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Rework death costs

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Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Bertel62 said :
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Because most of us were clueless back in the day. It's not the fault of the stuff not existing. The iron ore example obviously is you did something wrong, when players only paid you 3 gp, you should have cleared out the market for that deal instead. Make it to steel, smith a platebody and alch it - bam 1200 gp generated - for 5 pieces of iron ore, 10 pieces of coal and a nature rune. Repeat that a few times and you're fully equipped with best in slot things from that time. That hasn't worked with better things anymore, that followed afterwards - dragon equipment, the abyssal whip (that thing was hugely expensive initially), you name it...

It's not that hard to make a fair share of cash as an ironman with methods that already existed back in the day. That's basically the way you have to play leagues in OS. Know the stuff that generates gold - the league doesn't run so long you can wait for days to get some ultra basic equipment.

Take silk - steal from the stall, fill up inventories over inventories, wait for some time and then sell it to the vendor for 60 gp per piece. No player involvement at all, method available for everybody. Fairly sure, that certain other thieving methods also already worked back then, which generates gold for ironman. And enough than other methods as well - you just need to know what exists - not even the most esoteric things out there. Obviously wiki wasn't a thing at that time.

As a main who can freely trade it's obviously even easier. Just find things players actually want.

But all in all it's not right losing hours (and much, much, much more) due to one death (and for some content you certainly do not just die once) - and that is why those systems were adjusted accordingly multiple times over time - albeit always just for whatever was the state of the game at that point. But at least that's fixed for now and potentially forever this time.
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13-Mar-2023 11:50:44 - Last edited on 13-Mar-2023 12:15:30 by Rikornak

Tenebri
Jan Member 2015

Tenebri

Posts: 39,167 Sapphire Posts by user Forum Profile RuneMetrics Profile
Bertel62 said :
Rikornak said :
The you lose everything death system was made in mind with adamant and runite equipment costing a few tens of thousands of gp to replace it. Not for things costing tens of millions.

Yes, but back then that was still a lot of money. It was back when an iron ore and a log cost 3 gp, not 1500-2000 like they do today. I think I have an easier job making 5 million today than I had making 10,000 back then, and that is just from common items, that any low level player has access to, like mining iron ores. Today 15-20 iron ores will pay for a decent outfit, and that takes seconds to make. Back then I worked for days to be able to buy such an outfit.


yes indeed, and that was like 20 years ago,

so many things have changed since then too long of a list to write. so it really is a invalid point you are making when that way of playing / mindset etc is not in the game anymore
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13-Mar-2023 12:34:03

Mel 624
Dec Member 2021

Mel 624

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Roddy Piper said :
Yes, that was the focus of the last 2 live streams (I think)

It's sort of a cliffhanger atm. The next stream will be at least 2 weeks in the future because there is a game related one next week.

The extreme suggestion was nerfing all boss drops or restricting the # of spawns. (it was just an idea)

In comparison, I think I heard about increasing the GE tax from 2% to 3%. That seems a lot better than directly impacting the entire game.

Even at that, some of the bosses could use a nerf to the # of materials they drop. Some are excessive.


It'd be pretty BS to raise the GE tax even more with all the issues around how it was done in the first place. Drops need a rework but I really think they need to start with balancing item values and alching specifically. Make all the alch value and salvage droprates actually proportional to what they're supposed to be worth according to their item tier and invention value. The tax shouldn't have been a first resort and they claimed it was only meant to compensate for the death costs, not the whole economy.

For death costs, the reduction they went with aimed for PvM generating 10B more than they were sinking by the stats provided, which can only have gotten worse after the update. If nothing else, they need to balance the PvM gold generation and gold sinking to be as close to net 0 as they can get it.
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