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DevBlog: Seasonal Deadman Mode

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World botnet

World botnet

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Great updates and a step in the right direction. I do not fully see how the change of un noting system at banks will play out yet but i am all for it as long as people can deal more damage than people can heal with help of the bank. I.e it prevent people from tanking 5+ minutes at banks. The bankstanding as it is now is something that makes the game really really boring in my opinion.

Being a solo player i also agree with previous speaker that there can not be an instant teleport for unskulled players. For that reason this will prevent me from using ancients magics, a 5 second timer that can be interrupted is however fine. 5 seconds is quicker that you realise and if you do not got a really good pker it should not be hard to get away with the help of ladders, trees etc. If in the future 5 seconds appears to be to long it can then be decreased..

One thing i fear however is that the grand exchange will make the concept of keys meaningless. Because it is so fast to sell things the banks will always be liquidated, perhaps in addition to the 10 items, 2 more items can be taken from the deposit box in some way.

15-Apr-2016 18:26:17

MinkMiller

MinkMiller

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For the poison gas at the end, couldn't you use zulrah's gas? It's easily visible, you already have the mechanics for it, including the faster hit rate, and you could throw in a bit of lore for fun. When the final hour starts, everyone gets a quick cutscene that shows zulrah leaving the swamp, and sends gas to the whole world. Only change you would have to do would be to change the poison type away from venom

15-Apr-2016 18:28:59

Adventure
May Member 2022

Adventure

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I like these changed for the most part, but one concern I have is that the teleport changes will make it mandatory for a solo pker to run normal spellbook when going rogue, unless he finds another who is going rouge, or some skiller with no tp. However, clans can just have one teleblocker and everyone else on ancients, making an even bigger gap between kill potentials of a clan vs a solo pker*

**:dr: my concern is that solo pking will be impossible and pking will be done exclusively by clans with a teleblocker and barrager.

15-Apr-2016 18:32:33

Born to Lead

Born to Lead

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Everything is fairly perfect with the exception of unskulled teleporting. This will singlehandedly destroy the best part of DMM. If it is seriously not possible for the timer to tick down while in combat, then shorten the timer to 3-5 seconds while unskulled. The slightest mistake on the PK'ers part will result in a lost kill, but it will not completely remove the risk of DMM. Unskulled players will still need escapes to prepare and PK'ers won't lose every single kill ever (especially solo PK'ers, who will now have to forego ancients while clans don't have to).

EDIT: For unnoting items, I suggest that the charge for unnoting them is at least 50% of the item's GE cost. This, of course, means you cannot implement the change until the next season, which I think is fine because the more solutions suggested the better on that one.

EDIT 02: I fail to understand why players need to lose experience in skills outside of their combat stats. Just let those stay regardless of level difference.

15-Apr-2016 18:47:07 - Last edited on 15-Apr-2016 18:54:22 by Born to Lead

Ty for 10k

Ty for 10k

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Glaciris said :
While you add ge to deadman mode you need to remove regular trading as well, this way you cant just trade food between clanmembers, swap gold for headstart or rwt, all transactions are done in ge. This naturally means that if you drop something, it wont appear to others but it should disappear faster to avoid exploiting it to save your gear.

also item loss should be scaled as well, if you get killed by much higher level player he should receive less reward for doing so, what does it matter if the noob loses less xp when the whole point of killing noobs is the easy money, this would make killing your own levels more rewarding.

I would go even as far as giving more loot for lower level killing the higher level player and vice versa.


Problem is high lvls can't kill their own lvls atm, not enough ko potential, pj, boxing, limitless noted food at banks, etc. All they can do is to prey on low lvls who have no chance to fight back. Many people from top clans never died or even got close to it. Make game risky for everyone, less severe xp loss = faster rebuild. More high lvl deaths = more wealth changes hands. We get to see some nice ko's and big keys, everyone's happy.

15-Apr-2016 18:47:35

Uncute

Uncute

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Every single comment in this thread is valid and shows a different viewpoint on the situation at hand. Jagex actually listens to its players after that wildy and trade limit removal saga. They gave US the game WE want. And right now in true Jagex fashion they are still letting us shape our own game to keep a majority of people happy. #11yearsandstillplaying

15-Apr-2016 18:59:33

d Arc
Jul Member 2022

d Arc

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In one of your recent Q&As, I heard the OSRS team bouncing around the idea of a possible 'ironman' deadman seasonal involving the GE. Mostly just as an attempt to hinder clans or any group of players, really. The team's idea was that trading couldn't be done outside of the GE (possibly including safezones, too?) I'm hoping that you guys may bring back the idea or perhaps talk about it again in the future; I found the concept extremely interesting. Moreover, an outright ironman-mode Deadman Seasonal is even more fascinating. To me, an ironman version of Deadman would be a way to expose players, whom otherwise have not played as an ironman, to the ironman content that the OSRS team created. This was also mentioned in the Q&A, and one of you referred to it as a type of 'highlander', "there can only be one" kind of gameplay. I'm always interested in the changes that the OSRS team brings to the table.

15-Apr-2016 19:00:11 - Last edited on 15-Apr-2016 19:03:14 by d Arc

abra238
Jun Member 2015

abra238

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Looks great! I might actually play DMM next season now.

Anyways, my only criticism is on unnoting items at bank. I suggest that it be given a delay of 5 ticks (3.0 seconds) before your the action will actually be completed to avoid unnoting between attacks by your enemy (Most people use weapons that have a 4 tick attack interval, or even 2 tick for the purpose of avoiding victims unnoting, but the unnoting can still be done in only 1 tick by skilled players).
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15-Apr-2016 19:03:58

Sl0 Burn
Mar Member 2024

Sl0 Burn

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Surely the way to stop clans just teleblocking then another member barraging you(if you keep the current updates as they are) would to make it so if you're tbed by one person, if somebody else then attacks you, the tb is either instantly revoked or massively reduced in time.

15-Apr-2016 19:07:43

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