February 25, 201016 yr I was thinking about this in the "Doors" thread in the Rants section and came up with this idea to make things more streamlined. While manually operated doors isn't a major problem, I do feel that if the doors and gates and guards for the Beginner area can open/close automatically, then so should the rest of the doors in RuneScape. Now, I realize that we could have some problems if the doors opened and closed right away like they do now with the Beginner area so here is my proposal: -When nobody is around for a long time, let the door automatically close. (as usual)-When someone walks up to a closed door, let the door open automatically. (like the Beginner area)-When a door is opened, let it STAY OPENED for a set amount of time. Lets call this set amount of time a "closing timer" .(as usual)-To avoid doors randomly closing on people who have already clicked to walk through an open doorway, let the "closing timer" RESET whenever someone walks through the doorway. This way, the automatic doors don't affect the mobility of people in high traffic situations like the Lumbridge Castle doors. I know, however, that this update will affect PVP and door trapping techniques. It will also affect areas with aggressive NPCs such as Bandit's Camp in Wildy where the inability to close doors becomes a problem. So, in order to avoid removing that aspect of the game: -Doors will NOT automatically open/close in PVP worlds, Bounty Worlds and PVP mini-games.-Doors will have the option of being manually operated in all areas with aggressive NPCs. Now, if I haven't missed anything, this should result in automatically opening doors, like the Beginner area, which will accommodate the rest of RuneScape AND avoid the issue of randomly closing doors, in addition to not hampering combat tactics. Thoughts? Suggestions?
February 26, 201016 yr good suggestion, but id leave the option to manually close them on everywhere, sometimes I like having doors closed :P DK drops (solo/LS): 66 hatchets, 14 archer rings, 13 berserker rings, 17 warrior rings, 12 seerculls, 13 mud staves, 7 seers ringsQBD drops: 1 kite, 2 visages, 4 dragonbone kits, 3 effigies, lots of crossbow partsCR vs. CLS threads always turn into discussions about penis size....It's not called a Compensation Longsword for nothing.I've sent a 12k combat mission to have Aiel assassinated (poor bastard isn't even Pincers-tier difficulty).
February 26, 201016 yr Yep, this is a great suggestion to keep areas more open to other places. :P No seriously, I think this is a great idea. And also, trapdoors, manholes and such should be left permanently open. BlogTrimmed | Master Quester | Final BossBoss pets: Bombi | Shrimpy | Ellie | Tz-Rek Jad | Karil the Bobbled | Mega Ducklings120s: Dungeoneering | Invention
February 27, 201016 yr I don't know, it would make life much harder for penguin trappers. I'd personally rather manually open a few doors then have to search around for a Witchaven, Feldip Hills, or Castle Wars Penguin, which almost always seem to be trapped in Ardy Church or Yanille Wall. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
March 1, 201016 yr Author I don't know, it would make life much harder for penguin trappers. I'd personally rather manually open a few doors then have to search around for a Witchaven, Feldip Hills, or Castle Wars Penguin, which almost always seem to be trapped in Ardy Church or Yanille Wall. Hmm...interesting point. See, I've never played the P2P game and so I was never sure as to the implications of my suggestion. So, to you and all of the other P2P players, what are possible drawbacks are there to having automatic doors as I described in the OP. If so, any solutions to those problems?
March 6, 201016 yr Also, if you remember, Jagex last year or the year before announced that it would be making all doors, except for a few exceptions, perm open. This, of course, was not added into the game. So Jagex has considered the door inconvenience before, and they seem to have found enough reasons to justify against reforming it. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
March 7, 201016 yr I'll support, but only to the extent that it would happen in non-dangerous/non-PvP zones. Elsewhere, door-handling needs to have manual control for rather obvious reasons. :geek: ~Mr. D. V. "Safety First, Speed second!" Devnull and normally with a cool mind.(Warning: This user can be VERY confusing to some people... And talks in 3rd person for the timebeing due to how insane they are... Sometimes even to themself.)
March 7, 201016 yr good suggestion. situation that comes to mind: range in catherby next to bank. ~ 3,072nd to 99 Mining on August 30th, 2009 ~~ 112,084th to 99 Magic on April 16th, 2011 ~~ 131,681st to 99 Crafting on March 29, 2019 ~~ 178,385th to 99 Prayer on April 2, 2019 ~~ 234,921st to 99 Defence on May 9, 2019 ~~ 173,480th to 99 Herblore on June 21, 2019 ~~ 155,160th to 99 Smithing on July 16, 2019 ~
March 9, 201016 yr Author Also, if you remember, Jagex last year or the year before announced that it would be making all doors, except for a few exceptions, perm open. This, of course, was not added into the game. So Jagex has considered the door inconvenience before, and they seem to have found enough reasons to justify against reforming it. The only reason I can think of for not making doors permanently open is to avoid removing the PvM/PvP aspect of trapping monsters/players. And my suggestion addresses that issue.
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