Feb 03, 2007, 01:10 AM // 01:10
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#1
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Frost Gate Guardian
Join Date: Dec 2005
Guild: The Random Squad
Profession: N/R
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You CAN steal kill counts! PERIOD.
Ok, apparently Anet doesnt have very good alpha testers, because Gaile said that for killcounts, the team that does the most damage in the last 10 seconds that person was alive gets the kill. This is wrong. I have gone in HA many times and have seen that this is infact not the case.
Let me give you an example. I was monking for a spike group a few hours ago. The game started and we tried the spike the enemies ghostly on the alter for the first kill. We get it down to 95-98%, on our own and I personally saw the opposing team's monk wand it for the kill! Also, i wanded a target with low health that the other team was killing, to get my team a kill point.
So either Gaile is misinformed, lying, a bug, ect - this idea that killpoints are currently fair is incorrect
I guess Anet doesn't like to listen to us or something?
They should make it either 1v1, or at LEAST fix this stupid bug.
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Feb 03, 2007, 01:35 AM // 01:35
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#2
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Krytan Explorer
Join Date: Mar 2006
Location: Seattle
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I like that u can still kill counts. It rewards the smart opportunist who can take advantage of the situation. I hope it stays.
Has anyone complained that they did still a kill? That they didn't want to do that, and wanted to give the point back? Just wondering....
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Feb 03, 2007, 02:30 AM // 02:30
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#3
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Ascalonian Squire
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Haven't seen a single "steal" today. Every time you try to spike a target with less then 50% from enemy damage, and score a kill, enemy gets a point. Same goes for opposite cases, spike target survives your spike, 3rd team joins in to finish the job, you get the point.
You may have had lag, or simply didn't notice enemy team do damage to the target some time ago.
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Feb 03, 2007, 03:36 AM // 03:36
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#4
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Lion's Arch Merchant
Join Date: Dec 2006
Location: New Zealand FTW
Guild: Ex Talionis [Law]
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You thinks its bad spiking, try running a degen pressure.
For RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs sake when will people understand gaile gray knows nothing and in turns gives us nothing apart from riddled information about the lastest hat trader.
Nerf song on the ghostly, lower claim resource to a 1.5 second cast, bring back 8v8, and your set.
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Feb 03, 2007, 04:21 AM // 04:21
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#5
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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In my experience, most appearances of 'kill stealing' actually have to do with someone not taking the last 10 seconds into account. A lot of damage and healing can happen during that time - if my team beats on a target for 6 seconds and deals 1000 damage, then your team spikes it down with 600, I'll get the kill even if you took him from 90% to 0%.
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Feb 03, 2007, 06:30 AM // 06:30
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#6
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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So, the most effective way to earn points in killcount is to do a whole lot of direct damage over time.
Nukes it is.
Perhaps, instead of calculating the point off of "Last 10 seconds alive", calculate it off of "Last 500 HP lost, including degeneration from conditions and hexes".
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Feb 03, 2007, 06:38 AM // 06:38
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#7
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by Skye Marin
So, the most effective way to earn points in killcount is to do a whole lot of direct damage over time.
Nukes it is.
Perhaps, instead of calculating the point off of "Last 10 seconds alive", calculate it off of "Last 500 HP lost, including degeneration from conditions and hexes".
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I think focused damage is going to be a little stronger than nukes. Think Avatar of Grenth melee trains where there's a whole lot of damage and healing going on. Nukes deal some big damage numbers, but it's spread out over a lot of different people and someone who deals mass damage to one target will still get kills on the guys you're nuking.
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Feb 03, 2007, 06:54 AM // 06:54
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#8
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Krytan Explorer
Join Date: Nov 2006
Location: PM me for JACT Invite
Guild: Feathermoore Clan
Profession: R/Mo
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10 seconds is a long time. As well, depending on how it is coded. Kill steals could be theoretically possible. But i highly doubt it. From the programming aspect, IMO the code should be something like this:
Time and magnitude and source[team] of all damage to Player A is recorded.
Player A dies 30 seconds into the match.
Program subtracts 10s from time of death to get 20s.
Programs adds damages from each source.
Source with most recorded damage receives a point for the kill.
Now that may be a alot of data to keep track of, but it only need to keep track of 10 seconds worth. So odds are there would be a nice coded cycle that would clear the damage cache every second after 10 seconds. Meaning 12 seconds in, the damage data for time=1 and before is deleted. Then 13 seconds in, t=2 is deleted. 1 second is kept just as a buffer, so by some wierd programming the data wouldnt be deleted before 10s has passed.
But anyway. I'm sure Anet programmers are very good at what they are doing. However code doesnt always work the way it should. But i highly doubt killsteals exists anyway. You probably missed someone dealling damage. But after glitches do happen.
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Feb 03, 2007, 02:39 PM // 14:39
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#9
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Jungle Guide
Join Date: Dec 2005
Profession: W/N
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This only way to "steal deads" is, blue spike red, someone in red get 10% of life, time 1 2 3 4 5 6 7 8 9 10 11 yellow attack red... score for yellow...
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Feb 03, 2007, 03:25 PM // 15:25
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#10
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Academy Page
Join Date: Aug 2006
Location: The Netherlands
Profession: Mo/
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What I'm wondering about, if a player from the blue team drops to 10% health by a player from the red team, then gets healed back to 100%. The blue team attacks him again, he goes to 10% AGAIN and gets healed up again to 100%. After that, the Yellow team spikes down the player, who gets the kill? The Yellow team for dropping him from 100% to 0% or the Blue team for doing the most damage?
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Feb 03, 2007, 06:43 PM // 18:43
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#11
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by ToxicWasted
What I'm wondering about, if a player from the blue team drops to 10% health by a player from the red team, then gets healed back to 100%. The blue team attacks him again, he goes to 10% AGAIN and gets healed up again to 100%. After that, the Yellow team spikes down the player, who gets the kill? The Yellow team for dropping him from 100% to 0% or the Blue team for doing the most damage?
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Blue team should get that kill.
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Feb 03, 2007, 07:50 PM // 19:50
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#12
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Ascalonian Squire
Join Date: Jan 2007
Location: Toronto
Profession: R/W
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Many groups I was in lost in altar maps due to kill steal, now all we do on altar maps is look for low targets and kill. Nice mechanics.
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Feb 03, 2007, 09:39 PM // 21:39
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#13
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Desert Nomad
Join Date: Nov 2005
Location: Surrey University
Guild: Starting to play again... need a guild
Profession: W/E
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the whole kill count thing is stupid....holding bk plz
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Feb 03, 2007, 09:50 PM // 21:50
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#14
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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/agreed,
3frwrwq
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Feb 03, 2007, 10:30 PM // 22:30
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#15
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Krytan Explorer
Join Date: May 2005
Guild: Victory on Demand [VoD]
Profession: Me/Mo
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Even if kills are being calculated anywhere near correctly, including degen, 3 way kill count is fundamentally flawed. 1v1 is the only fair format for kill count. Please at least put Broken Tower back to 1v1.......... Also, these matches usually aren't too fun in my experiences so far. I would enjoy the old altar mechanics more TBH. That has nothing to do with wanting to run holding builds and be cheap or some garbage. HoH is fine, I guess.... but we still need fresh maps if you are going to keep these new modes.
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Feb 04, 2007, 01:18 AM // 01:18
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#16
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Ascalonian Squire
Join Date: Oct 2005
Guild: Frenzy Heal Sig
Profession: Mo/Me
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well im not gona flame anet much ,i think everbody knows they f**k the game.Its not about skill anymore ,its who has the most dmg in the first 10 sec then it dosent matter if the other team kills as u get the points.so either run spike or dmg overload and 8v8 isnt gona help even i love 8v8.
I think anet needs to get a think before ppl start to quit the game as im may do it they dont sort out kill count.
i agree kill count should be 1v1,that way there is no kill stealing and skill will come bk into game
its all luck now, and need no skill
Last edited by stav lad; Feb 04, 2007 at 01:22 AM // 01:22..
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Feb 07, 2007, 09:47 AM // 09:47
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#17
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Ascalonian Squire
Join Date: May 2006
Guild: Forgot The Ghostlyyyyy [ftl]
Profession: Me/
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We have had the same problems, we spiked a ghost down to 5% health and the other team stole our kill.
I have repeated it already countless of times how stupid kill count is...
-- Terra Forever
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Feb 07, 2007, 02:52 PM // 14:52
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#18
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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IWAY. It's the best way.
No holding please, it sucks.
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Feb 07, 2007, 08:26 PM // 20:26
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#19
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Awaken from hiatus.
Join Date: Apr 2006
Location: Riding the spiral.
Guild: No Fun Allowed [Vdya]
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After some testing with my guild, we found out that life steal [bspike, nm weapon rspike, etc] does not count for damage. If they bring it down to 2hp with life steal, and you deal the 2 damage to kill it, you get the point.
Just a heads-up to those running the aforementioned builds.
Also, keep kill count. It's damn fun.
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Feb 09, 2007, 02:47 AM // 02:47
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#20
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Banned
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Say this guy has been smoking tobacco everyday of his life, taking minute doses of cyanide, having unprotected sex and contracted AIDS and STDs, has cancer, and is dying. One day he decided to go out, crossed the street and a 10 wheeler truck hit him , squashed his body and died. Now tell us the cause of his death.
Kill stealing is fine and it's a legit tactic.
Last edited by tomcruisejr; Feb 09, 2007 at 02:50 AM // 02:50..
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