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constanti

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Everything posted by constanti

  1. Jea, bounty hunting would also be done by alts or friends in this way, ans skulls without anything, but skulls which are untradable, they can remind you of a good victory, if they are inscribed with the victim's name, your level and his level at that time, which you can see with examine, a nice souvenir And there also have to be added that you can turn in your skulls at a hunting gallery at the edge of the wilderness, so people don't throw theur skulls away because of lack of bank space, the gallery doesn't has rankings, but you can see other's skulls by typing in their name at some option, you can always take out your skulls when you want What do you think of this?
  2. Maybe there could be a cap which prevents you from turning somebody's skull twice, "I already have your skull of x"
  3. Hi I just had another idea, when you kill somebody in the wilderness, and you have dealt the most damage, the victim drops his skull inscribed with his name and level (at that moment), you can see that in examine, and you can turn it in at a guy which keeps the rankings, you get points for his level compared to your own level, you can also set bounties on someone's head by paying that guy money, which will be paid tot he first one to turn in his skull What you think?
  4. I don't think they do this in WOW And for the weapons bought in shops, maybe they just say their normal sentence when examined And yes, this idea is might not worth the work, but what else, more expansions to the world map, new dungeons, new quests or even carpentry
  5. Hi I just thought of another idea, trademarks If you examine weapons, armor or jewelry, you can see who mae it Mined by x (the person who has mined the gold or metal) Molten by x (the person who has molten the gold or metal in bars at a furnace) Made by x (the person who has craft or forged the jewelry, weapons or armor) Or maybe only made by, and dont show mined by and molten by This could also be done with leather items, etc What do you think?
  6. If you think that every 7 levels the experience needed is doubled, 13 million will be doubled 200 times creating an insanely large number, even level 150 would cost around 1.600.000.000 experience, a number which will only be accomplished by somebody who trains the same skill 14 hours a day, 7 days a week for years
  7. Before this ever could be made all npc's have to be remade and modificated, and thats hard because it also needs to be balanced, it's not worth it
  8. This could be a good idea, but also must have a downside, why not the option that you can lock some money for a chosen time, but in the meantime you can't withdraw it, the longer that you've locked the money, the higher the interest rate is, so maybe 1 month is the smallest period, and it gives you 1,1% interest per month, 2 months give you 1,2% interest per month, 3 months give you 1,2% interest per month, when you have locked 1 million coins for a year you get 2,2% interest a month (12 months give 2,2%, it's 0,1% per time lenght in months +1% interest rate per month, so when the year is over you can withdraw 1.264.000 coins for the 1 million coins that you have deposit But in the meantime you couldn't have been merchanting with the money, so it might hasn't been the best choice, what do you think?
  9. I've trained a character with a mithril pickaxe up to 41 mining very, very easily, and powermining after 41 is even easier, so mining isn't hard, neither at low nor at high levels
  10. Maybe there should be a tie option if you use a rope with a player, this might be a good way to get rid of autominers, you can only once in an hour be tied, and only once in an hour tie another player, if you are tied you can't walk or doing anything, the only way to escape is to right click on another player (when you are tied a help option is added to all players) and select the help option, if somebody tied asks you for help you can't refuse but you don't have to walk to him, or stop whatever you are doing, then the player is free Autominers maybe can't click things that aren't solid, so they are tied and can only escape when a real player controls it, this might be a way to get rid of autominers This option might be abused, but you can only use this in crowded places and ofcourse all mines, and not in the wilderness ofcourse You can always log out when you are tied, but you can't get loose over time, only by clicking any other player
  11. For the marketplace idea: maybe there can be added a second story to the general store, you can give your goods to the general store ( talking option of a shopkeeper, and you can set the price and the minimum amount you have to buy, you can always talk to the shopkeeper again, and you also have a talk option with the shopkeeper that allows you to check the status of your sold products, and if you have sold something, he gives you money equal to the amount of goods you have sold x the set price in gold pieces, but he removes a 5% fee from that price, the extra story of the general store has got limited space, but you can scroll down, the store has 4 times the space as a normal general store has, and in a members world it even has 2 times more space
  12. The beat up option would be great against autominers, I would love to beat up an autominer Especially with the stats cooldown effect, then there is a possibility that they can't wear their pickaxe anymore and their program crash
  13. I believe you can't light fires inside buildings anymore But the idea isn't suited for RS I think
  14. yes, hot fires aren't suited for this society but I find it very stupid that when you are on a fire and use a fish with the fire you put your hands in the ground, you should walk off the fire, turn around and start cooking when you use fish with fires
  15. You can't light fires on paths, so you can walk in and out cities freely, the attack, defense, strenght and hitpoints of the fire are 1/2 their makers firemaking or magic level, that costs 1 body rune + 3 fire runes for normal logs, 4 for oaks, 5 for willows, 6 for maples, 7 for yews and 8 for magic logs (or 1/2 mana invested are the combat stats), fire attacks every 3 seconds, fires attack multiple (not affected by whether the zone is multi-combat or not) the fire can be put out by the maker in the first 30 seconds, the rest of the people can put out the fire after the 30 seconds, earth and wind magic decreases the hitpoints of the fire, fire magic increases the hitpoints of the fire, water does doubloe damage to fire, containers filled with liquid do up to 30 damage, every x seconds the fire takes 1 damage, when it hits 0 hitpoints, it is out, the fire is starting to do damage after 3 seconds the fire has been created Normal fires lose every 1,5 seconds one hitpoint Oak fires lose every 1,75 seconds one hitpoint Willow fires lose every 2 seconds one hitpoint Maple fires lose every 2,25 seconds one hitpoint Yew fires lose every 2,5 seconds one hitpoint Magic fires lose every 2,75 seconds one hitpoint Magically created fires lose every 3 seconds one hitpoint
  16. I've got an idea for a new spell: sunbeam of searing heat You select a target square, in a line from you to the square a sunbeam shines trough, everybody in the path gets up to 1/2 x damage, this is partially divided by the distance the beam makes, so a 2 path beam doesn't makes 2 times less damage then a 1 path beam
  17. Tjose are good ideas, but it was my idea, that you can do all spells at level 1, and you have mana equal to your sorcerer level, how more mana you invest, how more powerful the spell is (1 mana spells are very weak) Also, about your idea of summoning How is your idea that the imps will act, what will they do, if summoned
  18. Comet crush isn't good so it's removed, Avalanche only shakens the target, and he fights with lower accuracy for 10 seconds, Waterfall pushes the only the target in a random direction for 3-6 squares, and if he hits a solid object, he will recieve 1/8 x damage, Wind storms pushes the target in a line away from the caster, and he will be pushed until he hits a solid onject, and then he recieves 1/10x damage
  19. Prayer is draining points and sorcerer magic is in one shot
  20. Yes this skill can't be trained intensively, but a spell would give experience depending on it's mana used, but super stat restore potions do restore mana, and the restore stat prayer does influence mana, but it will take mich time to get to 99, and that's my meaning Anybody has an idea for a sorcerer spell? Please add it
  21. Curse item, the item is cursed and when you have equipped it it will lower down your stats with y, after you have unequipped it, this effect will stay for z minutes, the total mana invested (x) is y multiplied by z When the effect of the curse has vanished, you have unquipped it after z minutes, you start to restore your stats at the same rate after you have been cursed, weakened or confused, prayers or potions increase the speed of this process, but when you are still under the curse these don't work Curses vanish after a week You can cast a new curse on a object, but you must invest equal or more mana then the old curse, else nothing will happen, an effective way to remove a curse is to write down 0 in y or z You can only cast a curse on an object which you can equip, cursed objects are tradable and you can never see that you've been cursed, except if you look at your stats Always be on your guard when you equip a newly picked item or bought a new item, because they can bear a very powerful curse which could kill you instantly when they have 98 invested in y, somebody with 99 hitpoints would surely survive You can't check whether an object is cursed, or you'll have to try it out I'll think of new spells, what do you think?
  22. When you are high, above 50 the scimitar makes the best weapon, below 44 attack and strenght I would say 2-handed
  23. I've already thought out some spells, my idea was to make them spells, which you can do at any level, but the more mana you invest, the stronger the spell will be x=mana invested Cure wounds, you can cure x wounds Smite foe, you can add up to 1/2 x damage to your next blow, IF it hits Comet crush, from the target square, a comet makes impact in a random square near the traget square, it does up to x damage, creatures, that you normally can't atatck are not affected Fire ball, you do up to 1/3 x damage, and the target burns 1-4 rounds afterwards for up to 1/10 x damage Waterfall, you do up to 1/3 x damage, and all affectable creatures within range will be pushed away by the water 5-10 squares from the target Avalanche, you do up to 1/3 x damage, and all affectable creatures within 3-6 distance from the target will be affected by the impact and cannot move or attack for 5 seconds Wind storms, you do up to 1/3 x damage, and the target is blown away in a random direction until it hits an object or affectable creature, when it hits an object, it gets up to 1/10 x damage, and when it is blown into an affectable creature, both get up to 1/10 x damage When you cast a spell you always get experience multiplied by the mana used, when it fails, you only get half the experience you would get You can only restore mana in a natural way, and restore stats prayer boosts the rate and a super stat restore potion will give you back all your mana, in this way you can't intensively train sorcerer magic, or pay alot money to potions
  24. I know my system isn't 100% reliable, but the fact that a scimitar is 20% faster and a longsword has 10% more accuracy and power, even to somebody with 0 strenght and 0 attack, even if my system would be very unreliable (maybe it is) the longsword still doesn't match up to the scimitar, in any conditions And the stab attack of a scimitar is very low, and the stab attack of a longsword is higher, but who would use stab attack? It has lowered accuracy anyway, you don't get more accuracy when using a stab attack in any condition But if the longsword is your favored weapon, it is
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