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melorna

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Everything posted by melorna

  1. I already feel a sense of danger doing a level 3 scroll-that crazy mage that jumps up and attacks as you dig-lol Seriously though, I feel like I'm missing out on a huge portion of the members world, that I'm paying for, because I didn't create a Pking character. And whats wrong with Pkers only being able to kill each other? Again, PKing rc-ers at the abyss wouldn't change. If you read the posts you would have noticed that. As for luring, that's just poor gamesmanship. How can you feel good about using lies, scams, tricks, and cheats to gain items and levels? I think luring should be considered scamming and be reportable. That's one of the reasons I suggested this toggle idea. From most of the posts I've gotten, I get the feeling that many pkers are really just bully's that prefer to attack newbies and easy marks instead of true fighters who like the challenge of fighting something that can think, rather than a preprogrammed NPC.
  2. There is a Vampire bat that flies around there while you're farming. He's landed by me and started attacking when I was standing on the north side of the northern most plot. It's not uncommon at all.
  3. I sooooooo support this!!! These people drive me crazy. If they aren't begging for something they're offering money they probably don't have so you'll help stroke their ego. My latest experience with this was near the fishing guild where I was kicking chickens to death for feathers. I was wearing full red d hide, desert boots, archer helm and obby cape. During the entire conversation he's running along with me as I chase the chickens around. Guy: Hi u r hot Me: Hey. I am pixels. Guy: O.O it say melorna wen u talk Me: lmao Guy: Wut u doin? Me: Strength testing desert boots. Guy: R u a mod? Me: Do you see a crown by my name? Guy: No u r hot b my gf k? Me: Go away and let me kill chickens in peace. Guy: I give u 1m if u say u my gf to my old gf Me: omg-get a life. I telly to lumby to kill chickens over there. By the way, I also hate it when people use one letter or numbers instead of actual words.
  4. Pansynator wrote: This is exactly the point of this suggestion. If a player hasn't created a "pure" PKer or at least a very strong combative character, the wild is pretty much off limits for exploring or much else. Opening up such a large area of the Rs map to NonPkers would be the end result of this suggestion being implemented. Infam0us911 wrote: And pretty much the same from timmay929: I would ask again that people please read the postings before commenting. The following two quotes, taken from my last posting, covers the concerns of both these people. Also, level three clue scrolls would be effected during the search phase only. Since the clue its self can't be retrieved, killing a player holding a clue has no benefit for the pker. Also, level 3 clues come with their own "built in" attacker to keep things interesting. I know plenty of people who don't even try for level 3 scrolls because of the mage protecting the treasure. If the end of the scroll, where the treasure is rewarded, is in the wilderness then the player would have to be toggled as a PKer to recover the treasure. This would maintain the risk in completing a high level scroll, and keep the possibility of killing a player holding such treasure available to PKers. Reading what has already been suggested, it should be obvious that implementing this "toggle switch" idea would only change two things about the wilderness: PKers would only be able to attack other PKers, and NonPKers would be able to explore a much larger portion of the Rs map.
  5. I don't know why, but I'm a bit surprised that people are complaining about potential issues that have already been addressed. Maybe a recap gathering all the important information into one post would help. Also, might I suggest reading the informative posts, not just the complaints? The original suggestion is to have a toggle where a player must choose to be a PKer or NonPKer as they enter the wild. Some type of symbol (I suggested a guthix balance/neutrality symbol) would float above the heads of the NonPkers to let everyone know that these players cannot kill or be killed by another player. In this situation, a player in the wild would have a skull or no symbol at all to indicate they were a PKer. All NonPKers would have the balance symbol. NO player would be able to toggle from PK to NonPk without leaving the wild completely. Upon exiting the wild, there would be a 10-30 minute delay on the player's ability to toggle from one to the other. (This would be similar to the delay on the Home teleport.) Items that only spawn in the wilderness would not be able to be picked up by NonPkers. Items dropped by PKers when they die would also not be able to be picked up by NonPkers. If you don't risk your life for the loot, you don't have the right to claim it. Trading would not be possible between PKers and NonPkers. This would prevent clans from having some members on each setting and trading the loot to players who would then be able to "protect" the loot with their NonPker status. Areas of the wild that have an equivalent in the "safe" world, such as the rc abyss and rune rocks, would be off limits to anyone toggled as a NonPker. If players don't want to risk being killed during these activities, they don't have to go in the wild. Thus the abyss and rune mining area would remain exactly the same as it is now. This suggestion is not intended to do away with Pking or make it harder for PKers to fight each other or have clan wars. It is also not meant to give NonPkers an advantage in any way over Pkers. It is simply a suggestion that would allow NonPkers to explore and enjoy some of the things in the wilderness. As far as the effect this idea would have on PKing, I stand by my original comments: I believe D_V is expressing the same sentiments in his statement: P.S. I take credit for the original idea, but I give credit to D_V_Devnull and dreghan for their constructive ideas. Oh yeah, I finished Contact tonight so I'm only 8 quests away from my Cape!!
  6. Prankster_King wrote: Thank you for the support, but I am a "she" not a "he". :) Also by Prankster_King: And a similar quote from starstellar: I'm sure everyone is, or should be, aware of the rune rocks under the Hero's Guild. This is one of the areas I was referring to when I stated the following: Just as there are many different ages and nationalites playing this game, there are also many different ways to play and still consider it enjoyable. I enjoy working on almost all of the skills available in the game and I only have 9 quests to complete before I can get my Quest Cape. I don't have much to do with the mini-games and never PK because I play the game differently than those who spend hours on end PKing or in Castle Wars. That doesn't mean either type of player is better at Rs or plays in the "right" way. The game was designed to provide a wide range of things to do in order to attract as many people as possible. I'm not suggesting that the entire wilderness be made into a giant free-for-all where everything is as easy as it is in the "safe" part of Rs. My suggestion is only to make such a large portion of the Rs world more accessible to those who choose not to create a PKing character. I agree completely that it wouldn't be fair to allow the NonPker to access the rune rocks in the wild. There are rune rocks in the safe world and if thats not enough for you, then take your chances in the wild. I think most of the PKers who have issues with such a suggestion are the ones who would rather pick on people weaker and less prepared to fight. As I stated before, if you know you are fighting someone who came to the wild to fight, you also know you have a better chance at some really good loot. And if you are a PKer who is afraid to fight against other characters that were created for PKing, then maybe you shouldn't be a PKer yourself. Nick_6464 wrote: Let me clear up a few issues here. First, I don't agree with his statement that PKing is the most important thing in this game and I know a lot of other people who feel the same way I do. Second, I am one of the 20% or so of people playing Rs who is over the age of 18 so the "kid" thing doesn't apply to me. (And before anyone flips out over my quoted %, I suggest they check out the poll archives on as many fan sites as possible, along with the Jagex archives. Most sites have done polls asking the ages of players visiting their sites and it's easy to check out.) And finally, if the ever so literate Nick had read and understood my post, he would have noticed that the only items I have ever lost in the wild were a princess dress, a shovel and 2 cooked tuna. Since the frog princess dress isn't tradable, it is also not able to be picked up after a person dies. Which, by the way, is precisely the only reason I keep those millions of frog tickets and wear the princess dresses into the wild. Killing me will get you a small amout of exp and pretty much nothing else.
  7. I made this suggestion because I have been playing Rs for about 1 1/2 years now and I have never PKed anyone and I have no desire to start. This is an aspect of Rs that holds no interest for me at all. I also have many friends who have never PKed and also have no intentions of doing so. We would like the chance to explore a very large portion of the Rs map that we currently find little more than an aggravation. I agree with dreghan who said: I agree with the first point about the abyss as this is a special area that makes RCing more convenient but only if you are willing to take a risk to get there. If you don't want to be in danger, you can use the altars in the non-wild part of Rs. I think similarly, any special areas like this that have an equivalent in the "safe" world should be off limits to the NonPKers. Also, any item spawns that are not available in the safe areas should not be available to the NonPkers because again, the risk in recovery is the reason these items are lying around on the ground As for the second point, I feel it is an even more important observation. It would be completely unfair if a NonPKer could loot bodies without risking themselves in the original fight. It would also be unfair if the NonPKers could trade with PKers as clans could set some members to each position and trade off the items looted without the risk of loosing them to another PKer or Pking clan. As for limpbizkits statement: In my opinion, this change would increase the excitement of the PKing experience because PKers would essentially be "picking on someone their own size" rather than jumping unsuspecting newbies and those of us who provide them with no real competition. I would not, and have not, asked for the wildy to be done away with, only to be made more user friendly to those of us who do not PK. I expected opposition from certain players, namely the PKers, and it seems that is what I'm getting. These players don't want any changes made that might limit the number of victims they have to choose from. But seriously now, how rewarding can it be to jump an unarmed level 42 player in a frog princess dress, kill her just because you can, and recieve her dropped loot which consists of a shovel and 2 tuna? Wouldn't it be more exciting to know that attacking a PKer would provide you with a challenging fight that's guaranteed to end in a treasure trove of loot for at least one of you?
  8. ***EDITED after 20 replies to my posts. Five of these replies were either neutral or offered suggestions to improve upon my idea. :thumbsup: Of the remaining 15 replies, EIGHT people obviously didn't read the thread and posted complaints about things that had already been addressed. :wall: I've decided to update this first post in the hopes that people will actually read and understand what I'm suggesting before they reply. I would like some serious feedback on this idea, not just flaming or complaining without actually reading the posts. I respectfully accept that some people just don't want any changes to the wilderness. :| ORIGINAL POST D_V_Devnull added this suggestion: I think D_V's idea is a great addition to my suggestion and wondered what anyone else thinks about this entire idea. As I stated elsewhere in this thread: UPDATED INFO 1. The original suggestion is to have a toggle where a player must choose to be a PKer or NonPKer as they enter the wild. Some type of symbol (I suggested a guthix balance/neutrality symbol) would float above the heads of the NonPkers to let everyone know that these players cannot kill or be killed by another player. In this situation, a player in the wild would have a skull or no symbol at all to indicate they were a PKer. All NonPKers would have the balance/neutral symbol. 2. NO player would be able to toggle from PK to NonPk without leaving the wild completely. Upon exiting the wild, there would be a 10-30 minute delay on the player's ability to toggle from one setting to the other. Skulled players would have to wait 30 minutes, not skulled and "neutral" players would only have to wait 10. (This would be similar to the delay on the Home teleport.) 3. Items that only spawn in the wilderness would not be able to be picked up by NonPkers. Items dropped by PKers when they die would also not be able to be picked up by NonPkers. If you don't risk your life for the loot, you don't have the right to claim it. 4. Trading would not be possible between PKers and NonPkers. This would prevent clans from having some members on each setting and trading the loot to players who would then be able to "protect" the loot with their NonPker status. 5. Areas of the wild that have an equivalent in the "safe" world, such as the rc abyss and rune rocks, would be off limits to anyone toggled as a NonPker. If players don't want to risk being killed during these activities, they don't have to go in the wild. Thus the abyss and rune mining area would remain exactly the same as it is now. 6. Level three clue scrolls would be effected during the search phase only. Since the clue can't be retrieved when dropped, killing a player holding a clue has no benefit for the pker anyway. If the end of the scroll, where the treasure is rewarded, is in the wilderness then the player would have to be toggled as a PKer to recover the treasure. The possibility of killing a player holding such treasure would still be available to PKers. 7. This suggestion is not intended to do away with Pking or make it harder for PKers to fight each other or have clan wars. It is also not meant to give NonPkers an advantage in any way over Pkers. It is simply a suggestion that would allow NonPkers to explore and enjoy some of the things in the wilderness. 8. The ability to use this toggle could be a reward for completing a quest that is set mainly in the wilderness. Combat skills (not combat level) necessary for the quest would be in the lvl 65-70 range. Any non-combat skills necessary would be in the lvl 55-65 range. If a player is able to survive and complete such a quest, they would earn the right to explore the wilderness in relative safety. Relative meaning safe from PKers. Of course, all monsters would still be able to attack and kill someone toggled as a NonPker. To quote myself: :idea: P.S. I take credit for the original idea, but I give credit to D_V_Devnull, dreghan, and decedenthope for their constructive ideas.
  9. Jimmy McNabb-- To quote myself: Did you miss this part of my suggestion? :wink: My friends and I did think of the possibility of people toggling this on and off, thus the addition of requiring a person to exit the wilderness before being able to change their status from PKer to non-PKer. From what I've observed, most successful Pkers don't stick around in the same place very long after they've made a good kill. They're off to bank their loot or to hunt another vicitm. I've tried to find my friends (green dots) when I knew they were doing Clean Up on Karamja and wondered around for a while looking for them. I can't imagine being able to find a particular PKer (just another white dot) in the wilderness after you've had to go all the way back to Edgeville or Ardougne or somewhere to change your status. hrod_ruck-- Sorry, but their are better things outside of the wilderness-like all colored dragons but green, slayer monsters with great drops, etc.-so that part of your arguement doesn't hold up. As for this statement I can only guess, but......... they'd be killing each other?
  10. I got the feeling the writer of this article was/is a pker and is unhappy with any changes that affected his/her ability to kill other players. The fact that the combat triangle removed one combat types advantage over another, making the game more enjoyable for the other two combat types, doesn't seem to be taken into account. This adjustment to the game wasn't aimed at suppressing player creativity but was an attemp to allow more people to "enjoy" pking with different combat types. There are quite a few posts asking Jagex to "listen to the players." I believe what they are really saying is "listen to the players who play like me." I've been playing rs for about 1 1/2 years now and i've never pked anyone. This aspect of the game holds no interest for me at all. It also annoys me to no end that I can't go into the wild to do a clue scroll, kill green dragons, etc. without having someone kill me just because they like to pk. No one who has ever killed my character got anything great because I only go into the wild with the barest necessities and easily replaced armor/clothes. I have dozens of friends on my friends list who have never pked and don't intend to start. I wouldn't consider asking Jagex to do away with Pking just because I, and the players I talk to most often, don't like it. We accept it as part of the game, wish there was a way for us to enjoy the entire rs world ( :idea: see p.s. for a suggestion), and then go on about our business without whining or complaining to Jagex. So much of what is being referred to as 'emergent gameplay' is, in reality, nothing more than an honest to goodness fault in the game code. As a perfectionist myself, I wouldn't be concerned with whether or not this fault was fun, harmful, or what ever-I'd just want to fix my mistake. I think a lot of the so-called "innocent fun" bugs are fixed because they are what they are-bugs! The Knowledge Base on the rs site mentions over and over, and makes it very plain, that the goal of Jagex is to make sure no one has an "unfair advantage" over anyone else. From what I've seen here and on rs forums, the people who complain the most are those that feel their advantage has been taken away. It's a fact of life that some people just aren't as smart as others and, since Andrew and company can't raise anyones IQ, they have to take this fact into account and try to accomodate as many players as possible. :idea: P.S. What about a toggle for PK or non-PK upon entering the wild that can only be changed after exiting the wild? A "guthix balance symbol of neutrality" could float over the non-PKers heads to let everyone know they can't kill or be killed. PKers can kill each other to their hearts content and the rest of us can go about our non-PKing business without worrying about getting killed. No one would have an advantage over anyone else and, those people who like to PK can still find plenty of victims in the "PKing community."
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