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Dev Blog: Deadman Season 3

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Vesaris
Dec Member 2007

Vesaris

Posts: 1,867 Mithril Posts by user Forum Profile RuneMetrics Profile
Haven't played DMM since the first month it came out, but these changes definitely peaked my interest again and will give it a shot. Feel like 1 month seasons are perfect, as a full 3 months is quite a bit of commitment Ever wonder why ice cubes taste so boring?

06-Sep-2016 17:30:31

Crazy Blade4

Crazy Blade4

Posts: 16 Bronze Posts by user Forum Profile RuneMetrics Profile
Please guys make deadman mode a better option for casual players. Most players who drop out are the casual players who cant spend 10-16 hours a day playing deadman mode.

Unless I play 16 hours a day I cannot be competitive whatsoever and whats the point in playing when I'm lvl 50 and someone is already lvl 100? Can you poll something to figure out a new solution to this extreme problem?

Like honestly it is impossible to have any fun in the game when a few high levels kill everyone and no one else stands a chance. Within 2 weeks they have max gear and insanely high stats. Maybe provide more safe zones, or reduce the skull timer?

Please poll this or reach out to the community because a vast majority of players don't play 16 hours a day and they will quit dmm within 1-2 weeks of release every time because of this fact. Please hear us out?

One option I thought about but not sure how it would work properly ( increase xp for low lvls but then decrease close to 2.0 xp rates the higher lvl you get? I'm not sure how to fix :( )

06-Sep-2016 17:58:36

I am Daz
Dec Member 2021

I am Daz

Posts: 360 Silver Posts by user Forum Profile RuneMetrics Profile
As a person who solely came back to RS for DMM this is a step in the right direction. However more will have to be done to get a consistent player base you need to attract casuals not the hardcore that play 12+ hours a day... I suggest an experience multiplier variable on hours played (first 4 hours 5 times exp with it decreasing every hour thereafter)

Also it needs to change every season to prevent it from becoming stale (Ironman mode season, Claws and other pre 2011 weapons, A god season where players are assigned to guthix zammy and saradomin at the start of account creation which can only attack players from the other faith, f2p season? (yay bots???), a season which lets loose high level monsters throughout major cities(too much dev time probably) and many more ideas.

06-Sep-2016 19:17:54

EJK
Jul Member 2009

EJK

Posts: 128 Iron Posts by user Forum Profile RuneMetrics Profile
I see the trade limit as a bad thing. If your friend dies there is no way to help him rebuild which makes him more likely to quit. I'm suggesting a trade limit of certain items instead (such as food/pots/weapons/armour) but not coins. Not a DMM player thought so can't really speak for the community.

Also trade limit will encourage people to drop expensive items when they know they are going to die, so the killer won't get it. Killing mules was also already mentioned as a possible problem.

I like all the other changes. Seasons being 1 month every 3 months was something I was about to suggest. It creates more hype around it. Disabling Zulrah sounds wonderful. It creates way too much resources and OP stuff to the game.

06-Sep-2016 19:23:09

Bulli xD

Bulli xD

Posts: 36 Bronze Posts by user Forum Profile RuneMetrics Profile
Great job Jagex! Solid updates, I agree with everything. I may actually play next season now

Additionally I'd like to see a limit implemented on how long players can play or gain xp in a given day. I love dmm but I'm a college student and work, so I obviously can't grind 18hr a day. If such a limit were implemented, the best players would less be those who have no lives, and more those who are the most strategic and skilled at pking

06-Sep-2016 20:14:44

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