM.
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