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OSRS Death Mechanics

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Septarius
May Member 2023

Septarius

Posts: 29 Bronze Posts by user Forum Profile RuneMetrics Profile
To supplement my previous post, a suggestion, with what I would see as the important aspects of death and gravestones in OSRS:


Grave despawn time: 3-5 minutes. Previously, your items would show to others in a minute, and despawn in two. This is a significant cut from the harshness of the past.

Disconnection-proofing: Timer only runs when online. Timer also freezes if your character stops all actions, and is likely disconnecting. Your gravestone should appear in any world (or any PvP world if you died a PvM death in one).

DDOS countermeasures: Contents of a grave should never appear to other players unless it is in a PvP area.

Untradeables: Retrievable from the grave as usual. If your grave despawns, the untradeables could be retrieved from Perdu for the same cost that it would normally take to repair them.

Instances: If at all possible, some of them could be re-accessible as long as you have a grave in one. If not, for quests that need items to enter the instance, your stuff would simply be lost. For some exceptions like Zulrah, the grave should spawn outside the instance, still forcing you to rush back for your stuff.



In short, a fair chance to get your stuff back. DC-proofing should be a priority. But super importantly, the items NEED a real, permanent way out of the game.

16-Feb-2020 00:11:59

Feldip
Jul Member 2006

Feldip

Posts: 1,207 Mithril Posts by user Forum Profile RuneMetrics Profile
How is it that Jagex fails to avoid controversy every time?

Personally I would bump the gravestone timer down to around 8-10 minutes then add death's office as a backup if players don't get to it in time.

I think a gold sink like this would be far less damaging on the game than a G.E tax.

16-Feb-2020 06:55:07 - Last edited on 16-Feb-2020 06:56:08 by Feldip

Dsylxiea
Apr Member 2023

Dsylxiea

Posts: 48 Bronze Posts by user Forum Profile RuneMetrics Profile
Fact: The current death system is baby town frolic compared to the old 2 minute system.

But here's the reality:
OSRS is no longer just for the players that were alienated by RS3. There's a massive number of players that never experienced the brutality of the 2 minute system and reverting back to it simply isn't feasible without alienating these newer players (and I'm using the term "newer" very loosely considering it's been in its current state for FIVE YEARS.)
The 2 minute timer ship has sailed.

Here's what I want to see:
1) Death needs to have consequences.
2) How severe are the consequences? I think the community should decide. It's a good idea to have it scale based on the value of the lost items but there's a fine line between reintroducing risk and penalizing new players for lack of experience. The proposed Zulrah changes highlight this importance.

What I don't want to see:
1) The continuation of the 60 min system for regular accounts. (You can do what ever you want with irons, they have no impact on the rest of the game.)
2) Death mechanics deterring players from trying new content. This stunts player progression, back in the RS2 days I was terrified to try anything new because a death meant losing my items. Fact is, in order to make more interesting content it had to become more challenging. A difficulty cliff is fine when there's no consequences for failing but harsh penalties are not the way forward.
3) Lost items appearing for other players to pick up.
It does nothing to remove gold/items from the game and encourages griefing behavior.

Pretty much anything in-between the old 2 minute system and the current 60 minute system get's a thumbs up from me. No matter what you do someone is going to be upset so the wise decision is the one that alienates the fewest people while still moving in the right direction. It probably would have been easier to let sleeping dogs lie but ship has now also sailed.

16-Feb-2020 12:51:15

RS Rafe
Apr Member 2023

RS Rafe

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
The 60 minutes timer should definately be removed, because a death has no consequences.
The new idea with the gravestones is pretty good, because it allows a money sink. The timer should be less than 15 minutes though, because this is way too long. You can reach every area in 15 minutes, there is no risk! Dying multiple times should mean that you're stuff is gone for good. It is way too safe to add new deaths to the old gravestone, and refresh the timer. Atleast make the timer continue to go down when you die a second time.

Also I think that dying inside GWD should not put your gravestone outside, because that is the whole point of the bosses. I really want to see more risk when going to bosses.

16-Feb-2020 18:55:59

RS Rafe
Apr Member 2023

RS Rafe

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
Another thing that I would like to see is that items that are not reached in time can be picked up by other players. It was nice that sometimes you could find a treasure because someone took too much risk.

This would conflict with the money sink, so maybe this could lead to another design where the money sink happens on something else like buying your gravestone, or repairing your broken items.

16-Feb-2020 18:58:26

GohanKillsU
Nov Member 2007

GohanKillsU

Posts: 20 Bronze Posts by user Forum Profile RuneMetrics Profile
It should be the 2 minute timer which is only active when logged into the game. This is Old School RS and that's how it was and how it should be. It was never polled to change to begin with so I don't understand the problem here, considering how popular RS was back in the day with this timer. People will adapt remarkably quick and anyone that says they're quitting because of this is full of $%&#, nobody will quit this game over a minor adjustment like a death timer.

17-Feb-2020 12:33:52

Irony Cow

Irony Cow

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Which of these approaches would you prefer for death mechanics across the game?

1: Items drop where you died for 2 mins. No fee is charged to retrieve them.
This is very similar to the original Old School version dating from before our temporary change. It would be an effective item sink, but we understand players may find it too harsh.
The game needs an effective item sink but I agree this one is a bit too harsh.


2: Items go to a Gravestone where you died for 15 mins, and are then lost. A small fee is charged for valuable items, payable from Death's Coffer.
This is the version detailed in this blog. It would be a slight cash and item sink, and is a compromise between other approaches.
I'm not a huge fan of death's coffer and would prefer items to just leave the game if people can't make it back after 15 minutes. Once again this was a horrible update on rs3 and would horrible on osrs.


3: Items go to a Gravestone where you died for 15 mins, where a small fee is charged for valuable items, then move to Death's office indefinitely with a much higher fee, all payable from Death's Coffer.
I absolutely hate the rs3 way of doing deaths and it would be a huge reason not to play for me since most of my play style is geared around slayer/bossing where I play semi afk depending on the activity. It's not out of lack of skill that I usually die but usually due to boredom or something in real life happening. So a system that always punishes you would absolutely not work for my play style.


This is based on what RS3 offers.
4: Something else.
Add in the gravestones with the implemented changes that allow for the timer to start when somebody logs in again. Reduce the gravestone timer to 5 minutes. This will allow adequate time for people to get their stuff in most cases but will add danger back to gwd. If they can't make it back in time then items leave the game which is good.
KOS for Life

17-Feb-2020 15:22:19

Miu

Miu

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Just give us the old death mechanics but up the timer to like 10 minutes. If you can make the timer only drop down while logged on, even better.

Death should be an item sink, not a coin sink. Stop flooding PvM droptables with absurd alchables and you wouldn't need it as a coin sink in the first place.


However, I do like the idea of purchasing gravestones that came with the original gravestone update. What if you pre-purchased graves for only a single death, that could up the timer?
Don't forget – RuneScape members get TWO free spins a day instead of the usual one!

17-Feb-2020 17:09:15 - Last edited on 17-Feb-2020 17:11:34 by Miu

Reminiscon

Reminiscon

Posts: 3,528 Adamant Posts by user Forum Profile RuneMetrics Profile
Miu said :
Just give us the old death mechanics but up the timer to like 10 minutes. If you can make the timer only drop down while logged on, even better.

Death should be an item sink, not a coin sink. Stop flooding PvM droptables with absurd alchables and you wouldn't need it as a coin sink in the first place.


However, I do like the idea of purchasing gravestones that came with the original gravestone update. What if you pre-purchased graves for only a single death, that could up the timer?



I would only support the idea of buying "disposable" Gravestones if the default death timer and mechanics are reset to what they were originally, 2 minutes.

You could pre-purchase a gravestone that would up this to 3 minutes, 4 minutes, or 5 minutes. The cost would be 100k, 1m, or 10m respectively. If you die, then you must purchase another for that insurance to apply again.

In all cases the timer would freeze while offline.

That's about as far as I am willing to go for making this game easier, and only because it makes death both an item and gold sink in this case.
Long live the Wilderness. Long live risk vs reward in PVM. Long live 2006.

17-Feb-2020 17:45:54 - Last edited on 17-Feb-2020 17:46:41 by Reminiscon

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