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Dev Blog: Deadman Season 3

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HalfEatenKat

HalfEatenKat

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
This ISN'T "IRONMAN DEADMAN MODE"
I understand the complications with muling and gold swapping etc, but removing free trade wasn't the right move in Dec of 2007, and it's not the right move for DMM.
If a group of friends are playing, and one of them dies; guess what? They now have no stats, no items, and nobody can even help them. Also assume I don't have time to play 24 hours a day here.
This is literally doing exactly what B0aty wants and all solo-only players. This is an MMORPG. I would like to play a fun game-mode with my friends, but that isn't the case here.

Suggestions:
-Add a 5 second drop timer(As of right now, if i'm killing someone, they can drop ALL their items, and i get NOTHING.
-Allow a player to trade with only one other account.., encourage small groups to play together.

Seriously re-evaluate the idea of absolutely no trading.

06-Sep-2016 20:49:37

WigglyBread

WigglyBread

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
Why are they turning a mmo into a single player game? Large clans will still be more powerful and it makes it harder to play with friends. You can't even trade a shark or anti-poison to a friend. All people will do is spend time in the G/E getting items that fit in their safe deposit so large amounts of money isn't loss. I don't think this is the fix dmm needs.

06-Sep-2016 21:15:58 - Last edited on 06-Sep-2016 21:17:03 by WigglyBread

Asofd4

Asofd4

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
One of the features that I believe should be added in season 3 is where, for the first 24 hours of the season, there is no pking allowed to help everyone have a chance at building up their bank and complete some of the minor quests. The past seasons at the start there is usually 2,000 people on multiple deadman mode worlds then it dies off within 3 hours to about 1,000 a world. Simply because there is someone who leveled up mage to use fire strike on people or range or whatever the case may be on someone who may have started late or is struggling to get into the overall experience. I believe that for just one day it will help balance things out and keep people interested in deadman mode. Deadman mode is a fun experience but its fairly annoying when you walk out of the safe zone to be attacked instantly when you have nearly nothing to lose but stats, if that.

06-Sep-2016 23:32:25

ITIike Tyson

ITIike Tyson

Posts: 1,154 Mithril Posts by user Forum Profile RuneMetrics Profile
In the next deadman you can't trade other players... You can't trade other players in an online game... This is the worst idea you could implement. What is this, 2007/2008 when free trade got removed? Its the same thing, every one hated it then and it will not be any better now.

Honestly, what the hell were you guys thinking..? WHY Remove the ability to trade? This leaves a horrible taste in my mouth and is just like free trade getting removed in 07, same thing. Can't say I can get behind this idea at all and most likely will not be playing this season because of this.

06-Sep-2016 23:32:35

SmartJordan

SmartJordan

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
Well done, I believe these updates will bring a lot of hype back to the seasonal deadman community. Although I see these updated beneficial I would like to address a few concerns. First being, dropped items not appearing to anyone but the person that dropped them. This is partly a good idea as it makes transferring gold very difficult but it also encourages suiciders and people dropping everything they have before they die out of spite. So if this update is going to be implemented I would highly recommend not allowing players to drop items that cost over 1000 gp while in combat. Secondly I would like to address the fact that disabling free trade is going to cause many people to rage quit after dying. If the whole reason you decided to ban free trade was to stop people from transferring gold why dont you use a different strategy to implement this. Depending on your combat level allow friends/clan mates to trade a small amount of items to each other in order to rebuild. By this I mean if you are a lvl 3 allow a small amount of 5k to be traded to you, but nothing to exceed the amount of 5k. If you are lvl 90 allow for amount of about 100k to be traded to you. This will help people rebuild if they die and will result in less people rage quitting due to death. If you wont implement this at least make food and potions trade-able as helping your friends out is a big part of the game.

07-Sep-2016 00:50:41

BlazeNight

BlazeNight

Posts: 34 Bronze Posts by user Forum Profile RuneMetrics Profile
HalfEatenKat said :
This ISN'T "IRONMAN DEADMAN MODE"
I understand the complications with muling and gold swapping etc, but removing free trade wasn't the right move in Dec of 2007, and it's not the right move for DMM.
If a group of friends are playing, and one of them dies; guess what? They now have no stats, no items, and nobody can even help them. Also assume I don't have time to play 24 hours a day here.
This is literally doing exactly what B0aty wants and all solo-only players. This is an MMORPG. I would like to play a fun game-mode with my friends, but that isn't the case here.

Suggestions:
-Add a 5 second drop timer(As of right now, if i'm killing someone, they can drop ALL their items, and i get NOTHING.
-Allow a player to trade with only one other account.., encourage small groups to play together.

Seriously re-evaluate the idea of absolutely no trading.



This will still allow muling which is a bigger problem than anything else in this game, I don't wanna sit there and kill people and get nothing because they mule it
I rather have them drop it and they also lose out on items than having nothing to even begin with cause its on a 2nd account

07-Sep-2016 01:18:06

BlazeNight

BlazeNight

Posts: 34 Bronze Posts by user Forum Profile RuneMetrics Profile
My biggest suggestion to dmm before i'll even start playing again, is quest timer immunity add a timer in which at the start of a quest you get depending on the average time to complete that quest to get full immunity from pvp as its really really hard to do a lot of quests because people either camp the shit out of them because of their high value rewards or they know that you have to have all this extra shit on you like priest in peril that takes up supply space in dangerous area so teams just camp it.

The quest pvp immunity would be for one chance only you start the quest and the timer starts if you log out it keeps the reminding time on hold till you relog in if you decide to waste that timer and do something else with it such as go kill dragons then well you lost out on it and can't get it back that way people don't find some stupid loop hole or you can make pvm impossible during this time unless its with the mobs on the quest path or part of the quest it would be a lot of work but that's my biggest complain is that I can't do a lot of quests because teams just camp the shit out of them unless you decide to play the first 72 hours straight and get them all done right away

07-Sep-2016 01:22:58 - Last edited on 07-Sep-2016 01:24:27 by BlazeNight

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