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DevBlog: Seasonal Deadman Mode

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feuq

feuq

Posts: 15 Bronze Posts by user Forum Profile RuneMetrics Profile
To not make un-noting too overpowered, what about being able to use a noted item on a bankstand/banker for one item back (use noted item on bank and get one in return) and being able to do so without getting the message to un-note items. This would allow people to tank another person without making it too overpowered (invincibility).
OSRS
Ironman

15-Apr-2016 23:07:50

EJK
Jul Member 2009

EJK

Posts: 128 Iron Posts by user Forum Profile RuneMetrics Profile
Instead of the insta-tele idea I propose reducing the time it takes to tele to 5 sec. The tele would still get canceled by the same means as now. This would make it easy to teleport away from places with stairs and ladders, but not make it impossible to kill non-teleblocked people.
Teleblock would always block for 5 min
To tackle how op ancient is I propose that the time ice spells stops movement would be dependent on how well it got cast. For instance, I cast an ice barrage on someone and it hit 1, freezing the player for 10 sec. After the freeze has wore of I get him freezed for 18 sec and so on. This would not only make ice spells weaker, it would also make entangle viable. The minimum freeze time would be half the current and the maximum would be the current freexe time. Tou would still be able to splash.
There is no point in adding a fee when un-noting items.
With the proposed formula for xp loss: if a lvl 126 kills a unskulled lvl 3, the lvl 3 would loose 1/16000 of his xp in unprotected skills. I guess that's not a problem, as a lvl 15 could easily kill him and make him loose 24% of his xp (currently 25%)
The amount of xp gained at low levels should not be increased, you already get 30 in such a low time, I do however support decreasing the xp multiplier at higher levels.
In the tournament, I would like to see a portal spawn at last place the fog comes to (at 30 min). Everyone who has not entered the portal when the clock hits 45 min, would get disqualified. Inside the portal there would be a clanwars-style map, where the last surviving players has to fight. The map would get smaller and smaller with stones filling the surrounding space (like in motherload mine). Those stones would knock players some squares towards the center, if the player gets hit. The hit would stun the player for a short time. You would be able to teleport in and out of the portal until 45 min. The stones speed would be controllable by j-mods.
Thanks for reading my whole post.

15-Apr-2016 23:22:44

M O NT A N A

M O NT A N A

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
I'm sure this has already been covered, but weather it has or hasn't I'm going to suggest the thought

Grand Exchange:
A lot of players seem "hyped" about the introduction of the Grand Exchange. I oppose it for a few reasons but my biggest question is, will the trades that are in a players GE be included with their bank key upon death? Or will its introduction simply give me six more "safety deposit slots" in which I can secure my millions of GP in an offer? It would be as simple as buying 10k lobsters and setting the price per lobster so high nobody would buy then rendering my cash stack unobtainable. Or vice versa I could put an offer in the exchange for 100k lobsters at 5gp each in order to protect my cash stack. That would severely reduce the chances of getting a high value item.

Thank you for your consideration.
-xan

16-Apr-2016 00:24:58 - Last edited on 16-Apr-2016 00:25:46 by M O NT A N A

Stelleria

Stelleria

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
As some others suggested already, decreasing the teleport timer instead of entirely removing it is a better idea. Leaving the teleport timer at ~5 seconds (or even 10, as it right now) and making it so it can't be interrupted by being attacked, but only by one's own actions (or a D Spear spec, since it moves the player; could be an incentive to make them more valuable), would be ideal.

Regarding the entangle spell, it would be a good idea in my opinion to make a fourth, more powerful, version of the spell, which lasts 20 seconds (but still does no damage). This way you would have the equivalent freeze of ice barrage in the regular spellbook and would still be able to use teleblock, but wouldn't be able to deal as much damage.

I think it's also important to make spells more "inventory space efficient", especially for solo players. Having all the runes necessary for teleblock, entangle and another damage spell requires so much inventory space that you end up not having much for food at all, and ultimately, makes it much harder for solo players. Here are some suggestions:

-the first suggestion is to make rune pouches available and having them hold 4-5 different types of runes, with a capacity of ~500 (every rune combined, so you can't store all of your runes a pouch and not lose them on death);
-the second suggestion is to make the most useful spells use more similar types of runes, so you don't need to sacrifice so much inventory space.

16-Apr-2016 01:07:05 - Last edited on 16-Apr-2016 01:07:55 by Stelleria

PAPl CHULO

PAPl CHULO

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
The above changes will most definitely make for a better game mode where all players, "the no lifes" and those who join weeks late be able to have a fun experience. However, in my opinion, the idea of removing tele timers for un-skulled players can come with a number of consequences the idea itself is trying to fix. By removing timers, clans and small groups will be forced to bring tb's while pking, and by tbing a player during combat, allows for no chance to possibly barrage, walk under the player to tp out, or juking using the ladders or nearby stairs to tp out, etc. ultimately giving more power to the clans/small groups. When it comes to the implementation of the grand exchange, i generally disagree the idea being that for myself and possibly others player to player trading gives a more renaissance, medieval feel to he game. There are most likely many out there who will disagree with my grand exchange statement and even my tb statement, and even though my wording of these changes was not the best, i would really put more consideration into the idea of teleblock, because in my opinion it will not benefit solo pkers which has been a huge discussion and reason for quitting among this game mode.

Thanks you for your consideration and keep up the good work.

16-Apr-2016 01:36:17

ShaunDreclin
Nov Member 2023

ShaunDreclin

Posts: 881 Gold Posts by user Forum Profile RuneMetrics Profile
Loving all these changes except the teleportation. Teleporting should still take 10 seconds, but not be interrupted by people attacking you. You should be able to eat/drink/pray while you're channeling the teleport spell, so the attackers still have a chance to kill you if you aren't prepared enough with tanky food and other items.

Channeling a teleport spell should also play the animation for that spell (either slowed down or repeatedly) so people are aware that you're teleporting and they need to dps you hard if they want the kill.
Snape skills Dumbledore

16-Apr-2016 01:45:58 - Last edited on 16-Apr-2016 01:47:50 by ShaunDreclin

Lodbrook
Jul Member 2022

Lodbrook

Posts: 84 Iron Posts by user Forum Profile RuneMetrics Profile
Quest timer, Each week/Day have a timer that can be started, that will last so long, during this timer you can not be attacked should you be within a quest zone, this would help a lot with stopping clans camping common quest spots, however should you not be within a quest area, you are still able to be attacked, will make its less likely to die during quests but will still keep some of the risk, should you not be prepared.
For a example, During parts of DT, where you have to go and retrieve the gems and the pyramid towards the end.

16-Apr-2016 02:01:50 - Last edited on 16-Apr-2016 02:04:35 by Lodbrook

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