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Dev Blog: Deadman Mode v2

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HerbieG
Dec Member 2019

HerbieG

Posts: 582 Steel Posts by user Forum Profile RuneMetrics Profile
Please don't spend developer time on stuff like this. We want to play Old School Runescape, not some other game you guys have dreamed up.

Really, it is looking more and more like Jagex is populated by people who loved World of Warcraft and really haven't much imagination.

08-Jul-2015 05:28:07

Toocanzss

Toocanzss

Posts: 104 Iron Posts by user Forum Profile RuneMetrics Profile
A problem I see with protecting combat skills is the need to protect something like HP or prayer, while keeping some sort of combat stats. Also the fact that range+defense or mage+defense seems really strong in the current rule set.

A solution to this is the ability to protect up to 5 of any skill, but the more you put into combat skills the less effective the protection is, starting after 2 combat protections.

For example if you protect range and defense you will lose no xp in those stats, but if you protect range, defense, and hp all 3 will only be reduced by something like 5-10% xp on death.

If you had all 5 of your protections on combat it would reduce xp by something like 40%, but you would not be able to protect anything else like woodcutting.

I think this would be a better system then just keeping 2. It would solve the problem of mage+defence or range+defence being way too common, and allow for melee to be viable.

Although I think that protecting non-combat skills should have no effect to this protection debuff. so having 3 combat skills and 2 non-combat will still only reduce by 5-10% xp on death. This means that although you are protecting a non-combat skill, because you have 3 combat skills protected you will have both the combat skills and non-combat skills reduced by 5-10% xp on death.

***These numbers are just to explain the idea. Balance it how you like*** 40% might be a bit much

Hope this suggestion helps, and I can not wait to see this

08-Jul-2015 05:34:10 - Last edited on 08-Jul-2015 05:57:42 by Toocanzss

Toocanzss

Toocanzss

Posts: 104 Iron Posts by user Forum Profile RuneMetrics Profile
Another suggestion I thought of is some sort of penalty when you are skulled to prevent people trading valuable items to another account, or just logging out to avoid the skull timer.

I would suggest removing the ability to trade and/or making it so that you can not log out with a skull.

So if I get skulled and close my window, my character will be sitting there until I lose my skull.
I think this would also justify lowering the skull timer a bit, as it sounds like it was going to be a high skull timer like 30-45 minutes.

Also I wouldn't be able to just log onto my non-skulled character and trade all my good stuff to him and bank it until later.

Also mules might become a problem.

For mules if you still wanted trading in some way you could have only the GE but not player trading. Mules would have to die to get items to their owners, thus skulling their owners. Although i'm not sure that trading is going to be apart of it, but if it is these problems would arise.

Also if you did do a GE the GE should not be linked to other servers that are not deadman, so that the economy doesn't have AGS at 50m, because it would not be worth 50m to a deadman player it would be so much more rare.

08-Jul-2015 05:45:36 - Last edited on 08-Jul-2015 05:49:44 by Toocanzss

Alpha Trion

Alpha Trion

Posts: 2,483 Mithril Posts by user Forum Profile RuneMetrics Profile
You could just simplify this mode like this (not really 'deadman' I guess):



The whole world is pvp (safe areas function just like in 'deadman').

Able to keep all stats on death.

Victor can loot 3 items from your bank (not noted).

No Grand Exchange, no shops, and no trading with other players. (very important, so people can't just make mule accounts to save items).

Like a do it yourself vicious battle mode.



And oh ya, just like a MUD I used to play. Joinable clans that have cool exclusive spells.
One clan I was in had a spell called: Teleport. If someone attacked you, you could cast the spell defensively, and the opponent would be teleported somewhere random. It was a purely defensive spell (tuatha'an spell)-the great hunt MUD.

Or another clan spell: Rally Cry. It would summon all other clan members to your location to fight enemies.

08-Jul-2015 05:52:38 - Last edited on 08-Jul-2015 05:59:28 by Alpha Trion

Sticky boy

Sticky boy

Posts: 11 Bronze Posts by user Forum Profile RuneMetrics Profile
:) The parts that are multi should only 3 people be allowed to attack, to reduce huge clans overpowering and dominating everyone
:) Next i want to infer that safe zones should be a little less safe, the guards should wonder around so if you want to kill someone in a bank, you have limited time but still have the risk and chance to do so. And to get out quick!
:) Now my final point is that since all the people going to be in safe zones skilling and to reducing masses of people skilling in safe zones it should only be 1x the xp not 5x the xp inside safe zones.

08-Jul-2015 05:58:02

Kev Mobiles
Mar Member 2024

Kev Mobiles

Posts: 136 Iron Posts by user Forum Profile RuneMetrics Profile
Sounds wacky to say the least, quite harsh and loony. I myself am a pker but if your skills are decreased by 50% aswell as losing 28 items from your bank, then it is nearly impossile to achieve a succesful account.

i do however think it's a good idea in respect but the rules of it are kind of crazy.

I would imply a "Last Man Standing" or " Survival mode".
- Everyone is free to roam the runescape world, get their skills up, combats skills up, access the grand exchange, fight monsters all as normal. Yet everywhere except the banks, is pvp area and you are vulnerable everywhere other than the banks. If you die the victor recieves a " Kill Reward " of 2 pray potions a combat potion and some food to carry on his killing spree. The victims have a 30min-1hr wait before they can enter pvp mode, whilst being safe but out of the "Survival" stages. Once each player has died once they are out, and the last man standing in the world of runescape without diying and every other player has, wins a cool reward, like a DFS or special "Last Man Standing" armour that can not be lost as bragging rights. Each hour the timer resets back to "Survival mode" so there is only one hour to win or lose.
Just a new idea and concept, thought i'd share it.

08-Jul-2015 07:01:12

allweeek
Sep Member 2022

allweeek

Posts: 100 Iron Posts by user Forum Profile RuneMetrics Profile
Hiya, long time inactive player. I've been playing off and on since 2002 and this new mode sounds super interesting to me. I think if done right I could really enjoy runescape like I used too.

A bunch of things come to mind though. Some ideas that randomly come up off the top of my head are:
I'd love for combat levels to be able to be hidden. It'd make the one lunar spell actually useful and it'd be another reason to slow down before randomly attacking someone

I think the rate at which you lose exp on death should be changable and many various factors could affect this. How high your level is, whether or not you're skulled. Maybe introduce items that require decent levels in many many skills. They could be tradable and would probably be quite valuable. It'd give players reasons to focus on other skills and not just train a limited skill set. Even going so far as to require certain items from dangerous areas to create these items. You could take this simple idea and run around with it for hours.

I'm guessing the best way to deal with the bank robbing issue is to lock the player out of their bank after death for 20 minutes. I guess the pker can enter their bank once and are able to take whatever they want, once they close it the key is gone. If they don't get into the bank within 20 minutes then the key crumbles and they get nothing. It'd be quite difficult to get into a bank though, seeing as how many banks aren't in safe zones. I can only imagine how bad the camping by strong players would be by these hot spot areas where others will be trying to loot banks.

please make careful considerations for the multiple players in fights. Monsters shouldn't be able to interrupt or prevent fighting. Also allow for single way combat. Once fighting gets multiways I just lose interest. I don't want to be in a huge clan dog piling people, that just isn't fun to me.

If this comes out and looks good you'll have a member out of me and my close friends most likely.

08-Jul-2015 07:48:30

yung leany

yung leany

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
Thought #1
How about only having 1 or 2 worlds for the mode. Make it to where you can only play on deadman servers when you make your account, or to have everything separate from the regular osrs. If that's possible, make it to where every deadman has member's access to solve the issues about double membership. This would be done by creating an account and there would be a different character creation for the deadman account so we can distinguish the 5 skills that are kept from the xp penalty. It seemed like you can switch your 5 skills around and that when you max a skill, you can switch it. That would be too OP. Creating this account would then mark your character as a deadman character and that your membership privileges are only available to the designated servers.

Thought #2
Make it to where the xp loss is gradual depending on your level, not 1/2 every time. It would be gradual kind of like the gaps in xp between every level. Maybe make it decline in a multiplier of xp, like when killed you lose 5x the xp needed to level up (from the beginning of the level) starting at lvl 10, and when you level up the multiplier decreases by .05 every level. It would then cap off at 90 and then the multiplier would be 3x the xp needed to lvl up. This would make it to where you would lose only 6-7 logs per death, so that if you get killed 5 times in 10 minutes, you only lose 30 levels instead of the 34 lvls you would lose (if at 75). It's not a big difference, but it adds up over time. Lots of coding for this option though, it might be too much work for the outcome...

08-Jul-2015 07:49:01 - Last edited on 08-Jul-2015 08:22:37 by yung leany

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