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Dev Blog: Deadman Mode v2

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Terasmies456
Mar Member 2014

Terasmies456

Posts: 27 Bronze Posts by user Forum Profile RuneMetrics Profile
It's going to be dead content in few weeks because you have to get another account with membership. Currently you can't play rs3 and osrs on the same time but you can play on same account, this should be the thing for deadman mode because the servers are separated from normal servers. Jagex just wants more money from people paying memberships for their deadman mode acoounts.

06-Jul-2015 22:07:36

BioMasterZap
Jul Member 2014

BioMasterZap

Posts: 2,542 Adamant Posts by user Forum Profile RuneMetrics Profile
Deadman looks like it is coming along nicely, but I do have some feedback and suggestions.

The Safe Zones look nice; I was a bit surprised to see so many training areas as safe zones, like fishing spots and yaks. One suggestion I have is to make all of the Guilds safe zones. Currently some guilds like Magic, Warrior, and Fishing are why others like Champions, Heroes, Legends, Cooking, Crafting, and Ranging are not. Also, it is unclear if underground areas connected to safe zones, like the Jatizso mines, are counted in the safe areas.

As for the 5 Skill Protects, I like the idea of being able to pick some skills to keep safe, but you should not be able to pick any 5 right off the bat. My suggestion is that you unlock Skill Protect slots similar to your Slayer Blocks, but instead of being based on your Quest Points these will use your Total Level. Furthermore, not all of these Skill Protects would work on combat skills; I'd say 2 at most or else you will have players with max melee and range not risking any skills going around killing everyone. Also, if the Skill Protects ran off Total Level, it would mean you had the potential to lose a Skill Protect after death; for example, if you had a skill Protect from 250 and 500 total and were at exactly 500 total and died, you would still protect your chosen 2 skills but the loss of the exp from the other skills would put you below 500 total and make you have to earn you second Skill Protect back. This would give all Deadman a reason to skill and not just grind combat stats, since training all skill will raise total level quicker.

Also, will there be a cost to setting a Skill Protect and will you have to repay it after each death or is it just a onetime thing? Will Insuring items also have a fee associated with it and will there be a limit on the number of item you can ensure? And will the GE for Deadman servers be unique and not connect with the GE of normal worlds?

06-Jul-2015 22:15:45

BioMasterZap
Jul Member 2014

BioMasterZap

Posts: 2,542 Adamant Posts by user Forum Profile RuneMetrics Profile
The last bit of feedback I have is on the 5x exp. I understand why players would like quicker exp to make up for the exp loss on death, but 5x seems like a lot; even 2x would make things a lot quicker. With boosted exp, the value of having higher leveled skills and 99s will be greatly diminished for Deadman, compared to 99s being a bit more prestigious in Deadman without the exp boost given the added risk. While I may not like Deadman getting increased Exp Rates, I can accept it; but I would prefer if they were 2x or 3x instead of the insane 5x.

06-Jul-2015 22:15:51

Terasmies456
Mar Member 2014

Terasmies456

Posts: 27 Bronze Posts by user Forum Profile RuneMetrics Profile
What about that 5 skills that are protected are random skills. Otherwise people will just protect their combat skills. Also disable nightmare zone or atleast let people raid other peoples dreams. What will happen with quest rewards?

06-Jul-2015 22:27:18

Mycmbt lvl2

Mycmbt lvl2

Posts: 505 Steel Posts by user Forum Profile RuneMetrics Profile
I love the idea, and will be participating in the worlds for sure.

Few suggestions I would like to see, just my opinion on the matter:


Smaller Safe Zones - Granted, there aren't IDEAL experience gainers in the major cities... but for stuff like:
-the Varrock Anvil
-Ecto Furnace
-Ardy Market (thieving)
-Yanille (POH bone running),
- Seers Agility (in fact, basically all agility rooftop courses are safe)
- Both major flax spinning wheels
- Yaks
- West side rock crabs

I feel like skills like smithing/fletching/crafting/WCing are going to be super easy to level without danger. In fact, the only skill that seems like it will be tough (in terms of basic survival skills) will be mining. Also, the fact that Yaks and Rock Crabs (one side) are safe zones, it's just going to absolutely flood those areas, making combat training feel like a speed clicking contest.

I would be happier with a few HUB cities that are safe, as opposed to every city in the game.

Maybe a generic: Fally, Varrock, Lumby, Cammy/Seers. The basic teleports.

The rest looks good, I'm excited. Although I have little faith in this community voting it into the game. A recent live stream I watched had 35% of the voters on a straw poll AGAINST a 2005 interface OPTION... as if something they didn't want to use should never be in the game. People in our community are stubborn, and if they think shutting this idea down will get them a new colour cape for their petty achievements faster, or a new pet faster, they will down vote it in a heartbeat.

06-Jul-2015 22:29:26

Mycmbt lvl2

Mycmbt lvl2

Posts: 505 Steel Posts by user Forum Profile RuneMetrics Profile
And I agree with the above posts, 5 skills of choice will only promote building "assassin" accounts.

Why would I level up mining/smithing WCing/Fletching/Crafting to make myself Dragonhide and bows and high tier armor, when I could just protect: Attack/Strength/Defence/Magic/HP and go around TBing and mauling everyone in the game with no risk, and raiding their entire bank for gear I want.


I would say make it 2 skills of choice ( that allows people to keep stuff like prayer and HP which at least is a safety net to try to get away ), and 3 skills that rotate randomly every week (different for each player, obviously, as if it was a community rotation PKers would just camp mining pits on mining weeks.

06-Jul-2015 22:33:02

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