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Spaceboy246

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  1. Haha, sorry, but I ~hate~ how people say something is stolen from wow. Everything that makes wow is stolen from some other game, there is almost absolutely nothing original about wow. It's impossible to steal anything about wow, you could recreate wow, and you aren't stealing from it. Anyways, I support. (If you're still able to right click drop aswell)
  2. When runescape becomes stupid. Which it has, which is why I haven't played for a year. I'm just browsing totally random forums on a list of forums I have out of boredom, which is why I'm even posting on tip.it.
  3. The player pulls out one of those sticks used in conducting an orchestra, and conducts flying notes in cool-looking synchronized directions. -support
  4. Jagex simply wont do it, they made skillcapes for the purpose of 'getting something more' at 99. No support.
  5. Support, I'm surprised they didn't do this.
  6. For some reason it's terrible terrible quality, and slow, but yeah.
  7. Josh, this is exactly what that is. You're taking other people's tickets, which translate into loot. You can't kill and loot in the wildy because of RWT, but with this system, and by only getting 1 or 2 tickets per player you kill, you could get some pretty hefty loot if the rewards were made good enough. Maybe i should brainstorm some loot, 'cause just saying tickets get you something reminds people of just castlewars or something.
  8. Zamorak has lost a major battle. He loved to observe players slaughtering eachother in the wilderness, the wilderness was the land he had touched, and was the land which was his domain. Saradomin had convinced Guthix that the wilderness lacked balance, and managed to abolish PVP combat in the wilderness. Zamorak, wounded, called his revenants to roam the wilderness to destroy any explorer who happened to be unlucky enough to run into one. The bloodthirsty players of Runescape would not stand for a total PVP ban, thus a few of Zamorak's fighters, who fought for loot, Saradomin warriors who fought for peace, and Guthix's soldiers, who fought for sport set up a Bounty hunter ground, and Clan wars, so all work would not be lost. Saradomin had defeated Zamorak with Guthix's help. This is wrong, however, since Guthix failed to see the overwhelming power of Saradomin to the south and southwest. Guthix will soon realize his mistake, and Saradomin will be left to combat Zamorak alone. Zamorak will rise once again, once his wounds heal. Introducing the anti - RWT wilderness. A system is needed where a substance is always in circulation, can be spent and will always have a supply. It also cannot be translated to the main stock of cash in any way. It must be acquired mainly by killing other players, and it must be lost if death were to occur. The substance cannot just be handed out, but it cannot be too difficult to acquire. Here's how it could be done. I suggest a repeatable miniquest, that has the requirement of slaying a monster that's specific to a player's level, (as monster random events are specific to a certain player's level) would be the beginning source of this substance, lets say, magic rods. There is a problem here, however. If magic rods could be acquired as easily as killing a monster over and over, why bother with players at all, which would take much longer, and be much more difficult? My solution would be to only allow these rods to be obtained by this monster if a player has none of it. This way, a player must kill another player to obtain more magic rods. There's now a substance that is supposedly something everyone wants. What would prevent players from collaborating to collect large quantities of this substance unnaturally quickly? I propose that there should be a system of time limits. These time limits cannot impair rule-abiding players, but they must be long enough to stop collaborators. Here's a system that I came up with to stop collaborators, and not affect actual players. The miniquest will only be repeatable once per hour. This may seem like a long time if you die soon after you receive some of these rods, but I will get to that. A player can only lose 5-100 magic rods per 3 hours, depending on quest points. If the player loses this much, or more, that player must wait until the time resets to reenter the wilderness. A player has no cap on how many magic rods he can receive. With these rules, #1, a player cannot 'trade' 3 magic rods to another if he has none to begin with, and, #2, he cannot trade all, or most, of what he had if he had some. #3, It just wouldn't be fun if there were a limit to killing. Now comes the issue of, how are these magic rods pass through one player to another? Wouldn't the wild be boring if every player had the same value? Here's my thought process - (Don't read unless you're interested in how I'm thinking, haha) When I think of pking in the wilderness, I was much more excited to see someone in full rune, or full Saradomin than someone in addy. There can't be a system that makes everyone worth the same, it would take a large excitement aspect out of the wilderness. Jagex actually gets a thumbsup from me with the bronze, silver, green, blue, and red skull idea. These magic rods should be based off of the value of a player in the wilderness. Typically, a player with better value will have better armor on, and most likely will be harder to kill. I'm also wondering if I should make combat level a factor, or not. Ideally, rods should be pseudally 50k each, but level 20s will be worth them, and it's typically not until level 60 when a player begins to bring 50k of armor and weapons. Maybe they should be more like 5k each... but that would create many more colored skulls. The wild never had colored skulls, you wouldnt need them. Too many rods could get complicated... If everyone starts with 1 rod, but brings in good armor, they can only lose 1 rod.. so I'll propose a system and see if it turns out, and edit that system for the better as I get suggestions or as I look at it more. (read now) Since rods would be specific to price, we need to make it more appealing to kill players which are wearing more, and also make it risky to wear more. One magic rod would be ~ somewhat like 5,000 gold. It will never be able to be exchanged into gold by that player. The rewards with these rods will be nontradeable items that can be bought with them. Since Jagex can calculate the value of how much you're wearing, it should be able to calculate the value of how much you would lose. This brings in a somewhat cool aspect, at least it seems to me. This could bring back the possibility of skulling. I'll give some scenarios as examples to clarify it. Someone is wearing full rune, with a rune scimitar, nonskulled. When they die, nonskulled, they would typically have lost a rune helmet, and a rune scimitar. In this version of the wilderness, this translates to 15k+20k, which is 7 magic rods as a drop. If someone is skulled, wearing the same suit, 15k+140k , would be 31 magic rods as a drop. However, someone must always lose a rod in this, so if someone is 3 iteming and dies, they drop 1 magic rod. Now, a player has to have these magic rods in the first place to lose them, as he cannot lose more than what he has. This is a part I need help thinking through... the miniquest cannot just give away 100k's worth of free rods per hour so now we get to a part where it gets a little shady... I will need the most suggestions from anyone willing to help with this. Here's what I can come up with... Since there are no armor drops if someone is killed, and magic rods, along with the rewards that they buy are nontradeable, there's no possibility that anything that is converted into magic rods will become something that RWT will set their eyes on. I propose that the armor you beat the miniquest in becomes the armor that you actually risk inside this new wilderness. This armor will be tagged as armor specifically for that purpose, no other armor, unless you die with it, or ask the quest beginning npc to revert it back to normal. This way, no free rods are obtained, and death is a real loss factor. - another side proposal to this, is, you lose the armor on your back before you lose the rods in your bank. Those rods can be turned into items, which can be brought back into this minigame, and lost again. Thus, a cycle is born. The loss factor is why magic rods are what are dropped. Once something is a magic rod, it can never be traded into anything that is worth a coin. This means RWT wont touch it. One problem with this that some might not like, is you can technically 'give' with this system. Go in with your best armor, have a friend kill you and convert it to rods, and then wait an hour, and have him do the same, to convert armor into rods. I'm not sure if there's a solution to this, but I also think it wouldn't be a problem. Jagex never really had that much of an issue on players giving gifts, Jagex had an issue with RWT disguising transactions as gifts. With this system, magic rods would be worthless in the eyes of someone seeking to make a profit off the game. That is the main issue, and that is what is fixed. Magic rods are created by a player's armor, and gained or lost through the acts of 'pking'. This leaves everything else to question, why would I want a magic rod in the first place? what would become of revenants, and bounty, fist of guthix, and clan wars? First off, I propose that a 'magic barrier' hover over the 'wilderness ditch' to not allow any random person who has not completed the miniquest into the wild. Second, I propose that a wilderness ditch with a magic barrier be constructed around all 3 minigames, leaving this new wilderness to be a ring around these minigames. This accomplishes Jagex's wish of a smaller wilderness. Third, I actually like revenants. I just think they shouldn't be able to steal a player from a pvp battle. Fourth, I propose that Oziach be the source of the miniquest, and the store for the magic rods. He did send some of you after a dragon, and can smith rune plates, after all. Now's where the magic rods come into place. These magic rods cannot create ordinary items, after all, they are magic rods. I propose that they create items similar to the fist of guthix minigame, but for all levels. Higher class full rune, addy, mith, and black. Higher class green d-hide, and updated f2p mage robes as everyone has always wanted. None of this can be that much more powerful, but it has to be strong enough that people will go out of their way to get it. None of this armor will be useable in Bh, or any other future minigame where the actual loot is dropped from a player. I would even go as far as to proposing that these magic rods bind with armor itself to make it stronger, and can be unbinded for whatever purpose. As far as members goes, these items could not beat barrows or a whip, but these items would be bindable to typical like that to make them stronger in some way. There is also a possibility of creating expensive 'stylish' armor to show off that really isn't that useful for anything other than bragging rights. Edit: You would use your own food and potions--- there would be a list of specific combat-related items that you could take into the wild without bringing it through the miniquest. You would not be able to bring armor that hasn't gone through the miniquest, but you could bring foods, potions, runes, and arrows.
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