Tree of Savior Forum

Simple Solution to KS'ing problems

It’s an example, this idea is horrible and archers aren’t the only one who KS. I’ve had PLENTY of classes KS me, including clerics and guess what I am… Oh, AN ARCHER.

Maybe instead of looking for a reason to hate more on archers you shouldn’t take what I post so seriously.

This idea is terrible, not only does it encourage what OP wants to stop but the reasons for wanting it also are flawed… again.

Archers aren’t the only ones who can hit huge groups of mobs and most archers don’t have any SPR in their build so the only 0s cooldown skill we have drains SP… Oh yes, let me add that the arrow goes where it pleases we can’t tell it to hit every god dang mob on the screen.

I made an archer and when i did the game made me agree to a new terms of service that states i have to kill steal at least once on every map. In fact when you go into your settings after making an archer you have an option to make your shot specifically target mobs that have already been hit by other players. This also happens when you take any circle on a wizard with aoe skills.

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So many popcorn moments in this thread. +_+

That said it would be nice to see some sort of system implemented to deal with KS. I used to play a game with a nifty anti-ks feature: it would block anyone from attacking a mob if you had already started battling it. All their attacks would be blocked, since it ‘belonged’ to you. It had the added bonus of not working on Boss or miniboss monsters, since those should be up for whoever to grab.

As a Cleric I ran into some very frustrating situations early on. Being KS’d by pretty much every class ever /TenetChapel, and don’t even get me started with parties; they still KS horribly even in the 17x areas while laughing about it.
Luckily I deal enough damage I just keep right on doing what I’m doing, and the ks’ers eventually wander off since they are gaining nothing. Not everyone is that lucky though.

I simply refuse to believe that it is in any way right that I can be killing a mob, while someone can come along and 1 hit it with zero consquence. IMO it falls under interruption of gameplay. [looking at you people that do this and laugh] /:

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I like your idea Nyomi - and it seems that blocking others from attacking it would solve the complaint people are making about my idea in that it makes it so players tag mobs and force other players to kill them (for some reason)?

Personally I found the idea amusing. :wink:
Making KSers work hard for you- /shot

Are you talking about Ragnarok Online 2? Lol. It had that exact system and it was so bad.

The better solution is for players to receive 100% of the exp and item if they hit the mob first. Any players who contribute to the mob, dealing at least 30% of so damage should get exp in proportion to the total damage dealt to the mob, excluding world bosses.

Example:

Kepa - 100 exp.

  • Player 1 attacks Kepa first and deals 10% of the damage.
  • Player 2 attacks Kepa and deals 90% of the damage.

Kepa dies by Player 2.

  • Player 1 receives 100% of the exp. (100 exp)
  • Player 2 receives 90% of the exp. (90 exp)

Another example:

  • Player 1 attacks Kepa first and deals 80% of the damage.
  • Player 2 attacks Kepa and deals 20% of the damage.

Kepa dies by Player 2.

  • Player 1 receives 100% of the exp. (100 exp)
  • Player 2 receives no exp. (0 exp)

Multi example:

Player 1 attacks Kepa first and deals 20% of the damage.
Player 2 attacks Kepa and deals 50% of the damage.
Player 3 attacks Kepa and deals 30% of the damage.

Kepa dies.

  • Player 1 receives 100% exp. (100 exp)
  • Player 2 receives 50% exp. (50 exp)
  • Player 3 receives 30% exp. (30 exp)

What this does is promote players to helping each other out, rather than competing with one another. If you contribute some damage, you gain exp proportion to the damage dealt instead of fighting over who gets the mob first or who deals the most damage. It’s a lot less harsh of a system.

The exp and party system would have to undergo a pretty big revamp though.

[quote=“varuna, post:26, topic:215216, full:true”]
Ragnarok Online 2
[/quote]UUUGGH. thatisall. RO2 is handsdown worst game I have seen in years. I was referencing this feature from RO1. @noks ye.

put a fuk’n killsteal rule in this game like ragnarok, if people killsteal, record them, send it to IMC, and they bann them for 3days, if they do it again 1week, if they do it again 1month.

they will learn and stop to killsteal. its not that hard, we don’t need any stupid tag system, that would make killstealing even worse.
it worked in ragnarok, it will work here.

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I would only support kill stealing bans if all the issues with mob spawns were fixed first. As it stands now the game actively encourages kill stealing with how you can hit a grind wall if you don’t manage cards effectively and not wanting to lose xp to other players who are questing or otherwise due to bad respawn times and mob density.
Edit targeting issues would also have to be fixed first. Try playing a ranged class with a controller you will killsteal on accident at least once due to bad targeting lol.

DUDE, some maps have so many big mobs, some hours ago a random barbarian killstealed me, followed me for 15 minutes just to killsteal me and there where about 100+ monsters in sight, the spawn rate is NOT NOT NOT NOT the problem, the people in this game are the problem.

full of xdressing pedophilia killstealers.

Mob density and re spawn is absolutely a problem go to any map is the high 100s with more than one person on it and you will see issues with it.
Edit Why do you think so many people farm at Bee Farm and Prison even 5+ levels over that map? Its because maps at the right level have garbage respawn and density .

Remove archers from the game. Problem solved.

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You missed the post where a guy said a barbarian stalked him and KSed him didn’t you? Why don’t we just remove every class except Clerics!

:sleeping:

@dawnintodark You have the right idea but went the wrong way with it. We should remove any class that cant kill steal and buff killstealing skills.

So… basically, circle 1 priests for everyone.

This post was flagged by the community and is temporarily hidden.

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Or at the very least any area that consistently has high population gets more channels. Or if IMC could actually program they would make it so every X amount of players in a channel would spawn an additional channel. So the game would add and remove channels as needed.

My main issue with KS its that kill even if you hit first the mob dont goes to your Monster kill counter or Quests.

Main problem its, areas like from lvl 1 to 20 have like 20 channels and mobs respawn almost instantly, areas from lvl 50-200+ mobs barely spawn and only 3 channels. Heck, even the Quest Object that you must interact are like 10 objects in areas from lvl 1 to 20 where you have to collect such object only 5 times, making easy to deal, but you got in higher level areas where you must do the same task and only 4-5 objects to collect and you see the bunch people there because of course, only 3 channels.

Low lvls maps dont need many channels, those maps are quick to level, high lvl maps where the xp curve is higher should get more channels and more fast mob respawn, however of course this is just taking in mind that we dont have the f2p players yet around the server.

Isnt xp split by who does the most damage, drops goes to who does the most damage and only the last hit counts for adventure journal and quests?

Ive lost the last hit on mobs and i still got the drop and xp, just not counted for quests.

Also ive gotten a single hit on a mob before and i thought i got some xp?

I never really analyzed it or anything, but thats how i thought it worked.

haha a barb that has to do a full skill rotation to kill something after running in, against an archer that can two shot or one shot everything from range.

Very funny.