The suggestion of the OP does not solve the core problem of the completionist cape. Singularity worded the problem perfectly on page 2 of this thread: the current way the completionist cape works drives people to complete content they dislike purely for the cape, in many cases rushing it (these leeches are a perfect example).
This rushing mentality in turn completely devalues content as well (120 slayer used to be rare and now every completionist has it since it has become a requirement..)
In short, the cape invokes unhealthy play in many people. Singularity also rightfully pointed out how little of the actual game these capes cover: I remember seeing a trimmed completionist with around 12000 runescore, while the max runescore at the time was around 20000 (yes runescore is bugged but that does not close this huge gap).
I am open to drastic changes such as splitting up the cape: make the capes relate to specific sections of the game such as skilling, combat and exploration, much like how the MQC relates to questing and lore, thus making players more likely to go after a cape which involves content they enjoy.
Or make the cape relate to the percentage of the total runescore, thereby giving players some freedom in how they obtain the cape and allowing the ability to get a higher percentage of achievements done to keep it even when new achievements are released (though I guess I might be biased here as an achievement hunter).
I have even opted for discontinuing the cape, but given how there is also a significant portion of players enjoying the completionist capes and how these capes keep people playing the game this is not a realistic solution.
All in all the completionist cape does have issues in its current state and while there may be potential solutions to this, all of these will probably upset a portion of players (even the one suggested by the OP). "One should not mindlessly follow gods or the godless:
~Big Storms
This rushing mentality in turn completely devalues content as well (120 slayer used to be rare and now every completionist has it since it has become a requirement..)
In short, the cape invokes unhealthy play in many people. Singularity also rightfully pointed out how little of the actual game these capes cover: I remember seeing a trimmed completionist with around 12000 runescore, while the max runescore at the time was around 20000 (yes runescore is bugged but that does not close this huge gap).
I am open to drastic changes such as splitting up the cape: make the capes relate to specific sections of the game such as skilling, combat and exploration, much like how the MQC relates to questing and lore, thus making players more likely to go after a cape which involves content they enjoy.
Or make the cape relate to the percentage of the total runescore, thereby giving players some freedom in how they obtain the cape and allowing the ability to get a higher percentage of achievements done to keep it even when new achievements are released (though I guess I might be biased here as an achievement hunter).
I have even opted for discontinuing the cape, but given how there is also a significant portion of players enjoying the completionist capes and how these capes keep people playing the game this is not a realistic solution.
All in all the completionist cape does have issues in its current state and while there may be potential solutions to this, all of these will probably upset a portion of players (even the one suggested by the OP). "One should not mindlessly follow gods or the godless:
follow
your
own
path
"
~Big Storms
21-Aug-2018 10:39:39