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Help fix PvP drops! (New ideas welcome)


ankie1992

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I was talking to my mates at school and we were trying to figure out ways to keep pvp profitable and not completely based on chance. Amungst other things, we came up with an idea that we think would keep the pkers fairly happy whilst still preventing rwt.

 

 

 

The idea is to give players 45-55% of the loot that the dead player was carrying whilst still giving random drops alongside it.

 

Obviously you cannot split items so the drop you get would be a few random pking items that add up to about half the value of what your opponent lost. So if your opponent lost a D-Chain you might recieve an amulet of fury or a Berserker Ring + Guthix Platebody.

 

Along side this there will still be the chance to get random drops such as food, arrows, potions etc. Just they should lower the drop rate of the higher end items to stop people abusing the system

 

 

 

Thats about all I can think of for now, but I would love to hear all of your ideas! Post ways you think you could improve on this idea and I will include good suggestions into my post(obvcourse with credit to whoever suggested it).

 

 

 

So lets get the ball rolling with a few ideas to improve this PvP drop catastrophe.

 

 

 

Cheers,

 

-Laurie.

 

 

 

 

 

Alternate ideas:

 

 

 

Myweponsg00d

 

Have the players drop Honor coins. You can spend these at a PvP vendor to buy items unique to the PvP scene. The ammount of coins dropped depends on factors similar to the ones currently in place. It also could be interesting if players could "sign up" to represent a specific team on a PvP world, allowing for some more interesting and fun rewards that could be obtained only by getting "blue/green/red/yellow honor coins" Make the rewards unsellable but USEFUL for PvP purposes in mind.

Check my blog, I'm retired now anyway.

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61,128th to 99 Strength.

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Get rid of the death drops. All of the items you can receive from the PvP system (except for the PvP armor) are all items that come from other features in the game. There is no reason to be able to get a drop such as a fury amulet, when your opponent may have not even lost one. Putting these into PvP drop tables devalues the use of the original system. Getting infinity robes from PvP drops is also completely inexcusable. That set is hard to obtain from the MTA, and now all of a sudden you can get it in an instant if you are lucky enough...

 

 

 

Have the players drop Honor coins. You can spend these at a PvP vendor to buy items unique to the PvP scene. The ammount of coins dropped depends on factors similar to the ones currently in place. It also could be interesting if players could "sign up" to represent a specific team on a PvP world, allowing for some more interesting and fun rewards that could be obtained only by getting "blue/green/red/yellow honor coins" Make the rewards unsellable but USEFUL for PvP purposes in mind.

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For those of you who are saying witty 1 liners about rwt, say something constructive or dont bother posting.

 

 

 

I doubt rwter's would bother losing 1/2 their effort or have to double their price if something like this was implamented. They already use tzhaar, bounty hunter and other methods which dont involve losing 1/2 the money; so as long as these options are still around rwt won't have to resort to doing 2x the work or making people pay 2x as much for their gold. I also doubt most of the cheaters who do buy gold would be willing to pay 2x as much for it.

 

 

 

Good idea Myweponsg00d, I'll put it on the main post as an alternative.

Check my blog, I'm retired now anyway.

Ankie_1992.png

 

61,128th to 99 Strength.

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I agree withyou in many ways. I loved the old system and although i am away of the issues involved regarding RWT i think Laurie's idea a great way to modify things. It really annoys me seeing stories on the forums of how people have lost such expensive weapons and armour but to no reward. Back in the old days if you lost your full rune or what ever it was dam but atleast you knew that someone out there was benefiting and maybe it'll happen to you. Now you can still lose everything, you just get no reward if you win. I stopped playing about 1.5 years ago and came back 2 months ago to this. straight away i read up a little bit and jumped on a PvP world and within minutes p[ked a skulled player with full rune, rune scimmy, str ammy. absolutely stoked i was utterly infuriated to find 150 arrows before me... That player was then left with nothing... but so was i. A firend of mine was teamed in a D-Claw attack and lost his ss. The idea of this doesnt bother me, he risked it, he lost it. But the fact that the attackers didnt get it either sucks. Teams spend hours and hours in god wars trying to earn these drops boosting the G.E economy and just like that its all gone. All those hours of play and prayer pots, food, maybe even deaths all wasted. You have my full support on this matter and i stand behind you all the way.

Matt the cup

 

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Barrows: Dharoks Greataxe, verac's Flail, Bolt Racks, Dragon Med

KBD: 1 X Draconic Vissage (50-50) (18/5/09), 2 X KBD heads(26/5/09 and 11/06/09) 4 X Dragon Med, dragonstone,

Treasure Trails: Rune items: 99+, Sara Shield: 1, Guthix Pl8: 1, Saradomin Stole: 1, Sara page, zammy page 2, Random items eg Mahogony Planks/runes: Countless:P

PvP items: 1X Dark Bow, 3X Dragon items, 1X corrupt dragon dagger, Mny rune/random items

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Make the PvP armour and weapons not degrade and only usable in PvP worlds.

 

 

 

I like the "Only usable in PvP worlds" idea, but I think they need to degrade more like barrows so they need to be repaired. Plus maybe a bit more expensive than barrows to repair.

 

 

 

NO.

 

 

 

I doubt you guys have used, seen or been on the receiving end of any of the PvP world weapons. They are massively powerful, and you're not going to survive their special attacks (if the player uses them at the right moment, which he does). Seriously, you don't want these to be repaired or become non-degradeable items unless you want to ruin PvP.

 

 

 

I don't see the logic behind restricting them only to PvP worlds, because any smart player will only use them at that world. Of course, the rich people could show it off at Dust Devils or Duel Arena..but thats the biggest waste of money.

 

 

 

However, on the case of the armour, it's of no use at the moment, so elongating their time would do no big harm.

 

 

 

---

 

 

 

To be honest, getting big drops isn't so easy as you make it sound. I spent more than 5-6 hours in a PvP world (hotspot and non-hotspot areas) and in the end I got just 2 Brawling gloves. On other instances, I didn't get anything worth mentioning..unless Forinthry Bracelet and Rune Dagger are rare items. PvP drops is based on a lot of luck, and for big drops like the weapons or armour, you need to spend some time in PvP worlds accumulating DP.

 

 

 

As such if you get Berserker Ring after spending 5 hours in PvP, its hardly 300k/hour that you really made. And it will never be guaranteed that you will receive a good drop even if you spend lots of time. And there are a lot more methods which surpass that.

 

 

 

The only problem with PvP worlds at the moment is 1-itemers and PJ'ers..which I hope will get resolved soon.

 

 

 

Thanks..

 

Lord Shalaj

[99 Woodcutting] [99 Strength][99 Hitpoints]

 

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"What will come, will come..

..We will have to face it when it does!"

 

Farming With Profit and VineSweeper Guide

A better method to slay Dagannoths!

 

PvP drops:

[hide=]1 x Vesta's Chainbody, 3 x Brawling gloves (Melee [1], Range [1], Magic [1])[/hide]

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Have the drop have a ge value equal to a percentage of the items the player lost.

 

For example

 

Player a; has 1m in items, but keeps 500k when they die.

 

Player b; gets a percentage of the difference (500k) either in items (ideally items which Player a had) or coins.

 

 

 

The percentage based on the hotspot timer and the amount they risked, which can't equal greater then 50% (change this if needs be).

 

The hotspot timer being upto 25% of the value (0% being no time, 25% being the max time possible).

 

The amount risked 25% would be 0% for the 75k+ must have to 25% where the value is equal or greater then Player a.

 

 

 

This way if you get a RTW they have to risk a lot to get the maximum of 50% of the difference.

 

 

 

My little idea.

[hide=Drops]

  • Dragon Axe x11
    Berserker Ring x9
    Warrior Ring x8
    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

joe_da_studd.png[/hide]

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You already get some of their items that they drop, but theres a limit to how much that item can be.

 

 

 

I don't think people have realized everything they can do to get good drops from pvp. Though I will say, lower levels deserve more loot cause at the moment the loot lower levels get from pvp is terrible, should be better. Tom Jones 66 is an exception though (if you dunno who he is, check PKs on RSC, hes got like a 150m gallery from pvp >.>)

 

 

 

I do think you should get more of what they get though. But dropping 50% of what they dropped would just make RWT prices 2x. So idk.

Started free trade with 1.5m cash. 2 weeks later, have hit max cash 2x.

 

PvP drops: 359 Brawling Gloves, 11 Vesta's Longswords, 41+ Zaros/Ancient Statues

9 Dragon Full Helms, 3 Dragonfire Shields on the old PvP loot system

 

Brawler guide is being finished!

 

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I think you need to move this to suggestions

 

And onto topic

 

I think killing should earn points which are used to buy the PvP armour

 

similar stats to Dragon?

 

Also if you kill somebody with the armour you get the armour as a drop but perhaps only as its broken form

 

and you need to save points to repair it ( not as many as to buy it originally ) :)

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null and void

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Make using pvp armour give better loot.

 

From quite a few tests, it actually seems as if it does already O.o

Started free trade with 1.5m cash. 2 weeks later, have hit max cash 2x.

 

PvP drops: 359 Brawling Gloves, 11 Vesta's Longswords, 41+ Zaros/Ancient Statues

9 Dragon Full Helms, 3 Dragonfire Shields on the old PvP loot system

 

Brawler guide is being finished!

 

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Moved.

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[spoiler=Stats:]Updated December 22, 2011:

 

Total level - 1442 - 170M+ XP , Combat level - 115

Combat skills: Attack - 90, Defence - 99 (24.45m+ XP), Strength - 90, Constitution - 99 (16.42M+ XP) Ranged - 99 (13.32M+ XP), Prayer - 60, Magic - 99 (13.25M+ XP)

Non-Combat skills: Cooking - 99 (13.80M+ XP), Woodcutting - 99 (31.95M+ XP), Fishing - 90, Firemaking - 99 (24.82M+), Crafting - 90, Smithing - 90, Mining - 85, Runecrafting - 60, Dungeoneering - 85

 

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[hide=Myweponsg00d]

Get rid of the death drops. All of the items you can receive from the PvP system (except for the PvP armor) are all items that come from other features in the game. There is no reason to be able to get a drop such as a fury amulet, when your opponent may have not even lost one. Putting these into PvP drop tables devalues the use of the original system. Getting infinity robes from PvP drops is also completely inexcusable. That set is hard to obtain from the MTA, and now all of a sudden you can get it in an instant if you are lucky enough...

 

 

 

Have the players drop Honor coins. You can spend these at a PvP vendor to buy items unique to the PvP scene. The ammount of coins dropped depends on factors similar to the ones currently in place. It also could be interesting if players could "sign up" to represent a specific team on a PvP world, allowing for some more interesting and fun rewards that could be obtained only by getting "blue/green/red/yellow honor coins" Make the rewards unsellable but USEFUL for PvP purposes in mind.

[/hide]

 

 

 

Wont work. All you do there is change RWT from selling gold at 10$ per 1M to RWT selling yellow 10 tokens for 10$.. All you change is the currency. If anything that would cause more RWT to occur.

 

 

 

The only Idea I can see is make it so you receive 20-70% of your opponents loot depending on your PvP score. How the score is generated should also be altered with a few activities that RWT might do to lower PvP scores, such as killing the same person many times, or receiving little/no damage during a fight, or killing a person with over 2m in items which are lost. Also, the drops would contain 5 bonus items, 4 being food and one bonus item drop. The bonus items would depend on your PvP score as well.

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  • 2 weeks later...
Have the drop have a ge value equal to a percentage of the items the player lost.

 

For example

 

Player a; has 1m in items, but keeps 500k when they die.

 

Player b; gets a percentage of the difference (500k) either in items (ideally items which Player a had) or coins.

 

 

 

The percentage based on the hotspot timer and the amount they risked, which can't equal greater then 50% (change this if needs be).

 

The hotspot timer being upto 25% of the value (0% being no time, 25% being the max time possible).

 

The amount risked 25% would be 0% for the 75k+ must have to 25% where the value is equal or greater then Player a.

 

 

 

This way if you get a RTW they have to risk a lot to get the maximum of 50% of the difference.

 

 

 

My little idea.

 

 

 

couldnt someone just fill their invo with noted junk, get killed then trade those items? both people profit the rwter makes money irl from willows>willow u etc and the buyer gets a stack if gold?/?

1100 total achieved 03/02/09 880thousandth to reach it :P

1200 total achieved 29/09/11 1.23millionth to reach it :P

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couldnt someone just fill their invo with noted junk, get killed then trade those items? both people profit the rwter makes money irl from willows>willow u etc and the buyer gets a stack if gold?/?

 

Jagex's stance on junk trading is pretty much; they spend the time playing to accumulate this junk so its ok.

 

The time invested in creating junk is more then if you hand gone out and made the cash using other methods.

[hide=Drops]

  • Dragon Axe x11
    Berserker Ring x9
    Warrior Ring x8
    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

joe_da_studd.png[/hide]

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[hide=Myweponsg00d]
Get rid of the death drops. All of the items you can receive from the PvP system (except for the PvP armor) are all items that come from other features in the game. There is no reason to be able to get a drop such as a fury amulet, when your opponent may have not even lost one. Putting these into PvP drop tables devalues the use of the original system. Getting infinity robes from PvP drops is also completely inexcusable. That set is hard to obtain from the MTA, and now all of a sudden you can get it in an instant if you are lucky enough...

 

 

 

Have the players drop Honor coins. You can spend these at a PvP vendor to buy items unique to the PvP scene. The ammount of coins dropped depends on factors similar to the ones currently in place. It also could be interesting if players could "sign up" to represent a specific team on a PvP world, allowing for some more interesting and fun rewards that could be obtained only by getting "blue/green/red/yellow honor coins" Make the rewards unsellable but USEFUL for PvP purposes in mind.

[/hide]

 

 

 

Wont work. All you do there is change RWT from selling gold at 10$ per 1M to RWT selling yellow 10 tokens for 10$.. All you change is the currency. If anything that would cause more RWT to occur.

 

 

 

The only Idea I can see is make it so you receive 20-70% of your opponents loot depending on your PvP score. How the score is generated should also be altered with a few activities that RWT might do to lower PvP scores, such as killing the same person many times, or receiving little/no damage during a fight, or killing a person with over 2m in items which are lost. Also, the drops would contain 5 bonus items, 4 being food and one bonus item drop. The bonus items would depend on your PvP score as well.

 

 

 

to simply solve your problem: make honor coins untradeable :thumbsup:

99-7.gif

Most Difficult Quiz

 

Rare drops; tzhaar-ket-om: 6 tzhaar-xil-ak: 4 tzhaar-xil-ek: 4 tzhaar-mej-tal: 1 Obsidian cape: 18 Dragon Plateskirt: 4 Dragon Platelegs: 7 Sq Shield left half: 1 Dragon Boots: 1 Dragon Medium Helmet: 11 Draconic Visage: 1 Zamorak Spear: 3 Steam Battlestaff: 1 Godsword Shards: 3 Bandos Chestplate: 1 Bandos Tassets: 1 Abyssal Whip: 1

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