July 7, 200916 yr to be honest, the only reason jagex had a problem is that too much cash was being brought into the game and only 26k/76k at a time was going out. However if they add divisional affectors (i will explain) based on how much the person who dies was risking. Basically the most amount you can gain is however much is being risked, but as before, there are different affectors of the value of the drop. So say the person who dies is RISKING 750k, if the person who did the killing managed to get all the affectors 100%, then his maximum value drop is 750k +15%. 750k risk (by person who dies), possible affectors: -Place where the fight happened (hotspot or not, how many people are in the world, how many people are in the immediate vicinity that can attack both of you) -Impresiveness of the kill (a large amount of damage in a fast amount of time against someone WEARING high strength armour/amulets etc, with a high defense, gets the best reward. Also based on the other persons level, worn equipment, food left, near deaths etc). -Total damage divided by time in seconds (this is a unique factor, in that this only comes into play if the previous affector is insufficient. The more damage in the shortest time, the higher the reward from this affector, for instance if you do 480 damage in 240 seconds, then you have a ratio of 2, obviously this isn't an accurate figure, but for example it will suffice) -The appropriate levels of each combatant (so atk/str/magic wont affect the results of a range battle, just as range and mage wont affect a melee fight. The better rewards are for those of lower stats who manage to beat someone with higher stats) -How much the person who got the kill was risking (the actual maximum reward is based on the lowest of the two combatants) This would perfectly alleviate the 26k trick, as a maximum of only 26k +15% could be gained in a drop. Also real world traders would need to fill all affectors in order to be able to sell that much gold to someone, however, they are unlikely to do it in a crowded hotspot where they can both be attacked by many people, they are also unlikely to have an impressive kill without luck. The total damage divided by time in seconds may be high, but the levels are most likely too close to each other to make the reward very much in that affector. However another part of my suggestion is to make coins not affect the risk value. This would mean that: for instance, if the gold seller was selling 50m gp, then it would start off as 50m gp + 15% risk, so 57.5m gp is the risk, but gp doesn't affect risk, so the gold seller takes 50m in, with the gold buyer receiving nothing, as coins do not affect risk value. 50m in items also goes to 57.5m risk, but based on the affectors; in a non hotspot with few people, 15m is already lost from that value, taking it to 42.5m risk. The impressiveness of the kill would very unlikely be great, so another 10m is lost, taking this down to 32.5m risk. Total damage and amount of seconds taken, would most likely be close to full, so only 5m is lost from this factor, taking it to 27.5m risk. If the levels are almost identical then another 8m would be lost from this, taking it to 19.5m. So the max reward is now 19.5m, providing that the peson doing the killing is actually risking this, if for instance they are only risking 5m, then the max reward is 5m. The affectors would make REAL fights far fairer, as at current the highest value drop is 5m, but with this system, you could gain much larger drops if you had a great REAL fight. Oh and the amount of EP you have also affects the loot, so if you only have 20% EP, and the max reward was 5m, the max reward is now 1m. So 26kers and rwters are dealt with, leaving real pkers to get REAL loot. Problem solved? This would mean the person buying the cash had to have the amount of cash they wanted to buy available to risk, otherwise they cannot buy it, and could only buy their max amount of cash at any one time, but this also means they are risking that, and therefore could die with it, making a legitimate player receive more loot. Benefits: - Makes 26king pointless - Having your risk value as a factor means that only those willing to risk the same amount can also gain it, so those that are risking things such as bandos armour, get better rewards than those risking rune armour - Makes RWT impossible, except with extreme luck on the rwters part - More risk = More potentially lost from the economy, making items values stabilise or increase rather than DECREASE Problems: - Those pkers who do actually manage to kill far better equipped opponents cannot gain as much of the loot as they probably should I have also looked at brunokillers pvp loot system thread, and the recycling idea sounds very good, and could work with this system too. However that's just an observation. I would greatly appreciate any comments and suggestions. Especially on how it could be possible to make sure that real pkers get good loot, whilst rwters cant. sorry i'm kind of still hungover from sunday night when i was paraletic and i can't think straight atm :( Also an easy way to make rwting and 26king harder, even without this, would be to make it so that all hotspots are not near banks, or make a 20 second buffer for being attacked after entering a safe zone, otherwise it's unfair. (Bruno will love this one :twisted: ) Supporters: -Funnisam 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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