brando13a Posted July 18, 2009 Share Posted July 18, 2009 i personally think they should ditch EP, and make it so that you can gain a maximum of 0-100k in actual gold pieces (RWT's cant be made through gold) stop people from bringing TT items into PVP, there's really no reason for them to be there, they give NO advantage, and its totally unnecesary for ANYONE to bring them. In addition to this, prevent people from carrying items they cant actually use into dangerous areas ( a level 3 with bandos? what reason do they have?) this isnt perfect, and theres obviously more to it to make it an unmanipulateable system, but i think these are two solid things that could, and should be done. Reverents can be a pain, but you can run away from them. Just curious, do they still have teleblocking ability?Fear the church, the reverents have 85 magic!!!! Link to comment Share on other sites More sharing options...
Zaaps1 Posted July 18, 2009 Share Posted July 18, 2009 i personally think they should ditch EP, and make it so that you can gain a maximum of 0-100k in actual gold pieces (RWT's cant be made through gold) stop people from bringing TT items into PVP, there's really no reason for them to be there, they give NO advantage, and its totally unnecesary for ANYONE to bring them. In addition to this, prevent people from carrying items they cant actually use into dangerous areas ( a level 3 with bandos? what reason do they have?) this isnt perfect, and theres obviously more to it to make it an unmanipulateable system, but i think these are two solid things that could, and should be done. There is reason to bring TT items into PvP. See my post above your's, and consider that robins and ranger boots are TT items. But what you are saying is to add rules similar to those of the original BH (no non-combat items, etc.). Maybe in BH worlds that would work, but remember part of the purpose of PvP worlds is to make dangerous, yet uncrowded, locations for skillers. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
brando13a Posted July 19, 2009 Share Posted July 19, 2009 Well, to be fair, i said treasure trail items that give no advantage- robin hat/range boots give a clear advantage, there isnt anything better (armadyl helm is debateable). What I was actually saying was items that have a regular variant already- ie- all trimmed rune/dhide (again a small exception for the coifs... but thats easily solved by introducing dragonhide coifs into crafting) What i said was "No treasure trail items that give no advantage" there is no reason to bring a saradomin plate, rather than a rune plate. None. you can argue semantics about strategy and luring all you want, but in the end, you're bringing it in because you want someone else to get the added wealth on that item. As for skilling- I never said no non-combat items, at all. Not sure why you mentioned it. Noted items should be able to be brought into the worlds, however they cannot be dropped to someone killing you. this would stop people from dropping mass amounts of noted items, but wouldnt be unbalanced, because there would be no more EP to be gained. the person with the noted items just looses their items, simple as that. *small note, none of this was actively directed towards anyone* Reverents can be a pain, but you can run away from them. Just curious, do they still have teleblocking ability?Fear the church, the reverents have 85 magic!!!! Link to comment Share on other sites More sharing options...
Zaaps1 Posted July 19, 2009 Share Posted July 19, 2009 Well, to be fair, i said treasure trail items that give no advantage- robin hat/range boots give a clear advantage, there isnt anything better (armadyl helm is debateable). It's not debateable since it IS better statistically, but perhaps not better for its cost What I was actually saying was items that have a regular variant already- ie- all trimmed rune/dhide (again a small exception for the coifs... but thats easily solved by introducing dragonhide coifs into crafting) No, it's not easily solve. They are BLESSED coifs, you can't craft that. What i said was "No treasure trail items that give no advantage" there is no reason to bring a saradomin plate, rather than a rune plate. None. you can argue semantics about strategy and luring all you want, but in the end, you're bringing it in because you want someone else to get the added wealth on that item. No. You don't want to give them extra wealth. You want to give them an incentive to attack you. True, RWT'ers did use it, but it's also true that more real pkers used it. Plus if the idea is to NOT get skulled, I don't think you'd be giving anyone too much extra wealth. As for skilling- I never said no non-combat items, at all. Not sure why you mentioned it. You didn't? It seemed like that's what you implied. Noted items should be able to be brought into the worlds, however they cannot be dropped to someone killing you. this would stop people from dropping mass amounts of noted items, but wouldnt be unbalanced, because there would be no more EP to be gained. the person with the noted items just looses their items, simple as that. I believe this is already there case *small note, none of this was actively directed towards anyone* ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
3hitm4g3u Posted July 19, 2009 Share Posted July 19, 2009 They shouldn't have even revealed all the details around getting good PvP drops. None of this 26king thing would have happened. Link to comment Share on other sites More sharing options...
brando13a Posted July 19, 2009 Share Posted July 19, 2009 blue- original underline- zaaps1 bold- reply (armadyl helm is debateable). It's not debateable since it IS better statistically, but perhaps not better for its cost This is what I meant, last I checked the prices were similar for the bonus/cost ratio, placing robin hat in a niche, rather than an overpriced show off piece of equipment like saradomin/god plates. the point is, it serves a purpose in combat when compared to other ranged helms. but thats easily solved by introducing dragonhide coifs into crafting) No, it's not easily solve. They are BLESSED coifs, you can't craft that. I never said craft blessed coifs, I said add dragonhide coif crafting to the game, along with regular dragonhide coifs. All blessed dragonhide has the exact same stats as regular black d-hide, having regular dhide coifs only available from FOG seems rather pointless to me, they should be player craftable, range is lacking in the helm department, especially considering the next best craftable helm is a regular coif. you can argue semantics about strategy and luring all you want, but in the end, you're bringing it in because you want someone else to get the added wealth on that item. No. You don't want to give them extra wealth. You want to give them an incentive to attack you. True, RWT'ers did use it, but it's also true that more real pkers used it. Plus if the idea is to NOT get skulled, I don't think you'd be giving anyone too much extra wealth. Again, semantics, it may part of a 'strategy' however its too easily abused. Does using regular rune make you any worse at pking? no. god armour gives no bonus aside from its added value, which is a source of RWT, and its simply best not to have anything abusable, even if a small amount of players are willing to risk it to be attacked first. It was abused, and if introduced the way it was again, WILL be abused, again. As for skilling- I never said no non-combat items, at all. Not sure why you mentioned it. You didn't? It seemed like that's what you implied. nope. Noted items should be able to be brought into the worlds, however they cannot be dropped to someone killing you. this would stop people from dropping mass amounts of noted items, but wouldnt be unbalanced, because there would be no more EP to be gained. the person with the noted items just looses their items, simple as that. I believe this is already there case well then that's one step done. *small note, none of this was actively directed towards anyone* Reverents can be a pain, but you can run away from them. Just curious, do they still have teleblocking ability?Fear the church, the reverents have 85 magic!!!! Link to comment Share on other sites More sharing options...
Zaaps1 Posted July 19, 2009 Share Posted July 19, 2009 This is what I meant, last I checked the prices were similar for the bonus/cost ratio, placing robin hat in a niche, rather than an overpriced show off piece of equipment like saradomin/god plates. the point is, it serves a purpose in combat when compared to other ranged helms. Ok then. I never said craft blessed coifs, I said add dragonhide coif crafting to the game, along with regular dragonhide coifs. All blessed dragonhide has the exact same stats as regular black d-hide, having regular dhide coifs only available from FOG seems rather pointless to me, they should be player craftable, range is lacking in the helm department, especially considering the next best craftable helm is a regular coif. Then what will you do about all the FoG coifs? Again, semantics, it may part of a 'strategy' however its too easily abused. Does using regular rune make you any worse at pking? no. god armour gives no bonus aside from its added value, which is a source of RWT, and its simply best not to have anything abusable, even if a small amount of players are willing to risk it to be attacked first. It was abused, and if introduced the way it was again, WILL be abused, again. Everything can be abused. What's your point. I'm sure whatever system you, or anyone else, can possibly come up with will have holes, however small, that allow some form of abuse. It's inescapable. Plus it wasn't that big of a deal. And nothing's stopping RWT'ers from repeatably dying in rune. Or buying bandos or godswords and dying. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
opeious Posted July 20, 2009 Share Posted July 20, 2009 -Make it so you cannot receive more than what your opponent is carrying... :roll: this was all that was needed in this thread tbh \ I agree. Why isn't this the case? Imo, the best system would be: Something similar to EP, but not at all based on the time you spend in a hotspot. Your EP would go up on a basis of fighting and damage dealt to other players, as well as deaths and kill from other players (any damage/kills/deaths from NPCs do not count). Then, when you do kill someone, you can receive only as much as they were carrying, or less. The amount you receive is proportional to the EP. So the higher EP = the more likely you are to get more money. However, this reward can never go above the opponent's risked wealth. Problems solved: -You can't simply gain EP by skilling or standing around. You have to actually participate in combat. Sure you and a friend could keep attacking each other, but you can't kill each other, because then you'd get less rewards since your EP would go down. So that means you have to keep attacking each other and healing, but even then after 5 minutes anyone can PJ you. Also, since you gain EP by dying or by dealing damage, bolting and low level weapons (like bronze daggers) would not work since you do not get EP by being in combat. You have to deal damage. More damage = faster EP. So in summary: -You can only get EP by dealing damage or by dying -You can only get drops equal to, or less than, what your opponent risked. The higher EP increases your chances of getting greater rewards I think it'll work pretty well. But honestly, I don't know why they didn't add that in the first place (referring to the quote). Y wouldn't two ppl just keep killing each other to gain EP?.....u die u gain EP...u damage u gain EP...... Barrows Drops:....................................................Dragon Drops:...............Other Drops: Dharok: 2 Helms, 1 Top, 2 Legs, 4 Axes.......................2 Claws Split..................1 Bandos Tassets Karil: 1 Coif, 1 Top, 2 Skirt, 2 Crossbows......................3 Plate legs...................4 Berserker RingsAhrim: 3 Hood, 2 Top, 3 Skirt, 1 Staff..........................2 Plate Skirts.................2 Warrior RingsVerac: 1 Helm, 3 Tops, 2 Skirts, 1 Flail..........................1 Med........................1 Archer RingGuthan: 2 Helm, 5 Tops, 1 Skirt, 0 Spear.....................1 Shield Half.................1 Seers RingTorag: 2 Helms, 2 Tops, 5 Legs, 1 Hammer....................4 Hatchets..................1 Missed Divine Sigil (was at bank -,- fml) Link to comment Share on other sites More sharing options...
Zaaps1 Posted July 20, 2009 Share Posted July 20, 2009 -Make it so you cannot receive more than what your opponent is carrying... :roll: this was all that was needed in this thread tbh \ I agree. Why isn't this the case? Imo, the best system would be: Something similar to EP, but not at all based on the time you spend in a hotspot. Your EP would go up on a basis of fighting and damage dealt to other players, as well as deaths and kill from other players (any damage/kills/deaths from NPCs do not count). Then, when you do kill someone, you can receive only as much as they were carrying, or less. The amount you receive is proportional to the EP. So the higher EP = the more likely you are to get more money. However, this reward can never go above the opponent's risked wealth. Problems solved: -You can't simply gain EP by skilling or standing around. You have to actually participate in combat. Sure you and a friend could keep attacking each other, but you can't kill each other, because then you'd get less rewards since your EP would go down. So that means you have to keep attacking each other and healing, but even then after 5 minutes anyone can PJ you. Also, since you gain EP by dying or by dealing damage, bolting and low level weapons (like bronze daggers) would not work since you do not get EP by being in combat. You have to deal damage. More damage = faster EP. So in summary: -You can only get EP by dealing damage or by dying -You can only get drops equal to, or less than, what your opponent risked. The higher EP increases your chances of getting greater rewards I think it'll work pretty well. But honestly, I don't know why they didn't add that in the first place (referring to the quote). Y wouldn't two ppl just keep killing each other to gain EP?.....u die u gain EP...u damage u gain EP...... Because when you kill someone, you lose the EP you gain. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
Silver_Corner Posted July 20, 2009 Share Posted July 20, 2009 [hide=EP Quote Tower]-Make it so you cannot receive more than what your opponent is carrying... :roll: this was all that was needed in this thread tbh \ I agree. Why isn't this the case? Imo, the best system would be: Something similar to EP, but not at all based on the time you spend in a hotspot. Your EP would go up on a basis of fighting and damage dealt to other players, as well as deaths and kill from other players (any damage/kills/deaths from NPCs do not count). Then, when you do kill someone, you can receive only as much as they were carrying, or less. The amount you receive is proportional to the EP. So the higher EP = the more likely you are to get more money. However, this reward can never go above the opponent's risked wealth. Problems solved: -You can't simply gain EP by skilling or standing around. You have to actually participate in combat. Sure you and a friend could keep attacking each other, but you can't kill each other, because then you'd get less rewards since your EP would go down. So that means you have to keep attacking each other and healing, but even then after 5 minutes anyone can PJ you. Also, since you gain EP by dying or by dealing damage, bolting and low level weapons (like bronze daggers) would not work since you do not get EP by being in combat. You have to deal damage. More damage = faster EP. So in summary: -You can only get EP by dealing damage or by dying -You can only get drops equal to, or less than, what your opponent risked. The higher EP increases your chances of getting greater rewards I think it'll work pretty well. But honestly, I don't know why they didn't add that in the first place (referring to the quote). Y wouldn't two ppl just keep killing each other to gain EP?.....u die u gain EP...u damage u gain EP...... Because when you kill someone, you lose the EP you gain.[/hide] The EP system is just to complicated. It makes PvP into a complex minigame, when it shouldn't be. You shouldn't have to wait an hour to go pking or risk get 5k in junk each kill. In all honesty I think most people would be happy with a system where you get a random 30%-70% of your opponents drops with a rare chance for a bonus drop (Random Bralwer/Random PvP item). Always random drop %, no EP or calcuations for this or that to make drops better. RWT would not be able to risk that drop %. And players would benefit the majority of the time. Its simple and to the point. Jagex need something like that. Simple and to the point. Link to comment Share on other sites More sharing options...
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