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Dev Blog: Deadman Mode

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COGaCarmine

COGaCarmine

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This mode turns RS into Ultima Online... which sounds awesome!

Skills will be super valued, smithing will be worth something as equipment will be constantly lost and Runite will be among the most valuable armor again instead of just being basic armor. Fletching and Crafting will be useful for once and runecrafting will skyrocket in importance... and not just for money making.

People will focus on the skills they find the most necessary and will develop a sort of profession to keep themselves from being rendered useless upon death.

Skill loss prevents super high level players and will keep the economy fresh. Though the loss of non combat skills seems to be a bit harsh... perhaps a 25% xp loss for those skills instead of the 50% currently described.

Super powered town guards is necessary, and they should be uber powered, capable of 1-shotting PCs reliably. To prevent spawn camping and safe zone killing, PCs need the ability to spawn a guard on their attacker (say by typing and entering "guards" into the chat). Any kill caused by a guard does not drop a bank key, though the stat loss will still apply to the killed.

There should be no GE, as that is dumb for this mode. XP needs to be buffed somewhat to allow lowbies to level to a fighting chance and keep folks in the game by allowing them to recoup their losses without hours upon hours of grinding.

This mode is not for everyone, but it could add a new twist to the RS engine and provide a nice challenging mode for those who want a hardcore all PVP server with intense action.

11-Jun-2015 04:11:51

Im Nate

Im Nate

Posts: 1,638 Mithril Posts by user Forum Profile RuneMetrics Profile
Sorry if this has been answered but

Pvp active everywhere, is it the same combat range as pvp? Like 15 lvls or will a 126 be able to attack a lvl 3?

Will anything be done about spawn killing? Like a chance to log out after dying before being attacked again.
Maxed Sept 24th, 2015 - 134th to max

11-Jun-2015 04:23:25

Prodoughtype
Nov Member 2022

Prodoughtype

Posts: 11,004 Opal Posts by user Forum Profile RuneMetrics Profile
The number one question to set a path for this dev blog would be to voice opinion on if this mode was created, would you start with 1 stats, or would you be able to log in to a specified world with your current stats and risk it for the biscuit?

That question creates another. If logging into a specified world would there be a safe location you could do so or would it just be completely random spawn tiles?


That should get the ball rolling.




Answering my own questions:

1) I personally think you should be able to log in with your current account since starting from level 1's could create yet another community, which I do not believe would benefit the game.

2) I would prefer that there would be random spawns but ~1-3 minute safe time to allow you to actually get logged in and ready and not get an unlucky spawn next to dds spec before you even click the "Click here to play" button.




Additional Considerations:

1) The hardest part to this game mode would be preventing "camping".
2) DDOS would need to be fixed before release.
3) Thread needs more ideas for the bank keys as well, or at least some thought rather than just flaming each other. Ex: Are you safe while looting? If so, how long? How long do you get to loot for? (someone mentioned locking out account from bank till key was used or something like that)

11-Jun-2015 04:24:04

WhipAndDab

WhipAndDab

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Not a big fan of this idea. It splits the playerbase even more and with our already decreasing playerbase we don't need something like this. On top of that things like no safe spots, and losing levels when you die make this not worth the money to play this game mode at all. + you have to make a new account at the new expensive overpriced membership rates just for this game mode that has very basic features that don't sound like anything special or outside the box.

11-Jun-2015 04:24:53

Sanotsuto
Mar Member 2014

Sanotsuto

Posts: 5,941 Rune Posts by user Forum Profile RuneMetrics Profile
No more game modes, this is getting ridiculous. Update skills that need it like Firemaking, make more quests, do QoL updates.

I'm not voting yes for something that 1,000 people will use, start releasing updates that will affect the majority of the game.

11-Jun-2015 04:50:17

Capt McGee

Capt McGee

Posts: 4,269 Adamant Posts by user Forum Profile RuneMetrics Profile
Here's my 2 cents:

Deadman mode is meant to be at the tip of difficulty in Runescape. I have no idea why you're holding back by only reducing 7 lvls on death. Anyways, here's my ideal 'settings' for the mode:

- Players randomly spawn (after death or first joining) in a random city that's protected by guards to help prevent spawn-killing/ganking defenseless players.
[new player-friendly]


- Death penalty = all stats reset back to lvl 1, random spawn-point to start over, and bank key lost.
[new player-friendly]

If stats aren't reset or fully reset, then players who've played before new players joining in will have an advantage, even after death. With a steady flow of lvl 3's coming back into the game, it'll keep the average threshold low allowing for a better experience for people who may join up a year down the road.

- Xp-rates should remain the same. I have no idea why people think getting to max combat is important in this mode. The mode is going to be about strength in numbers, not individual levels.
[new player-friendly]

I see this mode as something solely to get on and have some adrenaline packed fun; not grinding.

- Deadman accessible on any regular OSRS account.
[new player-friendly]

Needing a separate account is going to kill the likelihood and life of this mode. This mode only can thrive if it's an added extra that players can hop on whenever they get bored with the normal OSRS game. Alienating this mode to those willing to dish out a bond and/or $10/month is asking for it to fail.

As you can see I've prioritized all my points around what benefits new players the most. This mode will die extremely quickly without new blood. It's something people will rage-quit forever/for periods of time - even with the 7 lvls lost on death. Don't be afraid to make something that players will rage-quit; that'll just get them more addicted in the long-run.
Everything stated here is forwarded from a major corporation. Nothing here is my opinion. Enjoy your salad.

11-Jun-2015 05:47:06

ScootWithMe

ScootWithMe

Posts: 5 Bronze Posts by user Forum Profile RuneMetrics Profile
This idea is nice, but as mentioned many times above, I can't see people paying to play it with a new account. Maybe make it into third "game" along with Oldschool and RS3 so the same membership applies to all of them for one account?

11-Jun-2015 06:17:16

Mr Vrhovec

Mr Vrhovec

Posts: 72 Iron Posts by user Forum Profile RuneMetrics Profile
Two questions:

-Will there be Deadman mode Hiscores?

-Lets say hypothetically Player "Bob" is a Deadman mode player, has 200m XP in Fishing and is killed. Will he be reverted 7 levels down to level 92, leaving him with only 6.5m XP in that skill?

11-Jun-2015 08:25:09

Satsuma
Aug Member 2023

Satsuma

Posts: 4,660 Adamant Posts by user Forum Profile RuneMetrics Profile
My issues with this thus far:

#1: Buying membership on another account:
Paying to play my main and ironman is already costly, this on top is hard to handle.

#2: Can I use oldschool bonds for this account? What about RS3 bonds?
From the Devblog, It doesn't sound like it's possible to give the deadman account a bond, though i assume it's possible to give it a bond on RS3.

#3: Over-punishing death via bank key:
Losing your entire bank except for untradeables is too much. While clans will definitely develop strats around this(like having a food mule account) , losing the entirety of your bank per death is too much, prehaps limiting what can be taking to an inventory, or another random number would be better. Losing everything seems like nothing more than a huge deterrent to play. Perhaps even a safety box somewhere that can store very few items.

These were just my thoughts based on the devblog, I'm definitely interested in seeing if the guards will be too op, or completely necessary.

11-Jun-2015 08:54:16 - Last edited on 11-Jun-2015 08:56:22 by Satsuma

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