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DevBlog: Seasonal Deadman Mode

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Superboy102

Superboy102

Posts: 2,753 Adamant Posts by user Forum Profile RuneMetrics Profile
Grand Exchange is a bad idea. The aspect of the game where self-sufficiency and going out into the world and into dangerous areas is rewarded will be lost. For example, someone can go to mage bank and buy mid-level runes and save time compared to spending time buying in Varrock but there's a huge risk in doing so. With the GE, that option becomes obsolete.

According to you, you want the introduction of the GE to have more players PKing rather than buying and selling. The question is, who are you going to PK when no one makes mage bank runs anymore? That's just an example. There's going to be far less incentive across the world to head out into danger zones to obtain resources if the GE is released.

"Now hold on," I hear you say. "Items on the Grand Exchange aren't magically created, there has to be someone who goes to mage bank for law runes, if it's not you, then it's someone else!"

That's not true, though. Let me put it this way. The only real way for ME, a beginner player under 63 magic to get 10-20 law runes for teleportation is to go and get them myself from the mage bank. With the GE, I could buy as many as I wanted instantly. But with the GE, not all law runes would come from the mage bank. In fact, most probably wouldn't. They would come from runecrafting or mob drops or the mage guild - which is in a safe zone and thus has no risk attached.

In addition, the people who had thousands of excess of law runes, or any other item, would have a way to sell off what they don't need in very simple fashion - and so the little people would have vastly less incentive to travel to danger zones to obtain what they need. Many people would just farm in safe zones like Ardougne until they had enough to buy whatever they wanted.

Making resources hard to obtain contributes greatly to the atmosphere of the game - a place where life is rugged and hard, and items are hard to get. It's also healthy for the game - the game should be more than just PKers PKing PKers.

16-Apr-2016 05:46:32

Eat Scimmy

Eat Scimmy

Posts: 21 Bronze Posts by user Forum Profile RuneMetrics Profile
Boo HOO, so you will have to use TB now to get kills. You people do realize you get the 10 most valuable bank stacks if you get a kill right? It SHOULD be more difficult to get kills lmao. Yeah, I'm sure you'd love it if Jagex just left it how it was- but you're forgetting that nobody will even be playing for you to PK if these common-sense changes aren't implemented.

DMM BASICS
-Killing people should get you a great reward.
-Killing people should be CHALLENGING- NOT like shooting fish in a barrel.
-Dying SHOULD be punished- but not so harsh as to inhibit you from playing the game.
-New players absolutely need protection or there will BE no new players.

Deadman really is a lot of different things to different people. Some people like the faster progression and thrilling aspect of DMM. Others seek to destroy the fun of others, and sadly, they are winning. For example, sitting on the island at Catherby and killing people cheaply to telegrab their bank key is NOT pking. This type of griefing is what inspires mule accounts and makes people think the game mode is stupid.

16-Apr-2016 06:23:11

Juan Mortime

Juan Mortime

Posts: 5 Bronze Posts by user Forum Profile RuneMetrics Profile
Awesome ideas and updates soon to be. The only bad idea is the bonus to exp gain based on skill level. I think one of the main reasons people come to skill (which feeds the economy with supplies and resources) is because of the 5 times exp boost. At least let the non combat skills be. Maybe just implement what you were thinking for combat only skills. That meets your intent and doesn't ***** up the economy.

16-Apr-2016 06:29:47

Eat Scimmy

Eat Scimmy

Posts: 21 Bronze Posts by user Forum Profile RuneMetrics Profile
Juan Mortime said :
Awesome ideas and updates soon to be. The only bad idea is the bonus to exp gain based on skill level. I think one of the main reasons people come to skill (which feeds the economy with supplies and resources) is because of the 5 times exp boost. At least let the non combat skills be. Maybe just implement what you were thinking for combat only skills. That meets your intent and doesn't ***** up the economy.


I agree with the XP change for combat skills, but not for noncombat skills. Without the 5x XP, it would be too hard on some skills in the DMM format, such as herb, craft, slayer, smithing, etc.

16-Apr-2016 06:37:49

Naturare

Naturare

Posts: 2,848 Adamant Posts by user Forum Profile RuneMetrics Profile
Love most changes, but:

1: The by far biggest issue on DMM is not any of these, it's ClanManMode, and all that these updates will do, like for instance B0aty mentioned on his video, is make ClanManMode even more powerful, with people having both tbers and barragers going as a group of people being unstopable and unrivaled.

2: You did not once mention PJing, which is the main reason why ClanManMode is ruining DMM. Fix PJing before you fix anything else, it's an enourmous problem that if someone wants to "stop fighting", they can just tell a friend to PJ you off them. This is not an issue on RS3 nor was it on DS. Please consider modernising the game and fixing this massive issue.

3: Teleports on OSRS work like this: You press the teleport icon, and you instantly become immortal, with no one being able to stop you, teleblock you, damage you, etc. And then you're back in Varrock or Lumbridge and completely safe. Teleblocks will NOT be made useful by this update, because teleblocks will only work on people who are afk. Anyone who is at his computer and notices "a pker is running towards me", is also going to have the brains to teleport before the pker gets in tel*block range of him/her. So the only way that you can add teleports into the game without making it break the entire PvP aspect is if you make it cast for *3-5 seconds, and let this not be interrupted by combat, meaning if they start teleporting you have a few seconds to kill them or teleblock them, and if you don't manage to in that time they're gone.

Apart from these three catastrophic issues, the rest seems pretty good and is welcomed.

/
Naturare
Naturare

We don't want players to be able to buy their way to success in RuneScape. If we let players start doing this, it devalues RuneScape for others.' [/red]
- Andrew Gower

16-Apr-2016 07:28:23

Rxn Kinetics

Rxn Kinetics

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
I am absolutely confused with the teleport one. All it does it make solo pkers weaker and really won't effect clans at all.

I think an easier solution is just have it so when you are in any form of combat, you can't teleport for some time (say five second) after. Therefore, you still have a chance to teleport away before another player attacks if you are paying attention, and also uncoordinated teams that try to tag will loose a kill if it's too slow. Why not make it harder for clans? Clans should be about coordination anyways. Let solo player still have a chance to kill people, we aren't going to kill anyone with tb and snares not to mention it's absolutely boring. Barrage is a favorite spell by many and is so ionic, why make it less useful? Clans were the real issue.

I get that barrage is considered "overpowered" because people watch clans camping CW or edgeville and a tank test ensues. However, there are multiple points during any tank test, where a clan either messes up trying to tag, or perhaps the member has to bank if you fight back giving you a chance to get away. And let's be honest, if you have black * hide and pray melee/range with brews, you aren't going to die and can easily attempt to climb letters, hide under other players - anything to outlast five seconds to teleport. Not to mention you won't have to constantly get 43 prayer over and over (or at least it will be faster) after deaths now.

16-Apr-2016 07:29:53 - Last edited on 16-Apr-2016 07:33:27 by Rxn Kinetics

Lavine
Jun Member 2016

Lavine

Posts: 350 Silver Posts by user Forum Profile RuneMetrics Profile
Will any of these changes be applied to the regular deadman mode server? I think some of them can help the gamemode strive again with fewer items lost on death, less experience lost as well as the grand exchange for speeding up the process of buying/selling items. Im not a fan of more xp tho.

16-Apr-2016 08:14:47

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