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Bounty Hunter & PvP Changes

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Fluency

Fluency

Posts: 39 Bronze Posts by user Forum Profile RuneMetrics Profile
I'll go by them one by one, I have nothing to do anyways..

* moving/collapsing overlays: sure, why not


* Skipping if people don't risk an emblem/aren't skulled: My gut says no, the more free skips you give people, the more they will use them. This will create an environment where everyone will skip constantly to only fight very selective people. Not to mention the fact that generally, unskulled pkers actually risk quite a lot and people who pk with tiers are targetted by everyone who knows they carry a tier already. A much better solution would be to show (approximately) how much someone is risking. This should take into account whether someone has protect item or not. (so eg if someone has full rune and an ags on them but is 25+ prayer the ags is not counted towards their risk approximation.) Players are shown the tier of the opponent (as they are now) and an approximation of their risk (excluding +1 or +4 if unsk and emblems).
example:
Player one is a gmaul pure with 13 prayer, they are using msb to gmaul and have a tier 4. The bounty hunter target info overlay shows that they have a tier 4 and approximately 50k risk.
player two is a zerker with claws and 55 prayer, also using msb. The overlay shows they have no tier and risk approximately 250k.
If you want you can then make it such that skipping someone who doesn't risk atleast 50% of your risk is free. So player two could skip player one for free.
You can even make it such that if your opponent is unskulled, you can skip them for free, but only if you also add the approximate risk, so the unskullers can show it if they risk a lot.

I understand that you want to find a fix against people risking jack shit with op gear and low risk in general, but the solution you proposed is NOT the way, please reconsider.

* unable to skip whilst in cb: sure, removes a way to escape (skip target once you're low wild so they are no longer in your cb range as non target) but I guess it does help against teaming/griefing.

02-Nov-2018 23:55:59

Fluency

Fluency

Posts: 39 Bronze Posts by user Forum Profile RuneMetrics Profile
cont....

* mysterious emblem drops only when you risk one: Already explained, will make pking even less profitable for bad pkers (which is most of them, its generally 90% noobs and 10% pro pkers with a high kdr that slaughter said noobs).

* bounty timer anti griefing: Good update, would like if this doesn't count anymore on the last six seconds so you don't end up losing a target even though you entered the wild in time.

* destroying emblems: Good update, people who destroy emblem before dieing out of spite are sad.

* clan wars: nty, I understand the problem you want to combat, and i agree that is a problem. But if you remove this mechanic there is no way for two unskullers to fight eachother anymore. Especially bad if you also make it easier for people to skip unskullers. As then this will mean unskulling is completely unfeasible, which removes a lot of variation in possible pking setups and account builds (eg obby tanks).

* 6 second timer pvp: good update, though rushers will just tab it does fix ragging by stepping in and out while eg bolting.

* Anglerfish: I'm not sure exactly why but my gut is screaming no. If brews would still work then I guess its fine though?

* Energy transfer: definitely a good update.

* Boxing: good one, never knew this was an issue but it makes sense yeah. I would make it such that only player A can be attacked though, as clans could use this to double hit someone who is tanking (player B is tanking player A, player C hits player B right after player A hit him due to this new mechanic.)

* Lootglitch: Not the perfect solution imo but it is much better than what we have now so yeah go for it.

03-Nov-2018 00:14:24

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03-Nov-2018 00:18:30

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