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Dev Blog: Deadman Mode v2

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KungFuGarden

KungFuGarden

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KungFuGarden said :
That said, maybe I just can't see how the game and mentality will develop under those constraints. I really like Darkscape because you're forced to look at things differently. Based on the initial or on changing constraints, the game has a different trajectory and that's part of what makes it so fun! Maybe the constraints of Deadman will make the game extremely different and hard but still fun in it's own right. Maybe the emergent gameplay of Deadman will make it more playable than I'm able to imagine at the moment. But just based on the sheer amount of times a player is likely to die doing regular things in one of these anarchistic game modes, I don't know if 5x xp will offset that, or how people will recover from the constant loss of wealth - especially if you love PVP but aren't very good at it yet.

07-Oct-2015 03:24:06

Alpha Trion

Alpha Trion

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I think that the 50% loss of xp is really harsh, but tolerable.

The 28 stacks out of the bank is what I disagree with.

In my humble opinion, it should be *1* item, or *1* stack of items from their bank.

If you would explain the exact details about 'insurance' perhaps it won't be as bad.

07-Oct-2015 11:36:41 - Last edited on 07-Oct-2015 11:37:03 by Alpha Trion

Choreboy
Mar Member 2024

Choreboy

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OK so this is my interpretation of how the game will be.

No where is safe even the safe zones will have risk but there will be op guards to protect that is if they are within range to help out before your killed.

You 50% of your exp when you die meaning if you have maxed out a skill (99–13m exp) you would drop to (95–6.5m exp) my math may be wrong :) .

When you die 28 slots of your bank are up for grabs.

Ok so these are my questions.

A. If I have let's say 10m in my bank and seeing as cash as well as arrows bolts runes etc are stackable items an take up one slot in your pack is my whole stack at risk of being taken at one go?

2. Exactly how guards will there be per safe zoblne enough to protect everyone there in case a clan decides they want to raid the safe zone, also will these guards be strong enough to attack through prayer which give a skulled player enough time to kill a player with no arm on?

And
D. If I were to die in the safe zone while unskilled is my exp still at risk?

07-Oct-2015 15:18:35

Zaezayev

Zaezayev

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Trading should be disabled for the following reasons:
1: with trading still enabled it will force players to gravitate toward clan based game play

2: players will attempt to control higher profit areas in groups/clans

pros/cons of disabled trading:

PROS: Clans and groups can not as easily outfit their allies with better gear. Keeping strong groups from being as effective at killing
More time must be spent re-gathering equipment and supplies, allowing for more unbalanced fights to take place, and less time hunting players as a group.
encourages players to raise non-combat skills as much as combat skills, with no readily available market supply. Alternatively, players must go to NPC vendors, for inferior food sources.
Clans can no longer designate allies to skilling tasks and assign bodyguards, for all involved to further profit and monopolize skilling areas. instead, the skiller only will profit, making the idea of killing them more appealing.

CONS: Clan vs Clan and Team vs Team fights are less likely to happen.
PvP will be less likely to stay fair and equal, as most players will gravitate toward a balance of affordable and effective gear, with a supplied equipment market

~Personal Opinion: Deadman Mode was described as a game mode where you can't trust your allies. I don't see any reason not to trust your allies with the current setup as it will benefit everyone involved.
If anyone cares to add to or counter this, please do.

07-Oct-2015 17:30:34

Smallranqe

Smallranqe

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I got a different kind of idea to avoid mules.
It needs a trade limit+no GE(already confirmed)+you can't pick up loot droped by other players.
Now, u can still transfer wealth by pking, and this is where is the real idea.

Bank gets raided just like planed, but instead of istantly moving the items from bank to another, the items would drop one by one when you are skilling or killing monsters.
Killing someone would make his wealth on him+raided bank randomly spawning (like those Strange rocks in rs3). This means that the mule account would actually have to play to "earn" his loot that he already "earned" by killing a player.

This is just a random idea and trade limit is stupid if u ask me. This solution could also need some serious coding to be done.
Getting off a dragon scimitar or 500 law runes while doing fishing or killing a chaos druid because you killed a player 2 days ago, fine by me i guess? This would keep the loot more of a surprise for longer duration.

07-Oct-2015 20:40:40

marksteele2
Sep Member 2023

marksteele2

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Ya I think jagex will have to really crack down on mules. Enforce a 1 account per IP rule and set up detection for when a character is constantly transferring most of their stuff to another account over and over. Mules have to be banned outright right from the start.

At least with combat mules (mules who kill the main to get inventory) players will have a chance to kill them before they make bank.


@Erasmios, disabling trading wouldn't stop that, people would just do controlled PvP and trade stuff that way.

07-Oct-2015 21:47:06 - Last edited on 07-Oct-2015 21:48:50 by marksteele2

Zaezayev

Zaezayev

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marksteele2 said :
Ya I think jagex will have to really crack down on mules. Enforce a 1 account per IP rule and set up detection for when a character is constantly transferring most of their stuff to another account over and over. Mules have to be banned outright right from the start.

At least with combat mules (mules who kill the main to get inventory) players will have a chance to kill them before they make bank.


@Erasmios, disabling trading wouldn't stop that, people would just do controlled PvP and trade stuff that way.


could you give an example of "controlled PvP"? in my mind, only accounts built for low level pking or accounts with insured pk skills could take the loss from dying to a mule for safekeeping

07-Oct-2015 23:16:07

Pixle Mofo

Pixle Mofo

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Things that i think need clarifying before release.

Muels (accounts used to protect items on death)

pvp level differences ( if there will be level differences based on where you are ) what will they be where will they be.

Will you be able to access quest rewards. Mainly rewards such as barrows gloves if you loose the levels that it took such as defense occurred from the reward of the quests. (only an issue if there is locks on the level of players you can attack based on your own level. such as +-5? I feel that if you allow these rewards you will create a problem where people just starting can easily be bullied by accounts with much larger play time.

It has been stated there will be longer logout times so you cannot just x log combat. how long will these times be?

Un-tradeables such as barrows gloves, torso, void, crystal weapons/armor, ect. it dose not currently say weather these will be lost on death or just be able to picked up.( personally i think it would defeat the idea of the game being dangerous if you allow them to be kept.Due to the fact people can have near best in slot items for 0 risk and 0 gain for the assailant.

I would like gnome village to be removed from safe zone. because you have very profitable spots for woodcutting magic logs/yew log.

If a play skulls on another player how long will this skull last and if he dies dose he loose skull?

If you die to a npc do you loose 50%exp/28 slots? (like on jad or dragons?)

Insuring items is this limited to armor/weapons/ skilling tools? what will it cost?

The only thing that i think would break the game is untradbles not being associated a value and dropped on death.

08-Oct-2015 00:43:58

marksteele2
Sep Member 2023

marksteele2

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Zaezayev said :
marksteele2 said :
Ya I think jagex will have to really crack down on mules. Enforce a 1 account per IP rule and set up detection for when a character is constantly transferring most of their stuff to another account over and over. Mules have to be banned outright right from the start.

At least with combat mules (mules who kill the main to get inventory) players will have a chance to kill them before they make bank.


@Erasmios, disabling trading wouldn't stop that, people would just do controlled PvP and trade stuff that way.


could you give an example of "controlled PvP"? in my mind, only accounts built for low level pking or accounts with insured pk skills could take the loss from dying to a mule for safekeeping


Well lets say we have player A and player B. Player A wants to give player B an item. Player A keeps the item on them and lets player B kill them. Player B takes the item and chooses not to raid player A's bank.

Player A just "traded" an item to player B

08-Oct-2015 16:29:05

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