Everything posted by Fellfrosch6
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New Hitpoints Bar in the making? (with picture evidence)
Hey guys. I was reading through the latest "Postbag from the Hedge" and at the bottom of the article was a picture of TzTok-Jad fighting a whole bunch of roosters. This is what really caught my eye. One of the roosters, which looked like it was going through its "Death" animation, had a red HP bar on top of it. Weirdly enough, the bar didn't look as thick or as "retro" as it usually does in the game. Is this possibly a hint from Jagex that they are revamping the HP bar? Here is some picture evidence to prove it:
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Has anybody noticed
Think about why they lock the thread. If players are saying to Jagex, "Here Look! Here is a website selling RS Gold! Quick Ban it!", they are doing exactly that by removing evidence of that site and taking care of it in the backstage. It's not that they don't care about it. They do, thats why they are quickly removing the link to the website. I mean, why would a forum mod look at it and delete the post without taking it into further consideration, especially when it deals with RWT? The only reason it looks that they don't care is because they aren't sending a thank you letter to every person who tips them off.
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PvP Worlds Injustice!
agreed just killed a guy with full drag w/ pl8 nad full helm anD I GOT [bleep] BONES!!!!! Oh thats harsh mate! Did you build up enough Drop Potential? I wonder if it would be wise to show how fast or how much your drop potential is...
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PvP Worlds Injustice!
Well, the system could reset if the player healed atleast 75% of their health. And yea, the timer should be set to about 30 seconds I think. And if a person has visited a bank for more than 15 seconds, the timer should reset. I don't think this would encourage RWT in any way so I don't see a problem with it. If I fight a weakened person and I don't get any loot, I'm perfectly fine with that. But if I fight someone who is fully healed and still loose the loot, thats where I get irritated! And I very highly doubt that he was bluffing. Even if he was, that isn't really the point. The fact that I didn't get the loot is the issue. Even if the loot was a lobster, I'd be fine with it because I'd know that i had gotten the loot and I'd know how to improve. (More time in hot zone...etc.)
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PvP Worlds Injustice!
Hey all. A really crappy thing happened to me recently on the PvP Worlds (World 167 to be exact). I was walking towards Draynor bank when a Level 87 with Full Rune and Rune Scimitar attacked me (he was Skulled). He was fully healed and according to him, had a full inventory of food and half of his prayer left on him. I was wielding my Rune B-Axe and Rune Full with Berserker Shield (I was skulled as well). I got lucky on hits and with pray and pots, I was able to kill him relatively quickly. To my unfortunate surprise however, the computer said I had lost the loot to some other Level 91 (Ownnt_Pwn9872...something random Pk'er's name) because he had apparently done more damage than I had! He right away showed me what loot he had gotten. It was a Rune Scimitar, Rune Warhammer, 40 Chaos Runes, a Strength Potion and 6 Lobsters. I had spent over 2 hours straight without killing anyone to build up my Drop Potential and I had spent a good chunk of that time in the Varrock Hot zone and Wildy. So I should have rightfully gotten the loot. I just think its unfair that after all of my effort, I got nothing out of it. Especially considering that I had followed all of the "rules" of the PvP world in order to get a decent loot. -------------------------------------------- SUGGESTION I feel that it might be a little bit more fair if the game reset the kill as long as the player ate and healed himself completely. As in, if a player who was recently fighting gets out of combat and fully heals themselves, they shouldn't still be linked to their previous fighter. -------------------------------------------- I don't think its fair that the person who makes the kill gets nothing out of it, especially when the opponent was fully healed at the beginning of the fight! And to ad even more salt to the wounds by giving that loot to a previous fighter who had no part in your fight? Thats just plain unfair, especially in a Single-Way Combat Zone! Well, thats my minor rant/suggestion. Anything like this happen to you guys?
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What do F2Pers actually deserve?
I'm F2P. I've always been F2P. And I still feel that we free players get enough. I still see no point in having those holiday quests open to F2P during the span of the holiday. I think for a demo, there is more than enough in the F2P world. If anything, I think the only thing that could be useful is the "Snare" spell. Other than that, nothing.
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Rant Forum
Ranting about ranting about something illogical is just as illogical!
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Stop telling free players to buy membership!
I do agree with the fact that F2P have received a LOT this year. maybe even too much as there was pretty much atleast one F2P update every month. What irritates me is when people simply claim that F2P's overall contribution is useless when it is an extremely key contributor to the survivability of the game.
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Stop telling free players to buy membership!
I'm sorry but this is simply wrong. Most people who play RS are people who, for the most part of their total playing time, are F2P players. It is the free to play players who Jagex really need in order to successfully market their game and get a large base of PERMANENT players, players who will log on consistently every week. (not MEMBERS, but permanent players) It is this base that fuels the constant development of RS. Without the free aspect of the game, there would be very very few players. Why? Well, simply because RuneScape is nowhere near as attractive as the other MMORPGs out on the market. You as a group of people to choose between Runescape and games like WoW or LOTRO or WAR and 90% of them will choose the latter group of games. Those games market through nifty graphics and flashiness. Jagex markets RS through the F2P game. It is far far more than just a "glorified demo". It is the sole reason why the game still exists today.
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Cash Rewards For Pvp Worlds
I read through Great_One's post as well and I can't believe I missed that simple exception! :lol: I was thinking though. If this system existed but the cash rewards were RANDOM, that would make it workable wouldn't it? That way, there is still the chance of earning a cash reward but it is unpredictable therefore, making it tough to RWT.
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Cash Rewards For Pvp Worlds
Hi All. I've tried out the new PvP worlds these past couple of days. It is a decent update but it does have some issues with the way the game rewards the players. I don't seem to understand why a fighter wearing millions in armour and weapons should only earn 5k to 10k in items after killing another fighter wearing a similar inventory. I fought on a F2P world with a fellow player of similar level. (Me lvl 83, Him lvl 80). I killed him and spent almost all of my food and pots in the process, not to mention, risking over 200k in equipment and inventory. My reward? A measly Steel dagger! -.- I feel that players willing to risk their items and money should be rewarded in kind. SUGGESTION After every kill, the rewards should include a cash reward. (See NOTE below for restrictions) This will be 10% of the total monetary value of both fighters (armor and inventory). This 10% will be totaled as 5% from each player. Example 1 (Rich fighters) -Pk'er 1 is worth 1 million. -Pk'er 2 is worth 2 million. The winner of this fight will earn 5% of 1 million and 5% of 2 million. Therefore, 50k + 100k = 150k gp Example 2 (Poor Fighters) -Pk'er 1 is worth 70k (ranger) -Pk'er 2 is worth 220k (melee) In this case, if the ranger pulls off a miraculous win against his richer opponent, they will still earn 5% of their 70k and 5% of their opponent's 220k = 14500 gp NOTE -This is only applicable if BOTH FIGHTERS are wearing/carrying a minimum of 50k gp on F2P worlds and a minimum of 150k gp on P2P worlds. This will result in a minimum cash reward of 5k gp on F2P worlds and 15k gp on P2P worlds (In addition to the item rewards that already exist). -The dropping of cash rewards occurs like the trade limit. A player can only earn ONE Cash reward every 20 minutes. -If a cash reward is dropped and the winner does not pick it up, then the cash will disappear after 20 minutes after the cash is dropped. It will NOT be visible to others and therefore, cannot be picked up by other players. This System: -Effectively rewards fighters for their skill and "impressiveness" in their fight. (Prime example: Poor ranger killing Rich melee fighter. See Example 2) -Adds an extra, instantaneous reward for risking items/money and time spent in earning the items/money. -Urges One-Item fighters to don on their best equipment and fight, rather than running away. -Gives Skillers and Merchants a Richer Market to sell their items to. (If Pk'ers earn more money through their fights, they'll have more to spend on items offered by skillers and merchants) -Money rewards aren't so outrageous to the point that it can spark Real World Trading. The Cash drop limit also acts to hinder RWT. What do you guys think? Good Idea? Bad Idea? Post your thoughts! :D
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PvP Worlds Evidence [Large pictures inside...]
Oh really?? Damn! I got quite excited about that! Not sure why they'd have the cross-swords there to indicate that you can be attacked by monsters. Seems kinda silly to include it if you ask me because it should be obvious that if there are any agressive monsters there, you'll be attacked. Meh, been playing WoW recently. In that game PvP is indicated by the shields so I assumed the cross-swords might be for PvP worlds...my bad.
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PvP Worlds Evidence [Large pictures inside...]
Hey guys. I was in Falador and on my way back from the Air Altar, I noticed this: When I was standing adjacent to the Bank Wall, the "Crossed-Swords" Symbol wasn't present. But, the moment I stepped even a single tile away from the wall, the symbol appeared again! Is this a sign of JaGeX testing out PvP fighting in Cities and such for the upcoming PvP update? Looks like they might be experimenting with the idea that banks will act as safe-spots. This could be good and bad. Good that you won't be attacked while banking but bad that there will be another "Wildy Ditch" situation with people running in and out of the safe zone. What do you guys think??? :D
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Clan Wars Upgrades for Dangerous Battles
Hmm...to be honest, thats the 1st time I've read that! :lol: But the majority of this is directed towards Free-For-All battles, which would still be fair. The rewards system and point system in Dangerous FFA acts as an incentive to risk your stuff because right now, they is really next to no incentive to go into the Dangerous arena because the winner doesn't earn any reward and ends up wasting food and pots to simple survive a pointless fight. So my idea isn't as obsolete as you might think! :
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Clan Wars Upgrades for Dangerous Battles
No comments??
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Clan Wars Upgrades for Dangerous Battles
Hey all. Recently, JaGeX released the update for Clan Wars which added multiple new features, including Dangerous Clan Wars and new Free-For-All Safe & Dangerous arenas. This suggestion is directed towards the Dangerous Free-For-All Arena battles and Dangerous Clan Wars. Currently, when you kill someone, they drop all of their items and it is protected by a gravestone. As a result, the winner of the fight earns no reward for their effort (and have wastefully spent their food and pots). As an added incentive, the Dangerous Free-For-All arena and Dangerous Clan Wars should have these new features implemented. A Points system for Kills -When a player kills another player, the winner will earn a certain number of POINTS. They can ONLY be earned in Dangerous Arenas (FFA & Clan Wars) -These points are NOT an item like F.O.G tokens. They act as an "invisible currency" that is un-tradable and is therefore, unique to a player. (The reason for this is if a player makes a kill but their inventory is full, then they would have to eat/drink one of their food/potion in order to gain the tokens, which is kind of unfair) -The number of points earned is a result of: -The level of the player who is killed in comparison to the winner. (higher the level in comparison, the more points earned) -Whether the kill was made in a Single CB zone or a Multi CB zone. (Multi CB zone results in more points due to the extra risk) (Only applicable to FFA) -The Sum Total of the Combat levels in your clan in comparison to your opposing clan. (If the combat level SUM TOTAL of your clan is Lower than the combat level SUM TOTAL of the clan you are fighting, then You shall receive more points for YOUR kills. And visa verse.) (Only applicable to Clan Wars) These points will then be used to... Purchase Rewards -Armour, Weapons, Projectiles, Runes, Healing bandages, Potions and Skill enhancing equipment can be bought from a Clan Wars shop. (similar to F.O.G) -Like in F.O.G, some equipment will degrade over time and will have to be repaired by spending points. But since the points can only be earned in a Dangerous zone, the rate at which the equipment shall degrade will be decreased in comparison to F.O.G items. -Armour, weapons and skill enhancing tools that are degradable shall be non-tradable unless they are fully degraded. Projectiles, Runes, healing bandages, potions and non-degrading equipment shall always be NON-TRADABLE. (To prevent RTW) Changes to Death Currently, when you die, you lose your items and they are protected by your gravestone. Since the gravestone could facilitate running back quickly and retrieving all of your items, perhaps this could be in effect in order to make things a bit more dangerous: -Only Three Quarters of the food remaining in your inventory is protected by the gravestone. -Only Half of the number of Potion Doses in your inventory is protected by the gravestone. (Eg: If 1 Full vial of Strength Potion (4 Doses) is dropped at death, only Half of the vial (2 Doses) shall be retrievable upon gravestone pickup.) -3 of the Cheapest pieces of armor/weapons that are worn/wielded at the time of death are irretrievably lost. (Projectiles excluded) If the player is wearing no armor or weapons but has armor/weapons in their inventory, then the 3 cheapest among those shall be lost forever. -Everything else shall be protected by the gravestone, with the potential of permanent loss. (As Usual) This should make things more dangerous. This might be too severe but something along these lines can still be applied to still create some loss for the players who run quickly to their graves to retrieve their items. Any thoughts, Ladies and Gentlemen?