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DevBlog: Seasonal Deadman Mode

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Naturare

Naturare

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Another issue I came to think of is that this will, like I mentioned earlier, make clan pking easier, but not only that. It will also make solo pking much harder since you can almost not accomplish anything solo, and now that skulling will be even more harshly punished than before compared to being unskulled, the only people who will be willing to skull are the people in clans. This update will essentially make anyone not in a clan unable to pk, and make the dominance of ClanManMode even more apparent. Please change this.

And as a final piece of feedback, please get with the times already and fix NPC combat prioritizing over PvP combat if attacked by an npc first. On RS3, if a player is attacked by an npc, a pker could still attack the player and thus forcing the npc to stop attacking them. This was an obvious change from many years ago, and it shocks me that DMM and OSRS STILL don't have this mechanic. It makes no sense that "boxing an npc and then x-logging" should be the easiest means of escape.
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 08:31:01 - Last edited on 16-Apr-2016 08:43:00 by Naturare

World botnet

World botnet

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Another thing that came to my mind that wasn't mentioned was B0aty's idea which i thought was an extremely good idea that should be considered. And that is the idea of content being opened up at different stages of the game barrows e.g. barrows after 1 month zulrah 1,5 gwd 2. This is a good idea for so many reasons for example:

1 A whole month of mystic pking
(everyone who is an old school players at heart loves mystic robes we would probably wear them in public if made available)

2 Balance between players.
(Even someone with level 80 range will do good damage to a 110 wearing mystic robes and there will not be someone running around with max, serpentine helm, acb after 1 week.)

3 The hype for content when it is opened up.
(Imagine the traffic that will be in mort'on after barrows being unlocked, a lot of players would have made decent progress after 1 month, reaching the stage to afford and wanting barrows pieces. Of Course clans will try to take over the place camping the swamp boat of every world however if the 3-5 second combat teleport is implemented this would still be a fair fight, and the pkers will become an attractive target for anti pkers due to the fact they don't have the same teleport out)

I don't know if this is hard to program but it seems like such a great idea to just put a scary gate at the entrance of the barrows that when you try to open says "you are not ready". And then don't let any player know how or when to open the gate.

Farfetched bonus idea, there is something you can do to get a key to unlock the gate and then the gate is forever open. However the first ever barrows chest contains the only pair of dragon claws.

16-Apr-2016 12:58:32

Jemes

Jemes

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Holy cow... just thought of a way to stop(slow down) clanmanmode... NO FREE TRADE.

*edit - this will also stop those people who play on 2 accounts at the same time and suicide on themselves so they don't lose items to other people after pking.

16-Apr-2016 13:39:31 - Last edited on 16-Apr-2016 13:42:11 by Jemes

Rauta-Pate

Rauta-Pate

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http://services.runescape.***/m=news/bank-placeholder-feedback-changes?oldschool=1 Reading this I am really hyped of starting to play the DMM mode again. There is a few CHANGES I would do to this.

1. If you die, you get a dialogue asking which safezone you want to proceed to? (Teleport options to every single safezone existing.) With this you have to have a confirmation dialogue when u have been teleported, but only for a first teleport time.

2. Teleporting when unskulled: - GREAT UPDATE IF, you add a teleblock spell INTO ancient book!! AND 5minute COOLDOWN on it or on a player. (as boaty said, else it just stomps solo players) [https://***.youtube.***/watch?v=9gAA8c*jYjo]

3. Un-noting items: I dont agree at all with this what u guys said, but yes. Something must be done to this, it might be just a cooldown timer to unnote items, making it a decision making skill and patients skill. (TEST the optimal cooldown time CAREFULLY!)

4. Instead of pj timer or anything like that, it could be a target timer, what I mean is only 3 people can attack a switch on a same person every 5minutes, if you lose combat for more than 15-25seconds, the timer RESETS! This would kill the clanman mode and WE REALLY NEED IT!

5. Sharing the prize: Many people are driven off because only 1 person wins *10k dollar. Making people think it is super unlikely not to try and that it is clearly not worth of their time. To fix this side of the problem, we can share the major prize between 3 people and give atleast first 20 some pocket money for trying (not just *20, $50 being optimal)

And biggest of all: MAKE IT INTO THIS SEASON!!! The deadmanmode is ALREADY DEAD. only less than 10% players playing than we had at start of the season. Let this be the optimizing of deadman mode/test season of deadmanmode

16-Apr-2016 14:04:40

Rokk5
Sep Member 2018

Rokk5

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
The only problem that I have with the Grand Exchange being implemented is the possibility of people using the GE as safe deposit boxes. I don't know if any thought has gone into this but if any has it needs to be addressed. Good stuff right here.

16-Apr-2016 15:44:10

twoiq

twoiq

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absolutely amazed with the coming changes,

Although i was thinking, Darkscape (r.i.p) had a mechanic where when you drop items they appear immediately for surrounding players, and i think that should be implemented on deadman mode, theres currently a plague of players who will kill in lumbridge and drop their gear before dying so they can retrieve it and continue.

even in other situations, it shouldn't be allowed for someone to keep their valuables with them, and drop them and attempt to retrieve them later on, taking away from those that are risking killing them in the first place.

16-Apr-2016 17:54:16

Juan Mortime

Juan Mortime

Posts: 5 Bronze Posts by user Forum Profile RuneMetrics Profile
Rxn Kinetics said :
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.



I think maybe only allowing teleblock to work if the caster deals damage equal to a certain percentage of the persons hit points who he is attacking. That will help with clanmanmode. That way once the guy has already invested in his victim he can secure his loot but no one can secure it for anyone else. The validity of this is based on percentage of hit points needed to be dealt before allowing teleblock to work.

16-Apr-2016 18:40:16

Falleax

Falleax

Posts: 74 Iron Posts by user Forum Profile RuneMetrics Profile
twoiq said :
absolutely amazed with the coming changes,

Although i was thinking, Darkscape (r.i.p) had a mechanic where when you drop items they appear immediately for surrounding players, and i think that should be implemented on deadman mode, theres currently a plague of players who will kill in lumbridge and drop their gear before dying so they can retrieve it and continue.

even in other situations, it shouldn't be allowed for someone to keep their valuables with them, and drop them and attempt to retrieve them later on, taking away from those that are risking killing them in the first place.


Yes, player dropped items should appear instantly, it would solve so many problems.

16-Apr-2016 21:07:45

a r r owz

a r r owz

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I think that teleport changing is a bad choice, because solo pking is gonna be dead, since you can't solo kill anyone anymore, for that you atleast need teleblock and normal spellbook freezing sucks. So you need a team for proper pking. i think changing the teleport timer to 5 seconds will be much better.

17-Apr-2016 01:39:52

Handed

Handed

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I don't think adding the GE is a good idea because it makes trading high level items around very easy to do and removes the option of bartering. Also, xp in OSRS is already exponential. I don't think xp rates should be higher at lower levels. Another suggestion that has been thrown around a bit is to make certain areas inaccessible to players until a specific amount of time has passed (eg: barrows locked until 2 weeks have passed) which would help prevent and slow down players from rushing minigames or bosses for OP items. I don't think withdrawing noted items should have a fee or cost for unskulled players as it just makes it easier to kill unskulled players near a bank. There needs to be more focus on 1v1 combat and less on allowing groups of players to repeatedly spec and then switch with another group member. I suggest making it so if a player is attacked and damage is dealt, they are locked into combat with that player for 20 seconds and the winner cannot attack or be attacked for 10 seconds after one player dies (allowing a possible escape for solo rogue pkers if they are good enough to win the fight).

tldr: no ge, no xp changes, disable areas that give OP items until a certain amount of time has passed, don't change noting for unskulled players, make pvp more about 1v1 skill and not numbers

17-Apr-2016 02:18:45

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