Kill stealing has plagued EverQuest since it's release in 1999. There's nothing worse than killing a "rare creature" and having a player or group of players show up out of nowhere and steal your kill. It's maddening and can ruin your play experiences. You and your group may have spent hours dungeon crawling and looking for a particular elusive rare creature, only to have an unsavory player steal your kill and steal your loot. In my books, this theft plain and simple. Our esteemed devs have had 23 years to come up with a solution to stop this, but for some reason nothing has been done about it. In the past, SOE and now Darkpaw had the Play Nice Policy to deal with this problem. Eventually, the Play Nice Policy was deemed too labor intensive to solve police this problem and kill stealing was made legal in Norrath. In-game gamemasters were removed and volunteer guides who used to assist with Play Nice Policy investigations were given other tasks. There is a simple solution to preventing kill stealing: who ever tags the NPC first, gets the kill. This is an elegant solution that was devised by former EverQuest players who went on to design the biggest and most profitable MMORPG of all time: World of Warcraft. This mechanic has been experience by millions of player since 2004 and has never been a problem. Whenever this solution is brought up, inevitably the purists come out of the woodwork and chant the common refrain: This is EverQuest, this is not World of Warcraft! Thankfully, the devs are immune to fallacious reasoning and during their tenure removed impractical mechanics such as meddling while reading spell books, corpse runs, prohibiting Spirit of Wolf from being cast indoors, and many others too numerous to mention. I do not consider DPS racing to be something that positively defines the EverQuest experience. I think it's an ugly, brutish, anti-social mechanic that has no place in any MMORPG. It creates needless frustration and acrimony. The only possible place it might be applicable is on a PVP server. Introducing this simple mechanic of "tag first gets the kill" would finally solve the kill stealing issue once and for all. I hope our amazing team of dedicated and passionate developers will hear me out and consider this solution.