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TPYMFB

TPYMFB

Posts: 5,589 Rune Posts by user Forum Profile RuneMetrics Profile
PvP World Incentives: Skilling Idols

Skilling Idols would be an purchasable item within the game. These Skilling Idols would cost a large sum of GP as seen fit, and could be used within PvP Worlds (and potentially the wilderness) as a way to generate more experience and/or resources from skills. Skilling Idols would be bought from a certain shop or NPC in the game. If a player dies with a Skilling Idol in their inventory, the Skilling Idol is destroyed leaving a pile of coin equivalent to half of the original cost of the Skilling Idol. If a player teleports with the Skilling Idol outside of a safe zone, the Skilling Idol is destroyed leaving a pile of coin equivalent to half of the original cost of the Skilling Idol.

I use no money figures as I'm not sure what would be reasonable prices, but I believe the 50% yield on the death and teleportation(and a reasonably high cost) creates a very good incentive for pkers, and also prevents these Skilling Idols from being overpowered as far as the players who would use these Idols.The Idols can be used for the majority of skills and training methods, but would not be usable for all training methods or within safe areas. Before Idols can become active they would require a short period of time in dangerous areas to charge, around 5 to 15 minutes. If hotzones are implimented idols would charge faster in those areas.

Some examples of how I think the Idols could work

Combat and Slayer: Bonus 10% damage dealt. This damage would be rounded down and capped at a bonus of 3 hitpoints.

Resource Skills Farming, Fishing, Mining, Woodcutting, Hunter, etc.: Every certain number of resources would generate a bonus resource and the experience to go with it. (My hopes are that pking and competition will keep this balanced)

Skills that wouldn't work: Prayer and Construction probably won't work here, I can't think of any methods.

Methods that won't be allowed: Those that are seen as overpowered by Jagex will be barred. And no alching ;p

21-Oct-2013 20:02:58

TPYMFB

TPYMFB

Posts: 5,589 Rune Posts by user Forum Profile RuneMetrics Profile
Sorry if my post is too similar to the previously proposed PvP incentives. This was a thought of the top of my head based on the lack of incentives for non pkers to go into dangerous areas and the previous incentives proposed for the PvP world Poll that never went through, thanks for reading!

21-Oct-2013 20:04:50

Roddy Piper
Jan Member 2011

Roddy Piper

Posts: 13,757 Opal Posts by user Forum Profile RuneMetrics Profile
1. Blue Yew Barracuda-recolored yews, chipped as bait for recolored sharks. New food item, with insanely high burn rate.

2. Orange Maple Aquaducts-specially treated orange logs used to build irrigation hotspots for farming allotments. +.000007% resistance to disease as bonus!

3. Feathered Farmer Fred-Fred wants you to collect feathers and swamp tars. Visit any rival farmers and let them have it. Fred will happily reward you with fletching xp for your effort.

4. Highly Annoying Wind Chimes-use one of each ore on a furnace with a hammer, chisel, spade and chinchompa in your inventory. Smithing xp reward, but more importantly, you can place these anywhere to torture the world.

5. Dragon Leather Capes- combine many leathers with the Duke's shield for firebreath protection. Why? This lets you use 2H weapons nub.

6. Agility Hill Anticipation-Click on fast moving 1 pixel hotspots for amazing agility xp. Only the most skilled gamers will survive. Literally.

7. Frog Trader's Bazaar-bring your extra toad's legs to Dorgesh for 'Crystals, Etc'. Bring those to the Queen of Etc for royal bank notes. Transfer those to Baba Yaga on Lunar Isle for Blood Runes. Crazy stuff, but these guys will do it!

8. Falador Riots-with every update Thugs spawn at the Falador tele. As a lawful representative of the white knights, you must convince them to disperse. Don your white knight armors and earn a special bonus reward directly from Mod Mat's secret vault. Most likely goblin books and armors, but he got the shinies too.

9. Runescrubbing-bring your noted essence and runes to the appropriate altar. Using 2 runes per note you can transfer the runes and notes into essence. There is a fair chance your specially enchanted talisman or tiara will explode, killing everyone in the chamber. All dropped items destroyed. On top of that, any new runes you make disappear into thin air.

10. EoC-Evolution of Corn. Shuck your sweetcorn, dry it on a camp fire, then cook on a range. Popcorn FTW.

21-Oct-2013 20:24:22

xAsmir
Sep Member 2011

xAsmir

Posts: 1,192 Mithril Posts by user Forum Profile RuneMetrics Profile
for now stop with content updates that can be used in wildy,
becouse u might destroy wilderness.... i know people get vote, but cmon
over 80% people are *******... anyway work on bugs, some quest fixes and
give us filter chat, than mybe in 2 months we can talk about other updates.

pls no more updates for now, let us enjoy gwd and give us chat filter,
so i dont have to see...

You eat the shark.
It heals some health, becouse i will ******* suicide if you dont remove that in month.

21-Oct-2013 22:24:38

ManOfMyths

ManOfMyths

Posts: 2,332 Mithril Posts by user Forum Profile RuneMetrics Profile
I have an idea of an old update, but to change it, and upgrade it to serve a more useful purpose.

The champions challenge/champions guild.

My idea for an overhaul of this former D&D is simple. XP grinding in Old School is incredibly dull. What if we provided an incredibly challenging mini-game that rewards you with increased XP. Before you dismiss this idea, take a look at my thoughts.

First of all, anytime anyone mentions bonus xp, most of the community freaks out.
My suggestion is simple, This mini-game is a fun alternative to train, BUT
not only is the mini-game incredibly challenging, but, in order to participate, you must first obtain the champion's scroll as a drop.

Now onto the mechanics.

The Mini-game works like this, the champions of Gielinor have taken notice of your skills, and have issued out a challenge to you. You can receive a scroll from both combat and skilling. Once you have the scroll, you are eligible to play to Mini-game.

The main purpose of the mini-game is to provide increased XP in BOTH combat and skilling. The catch is, the champions are incredibly difficult to defeat. And your limited to playing the mini-game only 3-6 times per day. (Unsure of the exact detail yet) Also, the champions will not let you use outside materials to combat them, so combining an element from stealing creation, you and your team must fend for yourselves, and craft your own supplies/gear. This is too encourage players of all types to play, not just combat oriented players. If you manage to succeed, Your reward for winning, is a "Voucher" that grants double XP for 10 minutes of game time. The reason you can only play the game 3-6 times a day, is to avoid abusing the XP.

This is the basic layout, more or less how everything would work. More detailed design will be in the next post.

22-Oct-2013 02:05:04

ManOfMyths

ManOfMyths

Posts: 2,332 Mithril Posts by user Forum Profile RuneMetrics Profile
Those were the basics of my idea.

To get more into specifics, I mentioned this would be a hybrid mini-game between the old D&D Champions Guild, and stealing creation.

I mentioned the champions would not allow you to bring your own items.

This is where i feel my idea gets interesting. Each Champion will have their own unique "Arena."

For example, a Tzhaar Champion would fight you on his "home turf" You would need to make use of the harsh fiery surroundings.

This would give advantages and disadvantages to the player: For example, The player would not have any trees to create bows and arrows or light fires. However, obsidian is one of the strongest materials ever created, so obsidian melee weapons would pack extra punch. Also, although rangers wouldn't have wooden bows and arrows to use, Obsidian Javelins, darts, knives, etc could be crafted. Water spells would have an increased effect on enemies.

Disadvantages would be: A harsh terrain that is so hot your character cannot run while inside. The area does not have any lakes or rivers, so fish are nowhere to be found. Alternative methods of food would be needed.

Finally, for the Champions themselves. I realize that for my idea to work, the champions cannot be over complex, because we don't have the resources to be a million different boss fights lol. But, each boss should have a strength and weakness that will make or break your team if not utilized.

For example:
A gnomish champion would be more "Brains over Brawn" and the boss would be vulnerable to a direct assault. But, the champion knows this, so lets say for example, he camps out in between two dwarvan cannons, to protect himself from a head on assault. The player would have to disable these if they wanted to risk a direct attack.

The champions would also have a few elite guardsman by their sides, that would be challenging in their own right. These elites could attempt to disrupt your supply gathering, or sabotage your food storages.

22-Oct-2013 02:15:46

ManOfMyths

ManOfMyths

Posts: 2,332 Mithril Posts by user Forum Profile RuneMetrics Profile
Basically, the bosses would have to be tough to beat. But at the same time, simplistic enough that it's a viable mini-game, and not a whole separate new "Area."

Idk how many champions would be a fair amount, but with my proposed idea of separate environments, you couldn't have too many, because you can't design 10-15 environments for on mini-game. I think the best way to attack this problem would be to poll who we think the 6 strongest races (other than humans) on RS are. And proceed accordingly from there. Also, we could eliminate races that have "champions"already in the game, such as dragons and the KBD, and kalaphites and the KQ, and anything Godwars related.

For example, maybe the 6 races could be

Gnomes
Vampires
Black knights?
Spiders
Minotaurs
Slayer monsters
et*

**haar might be a bit to genaric with the jad and all. But the champions should be unique monsters that provide challenging and exciting fights.

Vampires for example, obvious weakness would be garlic, silver, etc.
But the Vampire champion would also posses vastly increased HP, att, def, str etc. So if your team neglected to use any "anti-vampire" materials, your team would die.

Like I said earlier, this should be a fun way to earn XP, but at a challenge. Working as a team should make or break if you win or lose. Not having higher statistical players. The boss's level, if possible, should be adaptive. Idk if that's feasible on the old school servers.

All in all, my idea is to create a challenging mini-game that rewards players with increased XP for a short time. But this mini-game should have to won in a team, with skillers/pures/balanced accounts all playing a large role. I'm sure there's a lot of flaws with my preliminary layout, but all in all, I think it's a decent idea at the core. Jagex said be original, and not many players experienced the old champions D&D. I think with some updates, it would be a welcome addition. :)

22-Oct-2013 02:29:17

Reminiscon

Reminiscon

Posts: 3,528 Adamant Posts by user Forum Profile RuneMetrics Profile
My suggestion is a quest. A sequel to the quest "Horror From The Deep."

Quest Name: Terror From The Depths
Quest Difficulty: Master
Length: Short

Requirements (Quests)
The Freminnik Trials
Horror From The Deep
Tears of Guthix

Requirements (Skills):
68 Fishing
68 Slayer
68 Magic

Requirements (Other):
1 Completed God Book (Zamorak, Guthix, or Saradomin)

Basic Summary of Quest:

Jossik has discovered a secret floor below the Lighthouse basement, which is a trap door that was uncovered by all the dagannoths constantly moving about. Due to the trauma he experienced in the previous quest, he did not wish to investigate himself, leaving it to any adventurer that may show up again.

When you attempt to descend, you find out that it is far too dark to continue further. In addition, a Bullseye lantern is able to illuminate the area, but it cannot protect you from the extremely harmful unknown pests infesting the area, which will rapidly deal damage. You ask Jossik for help, but he has not a clue. However, he suggests going to the Freminnik nearby, as they may have had some sort of experience with deep caves surrounded by water.

You must speak with Chieften Brundt, and ask for advice. To your surprise, he knows exactly what you're talking about. He tells you that red light should help deter water loving pests.

You then remark that such your lantern could be modified with a simple ruby in order to emit red light (use ruby on lantern).

You return to the Lighthouse and descend, this time safely. You find yourself in a wet room, with a door very similar to the one on the floor above. However, this time, it has a single symbol on it. You must use 1 Completed God Book and Runes (Zamorak = 1 Death, Guthix = 1 Nature, Saradomin = 1 Cosmic).

Once the door is opened, you find yourself in a room with a bunch of "Juvenile Jellyfish" (level 82). You must kill one (requires 68 Slayer), but must do so with a barb-tailed harpoon.....
Long live the Wilderness. Long live risk vs reward in PVM. Long live 2006.

22-Oct-2013 06:39:08 - Last edited on 27-Oct-2013 19:03:15 by Reminiscon

Reminiscon

Reminiscon

Posts: 3,528 Adamant Posts by user Forum Profile RuneMetrics Profile
You must do so with a barb-tailed harpoon. Only when a Juvenile Jellyfish takes 100% damage from a barb-tailed harpoon, it will also drop its Mesoglea as a 100% drop. Show this to Jossik in order to ease his anxiety about not knowing what is wandering further beneath his lighthouse. Jossik will thank you for your efforts. Quest complete!

Quest Reward:
2 Quest Points
15,000 Fishing XP
15,000 Slayer XP
15,000 Magic XP
Access to Juvenile Jellyfish and Torrential Spectres - New Slayer Monsters

Note: The Torrential Spectres are beyond the Juvenile Jellyfish, far past and behind a door that requires you to use a Mesoglea to open it.

Juvenile Jellyfish
Examine: Is it also a delinquent?
-Require 68 Slayer to kill.
-Combat level of 98.
-Attack with Magical Melee (max hit 10)

-Common drops: 100 Water Runes, 30 Chaos Runes, 10 Death Runes, 50 Adamant Arrows, *Mesoglea.
-Uncommon drops: Rune Scimitar, Rune Chainbody.
-Rare drops: Dragon Short Sword (1/500), 10 Dragon Javelins (1/500), *Rare Drop Table Items.
-Other drops: Jagex mods decide.

-Weaknesses: Slash, *Brine Sabre
-Resistances: Crush, Magic


Torrential Spectre
Examine: A very watery ghost.
-Require 88 Slayer to kill.
-Combat level of 192.
-Attacks with Melee (Punches, max 12) and Magic (Water Tornado, max 18).

-Common drops: 200 Water Runes, 30 Blood Runes, 30 Rune Arrows, Rune Full Helm.
-Uncommon drops: Mud Battlestaff, Amulet of Glory.
-Rare drops: Mist Battlestaff (1/500), Water Cape (1/1000), *Rare Drop Table Items.
-Other drops: Jagex mods decide.

-Weaknesses: Crush, Magic, *Salve Amulet
-Resistances: Slash


New items:
Mist Battlestaff - A new staff for air and water.
Mesoglea
Dragon Short Sword
Dragon Javelins
Water Cape

Special attacks:
Dragon Short Sword - Lethal Pierce
-Uses up 50% of Spec.
-Adds 10% to max hit, and completely ignores stab defense.

Dragon Javelin - Fatal Thrust
-Uses up 60% of Spec.
-Adds 50% to max hit, and completely ignores ranged defense.
Long live the Wilderness. Long live risk vs reward in PVM. Long live 2006.

22-Oct-2013 07:03:56 - Last edited on 30-Oct-2013 22:43:28 by Reminiscon

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