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DevBlog: Seasonal Deadman Mode

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rubberduck49

rubberduck49

Posts: 288 Silver Posts by user Forum Profile RuneMetrics Profile
If you add the immunity and 10x exp during the immunity, could you also allow people to reset their dmm accounts? As I've only played about 1 hour I'd say that I'm new to dmm aswell. The dude abides.
Member of Attitude Kings

15-Apr-2016 16:06:16 - Last edited on 15-Apr-2016 16:08:17 by rubberduck49

IronPssyBoa
Feb Member 2024

IronPssyBoa

Posts: 30 Bronze Posts by user Forum Profile RuneMetrics Profile
Being able to tele out unskulled away from pkers unless tele blocked will only encourage clans even more.

Make it a 3-5 second timer where if you are being hit by a player it doesnt reset and if you can tank the 3-5 seconds you tele out..

But if you eat within that 3-5 seconds your timer resets and you must click to try and tele out again.. This would be much better for solo players.

Clans will be able to tele block anyone right away and no one will be able to tele anyway so whats the point?

15-Apr-2016 16:12:39

Hustler Goon
Aug Member 2023

Hustler Goon

Posts: 1,191 Mithril Posts by user Forum Profile RuneMetrics Profile
I welcome the new teleports and experience lost to higher level players. This should encourage more players to stick around. Also the grand exchange will be a great addition and also encourage players to carry on choosing to play Deadman Mode.
General/Leader
of
Runeguru
, a clan for help and advice in game.

15-Apr-2016 16:19:31

Vara420

Vara420

Posts: 21 Bronze Posts by user Forum Profile RuneMetrics Profile
I like these changes that are coming to the new deadman however the being able to teleport away instantly without being skulled I feel is a problem. Instead of removing the timer completely make it 3-5 seconds to teleport this makes the game a little bit more complex and easier for solo players who use ancients over normal spell book.

Lets be honest who wants to start their skull off with a teleblock that splashes then said person uses a teleport tab and gets away, oh look now i just skulled for nothing theres to much luck involved on splashing and hitting a teleblock

removing the timer completely from people unskulled while inside safezones works but outside of them won't

15-Apr-2016 16:21:03

Tomafko

Tomafko

Posts: 218 Silver Posts by user Forum Profile RuneMetrics Profile
Regadring unnoting items, I think adding a charge is the best option, it still makes it possible to tank, but becomes more costly. I'm not sure about the fee, though.
But please do not remove this in any way until somehting like PJ timer is introduced, as removing unnoting will make the mode even more clan based.

Also, would you consider adding skill caps for the first few weeks and/or lock some content? Most people seem to agree the early game is the most fun, so why not prolong it a bit? That also leads me to:
Could you remove nature chests from Ardy/Relleka? It would make alching much more expensive so it would be even harder to get barrage early.

Lastly, could you do something to prevent swapping at least for the first week or two? Trade limits or something [only temporary]?

15-Apr-2016 16:22:02 - Last edited on 15-Apr-2016 16:23:10 by Tomafko

purple fish8

purple fish8

Posts: 14 Bronze Posts by user Forum Profile RuneMetrics Profile
IronPssyBoa said :
Being able to tele out unskulled away from pkers unless tele blocked will only encourage clans even more.

Make it a 3-5 second timer where if you are being hit by a player it doesnt reset and if you can tank the 3-5 seconds you tele out..



Support this.

15-Apr-2016 16:23:24

owe
Jan Member 2022

owe

Posts: 626 Steel Posts by user Forum Profile RuneMetrics Profile
Minitrigger said :
Can you have the non-skull teleporting in safezones only? or reducing the time to 3-5 seconds.

This. Allowing non-skulled players to tele instantly means people have to throw tbs instantly, putting solo pkers at a huge disadvantage (clans can have freezers etc. to follow up on tbs, but solo players basically can't use mage/keep the target bound).

Unless you make it like the wilderness, where there's certain places you can't tele, this is a bad change in my opinion. There's no doubting Ancient Magics were oppressive, but you could've nerfed it in other ways (nerfing the freeze times for e.g.).

15-Apr-2016 16:24:22

PiKu

PiKu

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
If a 6 hour timer will be implemented to new players, please try to fix the timing system. as of right now in normal dmm you are able to log out every 50 seconds and have it not effect your time played. with this said new players would be able to abuse this, and instead of 6 hour immunity, they can make it last to unlimited immunity giving them a massive advantage with anything.
also instead of being able to teleport instantly after combat, maybe put a 5 second timer on instead. i enjoy to pk and would hate to see it that easy for someone to escape, and only have the clans with tb and barrage run the game. maybe make it possible to teleport after 2 minutes of being in combat or something along those lines.

15-Apr-2016 16:26:41

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