pureprayer Posted February 28, 2009 Share Posted February 28, 2009 Long title, I know. Whenever im on a slayer task and I get a drop and I click to ask how many more kills to go, if I click before the drop appears and im talking to them, and then the drop appears you no longer are talking to them. I guess this could be a bug but im ranting about it. Pureprayer, you're awesome. Link to comment Share on other sites More sharing options...
Omali Posted February 28, 2009 Share Posted February 28, 2009 That does get annoying, but it may just be a deadend that they can't get past. Trade, chat, etc windows get cancelled out by most other actions that take place, it would appear that your drop generating is one of those actions. The game may just want to bring your attention to the drop, so you don't look over something while viewing whatever window you have open. Link to comment Share on other sites More sharing options...
sadukar123 Posted February 28, 2009 Share Posted February 28, 2009 Only happens to me at Fire giants, nowhere else. Drops: Misc: Abyssal Whip x28 , Dark Bow x5, Beserker Ring x3, Warrior ring x1 Dragon: Dragon Platelegs x2 , Dragon Plateskirt x2, Dragon Boots x38, Dragon Med Helm x4, Shield left half x3 Godwars: Godsword shard x13, Bandos Hilt x3, Bandos Chestplate x6, Bandos Tassets x4, Bandos Boots x5, Saradomin Sword x1, Zamorakian Spear x1,. Armadyl Helm x2, Armadyl chestplate x2. Link to comment Share on other sites More sharing options...
pureprayer Posted February 28, 2009 Author Share Posted February 28, 2009 Only happens to me at Fire giants, nowhere else. It was happening to me at Dragons its usually only when the monster has a long death emote. Pureprayer, you're awesome. Link to comment Share on other sites More sharing options...
Omali Posted February 28, 2009 Share Posted February 28, 2009 Only happens to me at Fire giants, nowhere else. Happens to me everywhere. Link to comment Share on other sites More sharing options...
Your Grandpa Posted March 1, 2009 Share Posted March 1, 2009 This happens because the act of the monster generating a drop updates how many kills you have left to do. You start going through the dialogue to say how many kills are left, but, as that number changes, you have to start the dialogue over. Link to comment Share on other sites More sharing options...
compfreak847 Posted March 1, 2009 Share Posted March 1, 2009 It's not a bug. When you kill a monster, it starts its death animation. When that finishes running, the game calculates the drops and gives you the slayer XP for the monster, as well as registering it on the 'kills' count. That resets what you were doing. Wait until it dies before talking. Drops: 1x Draconic Visage, 56x Abyssal Whip, 5x Demon Head, D Drops: 37, Barrows Drops: 43, DK Drops: 29GWD drops: 14,000x Bars, 1x Armadyl Hilt, 2x Armadyl Skirt, 4x Sara Sword, 1x Saradomin Hilt, 8x Bandos Hilt, 8x Bandos Platebody, 9x Bandos Tassets, 4x Bandos Boots, 43x Godsword Shard, 82x Dragon BootsDry streak records: Saradomin 412 kills Bandos 988 kills Spirit Mages 633 kills - Slayer Sucks Link to comment Share on other sites More sharing options...
pureprayer Posted March 1, 2009 Author Share Posted March 1, 2009 It's not a bug. When you kill a monster, it starts its death animation. When that finishes running, the game calculates the drops and gives you the slayer XP for the monster, as well as registering it on the 'kills' count. That resets what you were doing. Wait until it dies before talking. You get the slayer xp when the monsters health hits 0 before the drops. Im ranting that kills should be that way also because its annoying to wait for monsters with long death emotes. Pureprayer, you're awesome. Link to comment Share on other sites More sharing options...
mmmcannibalism Posted March 1, 2009 Share Posted March 1, 2009 It's not a bug. When you kill a monster, it starts its death animation. When that finishes running, the game calculates the drops and gives you the slayer XP for the monster, as well as registering it on the 'kills' count. That resets what you were doing. Wait until it dies before talking. You get the slayer xp when the monsters health hits 0 before the drops. Im ranting that kills should be that way also because its annoying to wait for monsters with long death emotes. dagganoths in chaos tunnels dont give xp when they hit 0, its when they fall and disappear(personal experience) Orthodoxy is unconciousnessthe only ones who should kill are those who are prepared to be killed. Link to comment Share on other sites More sharing options...
pureprayer Posted March 1, 2009 Author Share Posted March 1, 2009 It's not a bug. When you kill a monster, it starts its death animation. When that finishes running, the game calculates the drops and gives you the slayer XP for the monster, as well as registering it on the 'kills' count. That resets what you were doing. Wait until it dies before talking. You get the slayer xp when the monsters health hits 0 before the drops. Im ranting that kills should be that way also because its annoying to wait for monsters with long death emotes. dagganoths in chaos tunnels dont give xp when they hit 0, its when they fall and disappear(personal experience) :-k Im killing black demons now and getting xp when their hp hits zero. [hide=] [/hide] I was more inspired the second time. Pureprayer, you're awesome. Link to comment Share on other sites More sharing options...
Abc1230 Posted March 2, 2009 Share Posted March 2, 2009 It's really only a slight inconvenience. It can get annoying after a while, though. YouTube Link to comment Share on other sites More sharing options...
kudos6969 Posted March 2, 2009 Share Posted March 2, 2009 yeah its also annoying they things like this get canceled by your familiar teleporting to your location or dissapearing. GWD solo drops: Armadyl Hilt sold at 63.5m - (More to come hopefully) Link to comment Share on other sites More sharing options...
mister_moocky Posted March 12, 2009 Share Posted March 12, 2009 yeah its also annoying they things like this get canceled by your familiar teleporting to your location or dissapearing. That happened to me when I was doing the Geretude's (sp?) cat quest, I had to teleport away and fetch a new bucket of milk because I hadn't finished 'talking' to the cat. Also when I was doing Wanted! and teleported to canifis, I had to leave and come back after dismissing my terrorbird because when it respawned it unterrupted the automatic conversation with the old lady via my Commorb. quit Link to comment Share on other sites More sharing options...
Zaaps1 Posted March 12, 2009 Share Posted March 12, 2009 yeah its also annoying they things like this get canceled by your familiar teleporting to your location or dissapearing. That happened to me when I was doing the Geretude's (sp?) cat quest, I had to teleport away and fetch a new bucket of milk because I hadn't finished 'talking' to the cat. Also when I was doing Wanted! and teleported to canifis, I had to leave and come back after dismissing my terrorbird because when it respawned it unterrupted the automatic conversation with the old lady via my Commorb. Why I surprise myself when I see I have a Quest Cape. I also do stuff like this, and drag out the quest to hours longer than it has to be. I remember when I did that during MEP2...omfg I was gonna kill someone then. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
curling Posted March 13, 2009 Share Posted March 13, 2009 It's not a bug. When you kill a monster, it starts its death animation. When that finishes running, the game calculates the drops and gives you the slayer XP for the monster, as well as registering it on the 'kills' count. That resets what you were doing. Wait until it dies before talking. You get the slayer xp when the monsters health hits 0 before the drops. Im ranting that kills should be that way also because its annoying to wait for monsters with long death emotes. Dude, it takes what.... 5 seconds? show some patience please. Link to comment Share on other sites More sharing options...
sadukar123 Posted March 14, 2009 Share Posted March 14, 2009 Time adds up you know. Drops: Misc: Abyssal Whip x28 , Dark Bow x5, Beserker Ring x3, Warrior ring x1 Dragon: Dragon Platelegs x2 , Dragon Plateskirt x2, Dragon Boots x38, Dragon Med Helm x4, Shield left half x3 Godwars: Godsword shard x13, Bandos Hilt x3, Bandos Chestplate x6, Bandos Tassets x4, Bandos Boots x5, Saradomin Sword x1, Zamorakian Spear x1,. Armadyl Helm x2, Armadyl chestplate x2. Link to comment Share on other sites More sharing options...
Nefelia Posted March 15, 2009 Share Posted March 15, 2009 It's not a bug. When you kill a monster, it starts its death animation. When that finishes running, the game calculates the drops and gives you the slayer XP for the monster, as well as registering it on the 'kills' count. That resets what you were doing. Wait until it dies before talking. You get the slayer xp when the monsters health hits 0 before the drops. Im ranting that kills should be that way also because its annoying to wait for monsters with long death emotes. Dude, it takes what.... 5 seconds? show some patience please. Agreed. This has to be the weakest rant I've seen here. Link to comment Share on other sites More sharing options...
pureprayer Posted March 15, 2009 Author Share Posted March 15, 2009 It's not a bug. When you kill a monster, it starts its death animation. When that finishes running, the game calculates the drops and gives you the slayer XP for the monster, as well as registering it on the 'kills' count. That resets what you were doing. Wait until it dies before talking. You get the slayer xp when the monsters health hits 0 before the drops. Im ranting that kills should be that way also because its annoying to wait for monsters with long death emotes. Dude, it takes what.... 5 seconds? show some patience please. Agreed. This has to be the weakest rant I've seen here. 5 seconds at an average 80 hp per monster, which adds to 320 xp a monster which means 31250 monsters need to be killed per 10 million xp. We need 30 million xp for higher stats so thats 93750 monsters killed which adds up to 468750 seconds, or 7812.5 minutes, or just about 130 hours. Go call someone elses rant weak. PS: With 130 hours you can kill Armored Zombies and get 13 million xp, and 4.3 million hitpoints xp. So don't say my rant is weak when you waste 130 hours or 17.3 million xp. Pureprayer, you're awesome. Link to comment Share on other sites More sharing options...
compfreak847 Posted March 15, 2009 Share Posted March 15, 2009 5 seconds at an average 80 hp per monster, which adds to 320 xp a monster which means 31250 monsters need to be killed per 10 million xp. We need 30 million xp for higher stats so thats 93750 monsters killed which adds up to 468750 seconds, or 7812.5 minutes, or just about 130 hours. Go call someone elses rant weak. PS: With 130 hours you can kill Armored Zombies and get 13 million xp, and 4.3 million hitpoints xp. So don't say my rant is weak when you waste 130 hours or 17.3 million xp. Do you want me to do the math for armored zombies instead of slayer? Oh, and no ones making you check after every monster. Much more efficient not to check at all. Jagex isn't going to re-tool the system, it's event-oriented programming. Drops: 1x Draconic Visage, 56x Abyssal Whip, 5x Demon Head, D Drops: 37, Barrows Drops: 43, DK Drops: 29GWD drops: 14,000x Bars, 1x Armadyl Hilt, 2x Armadyl Skirt, 4x Sara Sword, 1x Saradomin Hilt, 8x Bandos Hilt, 8x Bandos Platebody, 9x Bandos Tassets, 4x Bandos Boots, 43x Godsword Shard, 82x Dragon BootsDry streak records: Saradomin 412 kills Bandos 988 kills Spirit Mages 633 kills - Slayer Sucks Link to comment Share on other sites More sharing options...
pureprayer Posted March 15, 2009 Author Share Posted March 15, 2009 But my rant is about slayer, not zombies. I get what you mean though. Pureprayer, you're awesome. Link to comment Share on other sites More sharing options...
compfreak847 Posted March 15, 2009 Share Posted March 15, 2009 It's a tiny issue, and it's NOT worth reprogramming the game code for. Drops: 1x Draconic Visage, 56x Abyssal Whip, 5x Demon Head, D Drops: 37, Barrows Drops: 43, DK Drops: 29GWD drops: 14,000x Bars, 1x Armadyl Hilt, 2x Armadyl Skirt, 4x Sara Sword, 1x Saradomin Hilt, 8x Bandos Hilt, 8x Bandos Platebody, 9x Bandos Tassets, 4x Bandos Boots, 43x Godsword Shard, 82x Dragon BootsDry streak records: Saradomin 412 kills Bandos 988 kills Spirit Mages 633 kills - Slayer Sucks Link to comment Share on other sites More sharing options...
Dire_Wolf Posted March 15, 2009 Share Posted March 15, 2009 From my view it is (If the work to fix it isn't big). It's darn annoying... Link to comment Share on other sites More sharing options...
compfreak847 Posted March 15, 2009 Share Posted March 15, 2009 It's a 'live with it' situation. Everything in the game code related to combat (level ups, drops etc.) are all calculated on event-based indicators. They'd have to switch to a polling system, involving a whole rework of the combat system, and we'd end up with a system that worked 'almost as well' but was a much bigger load on the server. Drops: 1x Draconic Visage, 56x Abyssal Whip, 5x Demon Head, D Drops: 37, Barrows Drops: 43, DK Drops: 29GWD drops: 14,000x Bars, 1x Armadyl Hilt, 2x Armadyl Skirt, 4x Sara Sword, 1x Saradomin Hilt, 8x Bandos Hilt, 8x Bandos Platebody, 9x Bandos Tassets, 4x Bandos Boots, 43x Godsword Shard, 82x Dragon BootsDry streak records: Saradomin 412 kills Bandos 988 kills Spirit Mages 633 kills - Slayer Sucks Link to comment Share on other sites More sharing options...
pureprayer Posted March 15, 2009 Author Share Posted March 15, 2009 Its more of a vent, it was dealt with by millions of people before, well so can I. Its just annoying. Pureprayer, you're awesome. Link to comment Share on other sites More sharing options...
Dork Posted March 15, 2009 Share Posted March 15, 2009 It's a 'live with it' situation. Everything in the game code related to combat (level ups, drops etc.) are all calculated on event-based indicators. They'd have to switch to a polling system, involving a whole rework of the combat system, and we'd end up with a system that worked 'almost as well' but was a much bigger load on the server. It never used to be this way (well, when I last played almost 2 years ago, things weren't constantly being interupted by other actions :P), so it couldn't be that hard to change back. ;) As others have said, it's pretty easy to live with it but, being the year of fixes, we could see it changed. :P Sig And Avatar by Tripsis - 99 Slayer Blog - My Pyramid Plunder GuideOwner of Fire Cape since 28-09-2005 - 426th to 99 Strength Link to comment Share on other sites More sharing options...
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