Mod Reach
said
:
In regards to the death mechanics, I do have a system in place to be a little more lenient those who die. As with the temporary death changes made previously in response to ongoing network issues, I plan to delay the appearance of items dropped on death by 2~ minutes to allow time for players to return to their gear - the previous mechanics used at Corp.
With the optional removal of random events, there shouldn't be concern over being whisked away, preventing your timely return.
I believe an option for this would be to set the item de-spawn to 2-3 minutes inside the cave and not allow other players to see these items on the floor. This could act as a sort of item sink on its own if the player who died doesn't make it back in time. NO RISK NO REWARD, right? What happened to players having to risk everything to get the good stuff?
Do a couple timed runs on how long it takes to get back and pick up your items and then set the item de-spawn timer to the time that it took 90% of tests to get the items back. I think this could create a much needed item sink in the game.
Mod Reach
said
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Okay, turns out I didn't fully read the calculation formula for the sigil drop rate. I was taking the 512 and 128 modifier (used by the ring of wealth in the build I have) and multiplying them where the code was (in the code I have now, and wasn't where the code was then).
A mixture of my failure to read the code all the way through and it not being distinctly clear in the first place! (Hence the first RoW bug!)
If the drop table roll returns a sigil (1 in 512), the breakdown of the individual sigils beyond that was:
3 in 8 for spectral
3 in 8 for arcane
1 in 8 for elysian
1 in 8 for divine
(I.e. 75% of all sigils are spectral or arcane, while 25% are divine or elysian.)
Sorry for the confusion, albeit a tragically way off bought of confusion!
Fe got
said
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I believe an option for this would be to set the item de-spawn to 2-3 minutes inside the cave and not allow other players to see these items on the floor. This could act as a sort of item sink on its own if the player who died doesn't make it back in time. NO RISK NO REWARD, right? What happened to players having to risk everything to get the good stuff?
Do a couple timed runs on how long it takes to get back and pick up your items and then set the item de-spawn timer to the time that it took 90% of tests to get the items back. I think this could create a much needed item sink in the game.
Thing is, on death, in a FFA, I'd lose :
-Bring (i) = 3 hours to pay for it + 1hr to imbue
-Void = 10-15 hrs
-Fire cape = 1hr
-Probably 1m ish in other items = 1hr
So for every death, which could be a dc, a misclick, me being bad or someone else being bad getting me killed, I would lose upto 20 hours worth of items.
Slay Helm
said
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Fe got
said
:
I believe an option for this would be to set the item de-spawn to 2-3 minutes inside the cave and not allow other players to see these items on the floor. This could act as a sort of item sink on its own if the player who died doesn't make it back in time. NO RISK NO REWARD, right? What happened to players having to risk everything to get the good stuff?
Do a couple timed runs on how long it takes to get back and pick up your items and then set the item de-spawn timer to the time that it took 90% of tests to get the items back. I think this could create a much needed item sink in the game.
Thing is, on death, in a FFA, I'd lose :
-Bring (i) = 3 hours to pay for it + 1hr to imbue
-Void = 10-15 hrs
-Fire cape = 1hr
-Probably 1m ish in other items = 1hr
So for every death, which could be a dc, a misclick, me being bad or someone else being bad getting me killed, I would lose upto 20 hours worth of items.
I'm saying that 1/10 times you don't get all your items back. By the 10th death, you've probably figured out the best method to kill corp.
Arcane = Bye Malediction and Mages Book
Spectral is good
Elysian and Divine = one drop 10x my bank loot, its sad. Gf Dragonfire Shield...
Unless you want the game to never progress, then items will need to be devalued at some point. A level 75 shield SHOULD be better than something with a level 60 stat requirement. Not to mention Corp is far more challenging than killing the three wilderness demi-bosses for their shards.
DFS is still going to remain the best shield in the entire game in terms of raw stat bonus. The only reason it got devalued in RS2 was because of super antifires which don't exist on old school.
Queen Terra
said
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Spectral and Arcane shields should be buffed. Especially Spectral. Please make the 4 shields as balanced to each other as possible.
For example, give the Arcane shield a flat 10% Damage reduction, and give Spectral shield the ability to return 15% of the damage taken as recoil damage.
Pretty sure you guys can think of something.
The shields probably aren't going to pass with their current bonuses and you want them to be buffed even more?
Arcane is an offensive mage shield, it shouldn't have damage reduction.
Spectral is an all-around tanking shield which excels in magic defence over any other shield slot item. I don't think it needs another effect when it's already arguably the best shield soon to be in the game for its stat spread.
Mind you, I really want the shields to pass but they definitely wouldn't pass if they got buffed even further.
10-Sep-2014 17:34:49
- Last edited on
10-Sep-2014 17:44:03
by
YeBoi Texas
Unless you want the game to never progress, then items will need to be devalued at some point. A level 75 shield SHOULD be better than something with a level 60 stat requirement. Not to mention Corp is far more challenging than killing the three wilderness demi-bosses for their shards.
DFS is still going to remain the best shield in the entire game in terms of raw stat bonus. The only reason it got devalued in RS2 was because of super antifires which don't exist on old school.
Super antifires, qbd pooping them out at 1/200, frost dragon bots, etc...