Kill Counter
Every kill you make is counted, ranked and, if you want, tracked monster by monster.
Kill Counter
The server has been counting your kills since the day you started, whether you asked it to or not. One command shows you the numbers.
@killcount
@kc does the same thing and is faster to type. Both work for every player from level 1.
What the numbers mean#
Monsters is every monster your character has ever killed. Not per session, not per day. The total.
MVPs counts only real MVPs. This one is worth explaining, because most servers get it wrong. Plenty of monsters carry the boss flag without being MVPs, from Eddga's minions to the various field bosses. We check whether the monster has MVP experience configured, which is the only reliable way to tell a real MVP from something that merely hits hard. Your MVP count is therefore a real MVP count.
PvP kills counts players you have killed in the arena. It has an anti-farming rule attached, described below.
Next to each number is your position in the server-wide ranking, in the form Rank 1/10. The second number is how many players have a score at all on that board, so Rank 1/1 means you are the only one who has killed an MVP so far rather than that you beat nine other people.
A counter with no entries anywhere shows not ranked instead of a position. It means nobody, you included, has scored yet.
The same three counters feed the Hall of Fame boards in Prontera.
Achievements#
The monster counter drives the Monster Hunter achievement line. Four tiers, at 100, 500, 2,000 and 10,000 kills, counted across every species.
The counting is forward-only. It started when the system went in, so kills from before that are not included. Nobody was retroactively awarded anything, and nobody lost anything either.
Tracking single monsters#
Sometimes you do not care about your lifetime total. You care about how many Wolves you have killed since you walked into this map, because you are farming a specific drop and you want to know whether the rate is treating you fairly.
Open @killcount and pick Track a monster by ID. From then on, every time you kill that monster, the running count appears above your character's head. No window, no interruption. The number ticks up while you play.
You can track up to five monsters at the same time.
Three ways to start tracking#
The lazy way. Kill one of whatever you want to track, then open @killcount. The monster you just killed sits at the top of the menu, ready to pick. No IDs, no typing.
By ID. If you already know the monster ID, choose the entry and type it in. Wolf is 1013, Poring is 1002, and any monster database will give you the rest.
Straight from the command line. @kc 1002 starts tracking Porings immediately without opening anything.
Stopping#
The menu has Stop tracking one for dropping a single monster, and Stop tracking everything for clearing the lot. Dropping one tells you how many you got before you stopped, which is usually the number you wanted.
The counts stay#
Tracking counters live on your character, not in your session. Log out, come back tomorrow, and your Wolf count is still where you left it. Setting up your tracking every morning would have been a chore, so we did not build it that way.
The PvP anti-farming rule#
Two players could otherwise stand in the arena taking turns killing each other and both climb the ranking in an afternoon. So a kill only counts when that specific pair of players has not scored against each other recently.
The rule is symmetric. It does not matter who killed whom, the pair is the pair. Trading kills back and forth credits the first one and then nothing until the cooldown passes.
Killing different people has no restriction at all. The rule stops a two-person arrangement and leaves everyone else alone.
Why this runs as a script#
A small note for the curious. @killcount is bound from a script instead of being compiled into the server. That means we can change it and roll it out with a reload instead of a restart, so nobody gets kicked out of a dungeon because we improved a menu.
It also means the ranking query runs against the database directly, which is why your position is always current rather than cached from whenever the server last started.