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Gravestones (Getting Bugs and Suggestions back in Business)

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Note: I realise that this forum has undergone a serious rollback, and most threads on this forum are now simply replies for deleted ideas. However, for as long as this continues to be the case, forum.tip.it isn't going to rise back to its former glory unless someone starts making new threads. So here's my contribution.

 

 

 

Id like to make a suggestion to improve a subtle but important issue in Runescape: The gravestones.

 

I think that its a great idea to have them in place of the death-pile, and the idea of blessing and repairing them keeps it fairly in keeping with the usual actions of boss monster hunters: i.e. picking up the pile and giving it back to the original owner.

 

However, something has gone amiss: Death is almost always no longer a serious set-back and there are usually minimal consequences.

 

 

 

Before the trading update, there was a moral dilemma presented to the person who first finds another players death-pile. On one side was greed: Take the stuff, run away and either sell or use the items for your own benefit. On the other side was charity: Take the stuff, wait for a wandering player asking if someone had picked up a death-pile nearby and give the items back to him/her.

 

 

 

However, now, the greed factor is gone because it is impossible to run away with someone elses items. Im not saying this is something which must be reversed; its paramount to prevent RWTers exploiting the system. Instead, charity is allowed free reign and it is now common courtesy to repair or bless gravestones if its further than a few minutes run from Lumbridge. The problem is that the game is suddenly much more likely to be completely forgiving, and although that may sound appealing to the inexperienced player, game developers should know that games without consequences quickly become so easy it starts to border on boring.

 

 

 

What I propose is a twist to the existing system: the concept of gravestones remain the same, but the first player other than the gravestones owner (assuming they find it before the owner does) can choose to Loot a gravestone instead of bless/repair it. The 3 most valuable (GE price) items are displayed, and the looter can take those items (The original owner of the grave can still get the rest of his/her items back if they make it in time, but will not be able to recover his/her 3 most valuable items). The looter will not receive the items directly, but they will be sent to the bank. The items will only start to be processed once you have specified which item(s) will be turned into cash and which you will receive in item form at any bank.

 

 

 

Setting 1: Cash.

 

Any looted item you have placed on this setting will be put on the GE at mid range price, but you will receive the lower price. This is in a sense identical to coinshare but for a single person. However, you will receive the money gradually.

 

Every 15 minutes, your remainder trade profit balance will be placed in your bank account. So for example, if your trade limit is 3K and you dont trade (outside the GE) at all, 3K will be put straight into your bank account every 15 minutes. If you have over 200 quest points, you will be given 30K every 15 minutes. The sliding scale applies as normal.

 

If you perform trades which give you a profit, the amount given for that 15 minutes is reduced by that profit, but is increased if you make losses. Basically you get the maximum profit through non-GE trades possible, no matter what you do. You dont have to be logged in either to get the cash inflow either.

 

This goes on until you have received the low price value for all of your loot.

 

This method does not restrict trading or any other activity whatsoever; you can make profits for doing nothing, thats the gist of getting lucky and finding a gravestone with good items in it.

 

 

 

Setting 2: The item.

 

 

 

This method is different and potentially more profitable (getting the full item instead of getting a deducted 5%), but you wont get any cash inflow, just the item itself at the end. The item will be given a counter equal to its mid price. Every 15 minutes your remainder trade profit balance will be deducted from this value, in an identical fashion to Setting 1. Once the counter hits 0, the item is yours.

 

 

 

This system does not contradict the idea of balanced trades, the same effect could be brought about by RWTers constantly trading to the upper trade limit.

 

 

 

FAQ:

 

1. How many times can I loot?

 

A. You can only loot a grave if you dont currently have any other loot in the bank. However, once its been converted, you can loot again.

 

 

 

2. Can I choose certain items to keep and certain items to convert into cash?

 

A. Yes, but you must adjust these settings at any bank.

 

 

 

3. Will the items be processed one at a time or at the same time?

 

A. They will be processed one at a time. Items in setting 2 will be randomly selected first to be processed. Then items in Setting 1 will be randomly selected and processed.

 

 

 

4. Cant I make it faster by making a loss while trading all of the time?

 

A. You could, but you will be wasting your money because although the losses will be canceled out, you would just be pointlessly eating into the profit the loot is giving you.

 

 

 

5. How can I prevent someone from looting my/someone else's gravestone?

 

A. You can't stop someone from looting your own gravestone unless you get there first and take the items in time. However, you can protect someone else's gravestone by blessing it. By its previous equivalent, it's like picking up someone else's death-pile in order to stop someone else from getting it and running away with it.

 

 

 

The reason why I would like this to happen is that I want RS to become more risky again, having valuable items on you should pose a risk. Also, I want to return the chances of being lucky and finding a death-pile and profiting from it. However, this profit cant be recreated to be instantaneous, as that would defy the law of balanced trades, but gradual profit is better than no profit at all!

 

 

 

I am open to suggestions and modifications, as well as constructive criticism.

~ W ~

 

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this looks interesting, i like it

 

 

 

gravestones should also not dissapear when you log out, thats ridiculous imo

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"It's not a rest for me, it's a rest for the weights." - Dom Mazzetti

this looks interesting, i like it

 

 

 

gravestones should also not dissapear when you log out, thats ridiculous imo

 

 

 

defo, lag deaths ftl

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  • Author
this looks interesting, i like it

 

 

 

gravestones should also not dissapear when you log out, thats ridiculous imo

 

 

 

Yeah that would make the system more realistic (as in in keeping with what it used to be).

~ W ~

 

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  • Author

*Pokes screen*

 

 

 

I did not come here just to get two replies... Please do something... Someone post... :(

 

 

 

You can tell I'm so bored right now. Been bored ever since the forum.tip.it sabotage happened. [fit of rage]Someone post![/fit of rage]

~ W ~

 

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Then rwt would buy like 3 partyhats and 4 bronze daggers (so the grave appears) then get killed via poison in a very remote location. Then the buyer loots the p hats and runs on his merry way.

 

 

 

Although I have to agree that the graves should remain there if you log out. What if you disconnect?

I like the overall idea, but I think that in order for this to be implemented, the looted items cannot be rares or items worth over a certain amount, or else it allows RWTers to come back in business (in a sense). Perhaps set a limit of 100k (GE worth) looted max per grave, and also, not to allow anymore graves to be looted by that player during the time that the money is being given to them.

 

 

 

Also, to all the people that say that gravestones should remain after you log-out, the items within the gravestone remain for the remainder of the time that the grave was blessed for, so the item may still be there and can remain up to an hour if the grave was blessed.

 

~Dan

overall-1.png: 1437 combat.png: 173
Lowest Combat to 1,000 Total in F2P (23 Combat)
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Check me out on YouTube!

  • Author
Then rwt would buy like 3 partyhats and 4 bronze daggers (so the grave appears) then get killed via poison in a very remote location. Then the buyer loots the p hats and runs on his merry way.

 

 

 

Although I have to agree that the graves should remain there if you log out. What if you disconnect?

 

That's fine, but the time taken to process 3 (let's say blue) partyhats would take at a rate of 30K per 15 minutes, or 120K an hour.

 

 

 

380,000,000 x 3 = 1,140,000,000 coins. That's 9500 hours. I don't think I need to calculate any more to tell you that there's better ways to transfer than this.

~ W ~

 

sigzi.png

Then rwt would buy like 3 partyhats and 4 bronze daggers (so the grave appears) then get killed via poison in a very remote location. Then the buyer loots the p hats and runs on his merry way.

 

 

 

Although I have to agree that the graves should remain there if you log out. What if you disconnect?

 

That's fine, but the time taken to process 3 (let's say blue) partyhats would take at a rate of 30K per 15 minutes, or 120K an hour.

 

 

 

380,000,000 x 3 = 1,140,000,000 coins. That's 9500 hours. I don't think I need to calculate any more to tell you that there's better ways to transfer than this.

 

 

 

True, but 120k an hour is a lot. It's like daily income. Plus you don't have to be logged in, so the time is shorter. True it's a looooong time to wait, but the cash keeps flowing in. Think about it. It's like those lotteries "Win $10000 a week FOR LIFE".

  • Author
Then rwt would buy like 3 partyhats and 4 bronze daggers (so the grave appears) then get killed via poison in a very remote location. Then the buyer loots the p hats and runs on his merry way.

 

 

 

Although I have to agree that the graves should remain there if you log out. What if you disconnect?

 

That's fine, but the time taken to process 3 (let's say blue) partyhats would take at a rate of 30K per 15 minutes, or 120K an hour.

 

 

 

380,000,000 x 3 = 1,140,000,000 coins. That's 9500 hours. I don't think I need to calculate any more to tell you that there's better ways to transfer than this.

 

 

 

True, but 120k an hour is a lot. It's like daily income. Plus you don't have to be logged in, so the time is shorter. True it's a looooong time to wait, but the cash keeps flowing in. Think about it. It's like those lotteries "Win $10000 a week FOR LIFE".

 

I do see your point, people would pay to get that daily income, but I figured that that's what would make the option worthwhile, maybe too worthwhile.

 

How about restricting the maximum loot value for Setting 1? Say, a million? Because I think Setting 2 is safe enough for any amount, nobody would want to wait for a year and a month until they can finally get three partyhats, BH would be so much easier than this.

 

Either that, or the entire thing could be restricted to time being logged on.

~ W ~

 

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How about a maximum you can get from looting? Say, 50 times your trade limit?

Boom! Dead Shot

So you're saying you don't keep your 3 most valuble items on death (like you used to) and lose em if someone finds them? :shock:

[hide=Barrows Items]

Dharok's Helm x1

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Then rwt would buy like 3 partyhats and 4 bronze daggers (so the grave appears) then get killed via poison in a very remote location. Then the buyer loots the p hats and runs on his merry way.

 

 

 

Although I have to agree that the graves should remain there if you log out. What if you disconnect?

 

That's fine, but the time taken to process 3 (let's say blue) partyhats would take at a rate of 30K per 15 minutes, or 120K an hour.

 

 

 

380,000,000 x 3 = 1,140,000,000 coins. That's 9500 hours. I don't think I need to calculate any more to tell you that there's better ways to transfer than this.

 

 

 

True, but 120k an hour is a lot. It's like daily income. Plus you don't have to be logged in, so the time is shorter. True it's a looooong time to wait, but the cash keeps flowing in. Think about it. It's like those lotteries "Win $10000 a week FOR LIFE".

 

First of all, let me say that you should only be able to take 1 at a time.

 

Even if someone were to transfer a 3m item at 3k per 15 min(more realistic)

 

It would take ~250 hours.

 

If it were to do that anytime, you could have 3m in 10 days, instead, it should be GAME TIME.

 

 

 

Also, you should have the computer choose a random item from the pile for you (not bones or coins), and the one chosen MUST be put in the ONE slot you have, and he must choose one of the settings. (if there is only bones and coins, it will return the message "Sorry, nothing to loot")

 

Now you may be saying "What if they only have 1 item"?

 

That's why i propose we have a sucuss rate (15-20% maybe) as well, this means that you will not get something everytime. If you don't get something, the ONE slot you have will be locked, for maybe 2 days, and during that time you cannot loot.

 

 

 

I think with those, RWT will be more slim.

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  • Author
So you're saying you don't keep your 3 most valuble items on death (like you used to) and lose em if someone finds them? :shock:

 

Whoops, should have made that clearer. The 3-item rule still applies, you still keep them under normal circumstances. The rules about 'Protect Item' prayer and the Abyss skull also still apply. However, I'm suggesting that the next 3 items should be open to looters.

 

 

 

Magicmagicy, I do like the whole random selection and the success rate, but I don't like the % chance value. How about throwing in the thieving skill? At level 1 it's 20%, at level 100 (thieving cape) it's 80%, sliding scale inbetween. Also, if you fail, the time locked would be the time taken for you to process the items you would have got, you could say that you got caught by a trap and got cursed, which must take time to dissipate, the more valuable the item, the stronger the curse. What do you think?

 

Also, I don't think that we need to restrict it to 1 item, it's just that the slot would be 'cursed' and would still have to processed individually, but you wouldn't get the income, whether as an item or coins. How about forcing it so that cursed slots must be processed first?

 

 

 

I think I might change it so that it's time spent playing.

~ W ~

 

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