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Soul Wars and Minigames

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Bretz

Bretz

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This is some watered down version of Soul Wars. No one is going to push for a win with only a 10% incentive. The minigame was, still is, and always will be a SLAYER minigame but in the blog the slayer level aspect has been completely removed. This is not Oldschool. This is not Soul Wars.

02-Oct-2020 18:39:22

Lost Angel

Lost Angel

Posts: 50 Iron Posts by user Forum Profile RuneMetrics Profile
yay! some sort of soulwars blog!
oh no! you mentioned making changes...
So, I'm genuinely curious as to why you want to make these changes:
1 - having games run concurrently.
> Isn't this why there will be multiple soulwars themed worlds? Having games running concurrently makes it harder/impossible to play with your freinds/team, and in my humble opinion you should be able to have a team in a team game..
2 - upper cap of 60 players.
> yes.. but why is this necessary? if players dislike crowded games, make more theme worlds so players are spread across worlds (this is how it used to be).
3 - Games last 10minutes.
> If soulwars is implemented as it was previously, then having a shorter game isn't necessarily a good thing, you've already suggested ending games early if player count drops (players leaving game early etc due to loss), but if players are still in the game then they're most likely still trying to win and/or tie the game. Just look at current Castlewars games to know that the score can/does/will change in the last 5mins of a 20min game.
4 - No slayer req.
> But why? It was a part of the soulwars mechanic/game design that the creatures had a slayer requirement. If a team wanted to hurt the avatar, then enough souls had to be placed into the obelisk to lower the slayer req of the avatar. As a team, you either needed players with high slayer levels, or be able to place enough souls in the obelisk to lower the slayer req. Perhaps the NPCs that drop souls can be changed to be low slay req creatures? But then jellies at 55slayer req (I tihnk?) wasn't all that high anyway.
5 - Game ends if player count drops below 50% of starting count.
> In theory this is a good idea, but leaves the system open to manipulation to deliberatly end games early, I'd encourage a thorough look into how this could be implemented without possible game manipulation taking place.

Those 5 changes don't seem to be for balance, but because you want to. The rest seem good!

02-Oct-2020 19:23:42

Miu

Miu

Posts: 16,996 Opal Posts by user Forum Profile RuneMetrics Profile
Soul wars rewards are awful, as are the zeal mechanics that seem desperate to avoid abuse. You can't stop abuse with these kinds of things. See: Bounty Hunter, which you should be paying attention to.

We don't need more XP.

Ectoplasmator? trash.

Best in slot prayer cape? The original was a reward from a grandmaster quest. Not something I'd like to see coming from a minigame.

Another gamble system? With OSRS's track record, the loot table will be overpowered as hell. Only thing that looks decent are the pets. And they're associated with the gamble mechanic.

Overall, I'm not a fan of the idea of "porting" Soul Wars to OSRS.

Why not liven up castlewars? Introduce new maps. Add an "avatar" mode where teams compete in slaying an avatar of zamorak/saradomin manifested on the battlefield. Soul Wars' artificial avatars of creation/destruction always seemed out of place.
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02-Oct-2020 20:08:16

Ingmar
Oct
fmod Member
2004

Ingmar

Forum Moderator Posts: 8,435 Rune Posts by user Forum Profile RuneMetrics Profile
Wow, that all sounds amazing!

I'm particularly happy with the ideas regarding the 'Games Room Anywhere', it really is a shame that these small games were hidden from sight for so long. I really hope this passes. Perhaps the actual Burthorpe Games Room could be recycled after this?

The Shades of Mort'ton update sounds great too; with it being one of the oldest (and most obscure) minigames around, it really deserved a fresh coat of paint.
Ingmar
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02-Oct-2020 20:11:27

Miu

Miu

Posts: 16,996 Opal Posts by user Forum Profile RuneMetrics Profile
Last Man Standing:

Please stop trying with this. LMS is antithetical to Runescape. It should have depended on YOUR stats, not giving every account ideal stats to compete with.

BA:
Good changes. Instead of outright removing the barriers, you could change it to where the defender would be able to set up wooden spikes at the entrances. These would damage the Runners, were they to come out of that hole, rather than delay the game for no reason. It would make Defending a little more active early game.

Puro Puro:
Awesome changes. Strength XP removal isn't necessary. I may be mistaken, but you never gain STR xp when pushing wheat if your strength is level one. So no real point to its removal.

Shades of Morton:
Looks amazing. IDK if I'd want the meiyerditch assets. Give it a browner appearance so it doesn't look identical, so it retains some of the Morton feel.

Prayer robes don't look good or thematically fitting. Look like a conquistador set...? Cape looks fine though.

Glad bloodbark wasn't scrapped.
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02-Oct-2020 20:24:32

Crinch

Crinch

Posts: 372 Silver Posts by user Forum Profile RuneMetrics Profile
I don't like the fact that there are "fixes" being put into place to fix the "shortcomings" of the minigame, when in the original those were filled by player action.

Is there an advertising clan for 120+ combat trying to rig games? All of a sudden a team of crashers shows up to throw them a curve ball.

Are players with 40 Slayer at a disadvantage trying to kill the avatar? Sure are, but that's what motivated myself and players like me to level Slayer to 99.

Were games long and non-concurrent? You bet they were, and that's what created a feeling of personal investment in each and every game. Why stick around in a game when you're down by 2 Avatar kills, when you can just leave and join a new one?

I see some of these changes and question why they are needed when the original minigame had such a solid community that lasted up until the EOC. Some of the perceived problems that you are proposing fixing, were actually some of the greatest aspects of the minigame. Letting those who aren't in control of the obelisk turn in Soul Fragments defeats the amazing feeling of killing someone with 50 fragments on them. Now if they don't think their team can capture the obelisk, they can just dump their fragments - albeit at a penalty without the risk of losing them.

I really hope these changes are reconsidered.

"If it isn't broken, don't fix it"
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02-Oct-2020 22:53:17

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