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Dev Blog: Deadman Mode v2

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Hyper Beem

Hyper Beem

Posts: 64 Iron Posts by user Forum Profile RuneMetrics Profile
Without a doubt, something has to be done to control clans here. There are already a large number of clans hosting 100's of people. It will be incredibly unfair when these people try and take over the Deadman world. They won't just have five member teams, they will be patrolling around with 30 people. They'll be able to guard their clanmates while training and kill everyone that comes around. Even in single combat, these guys know how to tag and you won't even be able to do anything in 1v1. They'll have tbers and people who can freeze you if you get away. It will seriously be pointless playing unless you're in a decent sized clan. I hope something is done about this.

12-Jul-2015 15:48:09

Gamagori Bow

Gamagori Bow

Posts: 26 Bronze Posts by user Forum Profile RuneMetrics Profile
Yeah what power zerk said. And another thing to think about is if one clan learns about another clan being around, they'll engage in combat. There's still a risk for bigger clans being out there and they might even back stab some members at one point because the reward for doing so would be so high.

12-Jul-2015 18:20:39

Ferocire

Ferocire

Posts: 10,978 Opal Posts by user Forum Profile RuneMetrics Profile
People still seems to be misunderstanding what safe zones are. You really should rename them to "guarded zones" to minimize confusion Jagex.
OSRS Mage Tank.


Believe magic to only be for support? Think again. It's just as valid of a Pking style as melee and range is.

12-Jul-2015 19:52:16

HellaZapped

HellaZapped

Posts: 260 Silver Posts by user Forum Profile RuneMetrics Profile
Lord Speed said :
I'm not feeling the 5x experience rate. If you can keep five skills and get 5x the experience rate then training some skills is going to be significantly faster. Will dead men be able to convert to normal accounts at any point?

definitely no converting to regular. they are seperate save files from your main account in the regular worlds.

12-Jul-2015 21:37:02

HellaZapped

HellaZapped

Posts: 260 Silver Posts by user Forum Profile RuneMetrics Profile
Greenmusiq said :
The first dev blog was more interesting than this one.
- pvp everywhere. remained ok.
- "Safe zones will be created in cities and villages."
There are too many safe zones now. I suggest barbarian village and Piscatoris fishing colony shouldn't be safe zones because they are too small and have decent resources. Same goes for Rellekka.
- 50% of xp lost on death, remained ok.
- "You can protect up to 5 skills at a time so you don’t lose any XP in this skills"
5 skills protected on death to not lose xp is too much because of the 5x xp rates. Protecting 5 skills on death was a solution when there were normal xp rates, not 5. That is ridiculous.
- Only able to take 28 tradeable items from someone else's bank is debateable but not a big problem change to me.
- "You will be able to insure your items so they can*t be raided, however if you die when wearing them they will automatically drop on the floor."
I think this means there is no 1 minute timer before anyone can see the loot? Fine by me.
- "You will receive 5 times the XP you normally would."
I highly suggest to rethink this proposal. Making the xp rates higher makes the losing 50% of your xp obsolete. The xp rates I suggest must be smaller than 2 times the regular ones.
Fishing trout for 250xp each one makes it feel like Mo-pa-r Scape.

If there is one change I'd like to see changed is the xp rates. 5 times is just stupidly high. Since you already are going to be protecting 5/23 skills from getting 50% drained, why must that still be such a high number!?
Regular xp rates or lower than 2.
Be reasonable.

yes but even at 5x xp rated losing 6.5m xp(99-92) is still A LOT to get back.

12-Jul-2015 21:44:55

CDCCDCDCDC

CDCCDCDCDC

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
Potential updates to the current Dead Man Mode that would be viable to see:

-5x XP only applies to non-guarded areas


-Take away safe zone from rellekka, all others are viable and fine


-Although G.E will be disabled, bring back the trading post as a means for players to buy and sell.


-Increase drop rates on boss/hard monsters (GWD/Corp will already be near impossible, but how is one supposed to acquire GWD items with respect to the normal drop rate w/o being ganked and losing EVERYTHING!)


-Create a 1 hour time slot (Maybe 23:00 to 24:00) where guards are off duty and there are no "Safe/Guarded Spots." This can cause an ultimate danger experience where nobody is safe but will resume to be safe at Midnight GMT. For those who disagree with this, maybe just don't play that 1 hour if it gets enough support.


-Have marks on the map for where multi is enabled, so noobs don't just teleport or walk to multi areas and get slaughtered by the clans.


-Create atleast 2 or more worlds for this so clans or groups of people don't wait for wealthy people to login at their last logout location (if they were being ganged up by a clan and got a clutch 10 second logout)


-Give more explanation of death mechanics. Does dying in a minigame count as a death? What about duel arena and at someone's house. Will someone keep money stored in a coffer?


-Will players who spend the extra money on a mule have a special advantage of an entire bank that can't be lost. Is there any way to address this?


-Release it as soon as possible because it sounds great and if released in the Summer, players could devote more time to it than they would during the school year with the current runescape demographics of players.

Edit: Also, how would safe zones work if you are attacking someone in a safe zone, but you are not in one? the catherby safezone is so small that someone can mage them from the outside, but they don't have to be in it. Will guards atk?

12-Jul-2015 23:22:31 - Last edited on 12-Jul-2015 23:30:24 by CDCCDCDCDC

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