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Bounty Hunter Target System

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Foxe
Mar Member 2023

Foxe

Posts: 111 Iron Posts by user Forum Profile RuneMetrics Profile
OA said :
Making a horrible mistake giving into all these crying skillers by not giving pkers the extra loot they need and actually deserve. Incase you forget, one of the biggest draws to RS07 was the pking/old combats system. Please don't forget that.


Exactly. I mean, skillers get clan wars..... WTF

Need an added incentive or this is just a pointless update that chooses a fight for you that you might not even want.

It's a shame this will pass poll...

31-Jul-2014 11:07:32

Salarin
Oct Member 2014

Salarin

Posts: 163 Iron Posts by user Forum Profile RuneMetrics Profile
I am all for this but sorry, this will not last for long without an incentive that draws people in (IN MY OPINION) and the cosmetic rewards idea is nice but again, if there is no real use? why get it, just to look pretty in which i find to be impracticable

No offense intended but this is just my view, i really really don't want to see this minigame cave in

31-Jul-2014 11:42:36

On The Pip
May Member 2022

On The Pip

Posts: 49 Bronze Posts by user Forum Profile RuneMetrics Profile
I dont know if you guys at the runescape HQ read this but oh well..

Okay, what i have read so far and how i have understood this.. i support it as i like the idea of rewards being cosmetic and to show off, hopefully there will be a really wide range of cosmetics which can allow the top and only hardcore pkers who are dedicated to obtain some amazing cosmetic item. i like the fact it just searches for a target because i know how long it takes people some times to find a fight..

Thank you jagex for not releasing any new items or actual rewards or loots into the game :) as i didnt like the system you had back in the day when you needed EP.. that was not that fantastic as people would just 75k and 25k trick for money.. and it would ruin oldschool, but i do support the idea of finding a target which if the player kills they will get cosmetic rewards and what not..

Should it be point based?? to buy better cosmetic looking items? or is it just purely based off drops.

Thank you

Mugzy

31-Jul-2014 11:44:02

iSnowyboy

iSnowyboy

Posts: 107 Iron Posts by user Forum Profile RuneMetrics Profile
It has been mentioned before, but I think it has been overlooked alot of times.

Alot of people came back to 07/oldschool because of the oldschool combat system, whether you would use it for PvP or PvM, we came back for a reason.
PvP right now, is way to expensive to keep on funding, simply because we don't have 100K players gathering resources, there are just a 'bare' 20K.

Secondly, there are barely any PK'ers, splitting the PK community even more will eventually mean the death of Pking, literally.

This update doesn't change the way PK'ing works, what it offers, is an easy way to find someone in your combat range.
There is no NEW reason to go PK'ing now, supplies are still through the roof and not even to mention that it doesn't mean that it's easier to find someone your combat.
It simply means that the CLOSEST combat gets to be your target.
If you are combat 97, and the CLOSEST target is combat 108, how is that fair?
I think that this is the issue that will evolve, simply because there are barely any PvPers right now.

Someone wants to DH pk and gets matched up with someone in full rune, in this example this target system doesn't work.
I know it's optional, but an option to 'value the risk' for example, an option where you can set how much you are willing to risk would work better.
An option where you could risk then 2M, and you ONLY get matched up with the people who also set this option to 'risk more then 2M'.

Brawlers, maybe even potion sets, New degradeble weapons like Vesta will give people a new reason, a new HOPE to get PK'ing.

Right now this update doesn't change anything.

31-Jul-2014 12:21:25 - Last edited on 31-Jul-2014 12:34:21 by iSnowyboy

Nickeh L
Dec Member 2023

Nickeh L

Posts: 53 Iron Posts by user Forum Profile RuneMetrics Profile
I like the thought of it being implemented only on a couple of specific worlds.

With the reward system, you could always give a non-tradable new item, with helpful but not overpowered uses that don't affect the actual PvP aspect of the wilderness. Say for every 10 kills you receive one "Mark of Peace" that allows you to traverse the wilderness without any NPC aggression for a limited time, say 30 seconds.

This would allow players to complete treasure trails or other tasks without the worry of the Chaos Elemental stripping them and pulling them in for a casual smack or two! But this should definitely only be available for those who have felt the danger of the wilderness.

This could be manipulated by people, so perhaps make the kills only count with those holding over an alch value of 50,000 gp or so. This could still be manipulated but not as heavily.

Due to the fact that most things involving the killing of other players can be manipulated in one way or another, it's especially important to not have any reward that impacts PvP, only PvM within the wilderness.

31-Jul-2014 12:36:52

Sugarfiend
Dec Member 2011

Sugarfiend

Posts: 468 Silver Posts by user Forum Profile RuneMetrics Profile
If this is implemented on ALL worlds, it would make the wildy more dangerous. I beleive that a tele would be too risky, as the players should be able to camp the areas that would have players, and I mean non-pkers like ppl on clues and such, a chance to risk getting killed. As the idea of risking items to go into the wildy, as a player who dosn't PK but would like other reasources, is to have risk for PKers. This should help populate teh wildy, and have it spread out on every world, and help stop some people from sitting around and gathering valuble resources in the wildy.

However, if the wilderness becomes TOO risky, those reasources' price will become unbalanced. And, although time consuming, some pkers can camp a resourcefula rea, and mabey even hop worlds.

Idea 1:
I beleive that there should be some kind of cap for when PK'ers get a target. A cap like, after a certain amount of time, the hunted spends in the wildy, would be odd for people going into the abyssal, and for world hoppers. But they wouldn't spend so much time in the wildy afterall, so PK'ers can't fight them. There should be some kind of way of making less targets than a bunch of targets to devalue prices. Mabye a chance of getting a target or it missing finding one (pssible with decreased time to find one). This dosn't have to be a time limit until tehy get the target, or possible tehy have to kill, but can also be whatever to decrease the amount of targets assigned, than thepossibility of instant for EVERY player who enter's the wildy, but still have active targets for those who want to PK. Ideas?

Idea 2:

Mabey a teleport for if someone isn't going to spend much time in the wildy, but how would we find that. But if someone is walking around doing something in the wildy, it would be rather easy to find them. Perhaps, the teleport could only be able for the hunter to use, before it's target logs out.

31-Jul-2014 12:48:04 - Last edited on 31-Jul-2014 12:48:30 by Sugarfiend

Sugarfiend
Dec Member 2011

Sugarfiend

Posts: 468 Silver Posts by user Forum Profile RuneMetrics Profile
[Continues last paragraph... - As I have a good bunch of helpful ideas in this post.]

Say if a player tried to log out, they will have 30 seconds where their hunter would have a teleport to them avaalible, and the hunter will be notified. This should also decrease the amount of players running away from combat and simply loging out rather than trying to get away and out of teh wildy.

31-Jul-2014 12:49:29

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