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Death System Rework


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#41
V O R K
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Full corpse looting everywhere pls

Im assuming it'll be based on ge prices, which would be the smart thing

 

 

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#42
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Good fight for all those learning teams/parties at Kalphite King, Rise of the Six and Vorago.

Who the hell would take newbs to these bosses if it costs them 1-3M every death? And don't give me that genius idea of Mod Chris L of giving players a title if they help newbs get up to 10 kills, since 10 kills won't get you in any noteworthy KK/ROTS/Rago FC's.


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#43
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But this doesn't really solve that problem, instead it addresses the issue of too much gold floating around. If anything it will likely just put off mid-level players with small cash piles from attempting to do PvM.

They were already going to be losing all of those items on death; adding the option of buying your stuff back doesn't cost them anything more.
Not necessarily; remember if they get back to their grave they could reclaim it all...with this proposal that option would be gone completely and only the option to buy it back for part of the value would be available.
Then leave current gravestones in and have people buy their stuff back only once the timer runs out.

#44
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That would be a fantastic idea, but I could practically hold a raffle on how many weeks it will take them to converge on it.


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#45
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But this doesn't really solve that problem, instead it addresses the issue of too much gold floating around. If anything it will likely just put off mid-level players with small cash piles from attempting to do PvM.

They were already going to be losing all of those items on death; adding the option of buying your stuff back doesn't cost them anything more.
Not necessarily; remember if they get back to their grave they could reclaim it all...with this proposal that option would be gone completely and only the option to buy it back for part of the value would be available.
Then leave current gravestones in and have people buy their stuff back only once the timer runs out.

 

this was pretty much the next suggestion i would have, but they would probably complain for years about it and change the cost to exorbitant


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#46
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I have mixed feelings on this. On one hand, this new system would be useful for players who lose items due to circumstances outside their control. One good example would be disconnecting in the middle of a boss fight due to a power outage.

But on the other hand, retrieving dropped items has always been pretty easy for many players. I sure as hell don't want to pay for that extra protection when I can already easily find my way back to my gravestone, especially if it's very close to a teleport destination!

Also, this system would be detrimental to players who have just blown their entire bank on an expensive item. Case in point, if a player liquidates their inventory to buy a third-age druidic set, and they lose the staff and wreath, they may not be able to make the required 60 million GP (10% of the combined GE cost of the druidic staff and wreath) in three days.

Therefore, I think a mix of the two systems would be best. Players would be able to opt-in to the new system, in which case the items would only go to Death's office after the gravestone expires.
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#47
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No offense but I can't see a player going "YOLO just bought 3rd age going bossing!" I know RuneScape players aren't exactly Rhodes Scholars, but I hope we're not that renowned for lack of intelligence either!


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#48
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I have mixed feelings on this. On one hand, this new system would be useful for players who lose items due to circumstances outside their control. One good example would be disconnecting in the middle of a boss fight due to a power outage.

But on the other hand, retrieving dropped items has always been pretty easy for many players. I sure as hell don't want to pay for that extra protection when I can already easily find my way back to my gravestone, especially if it's very close to a teleport destination!

Also, this system would be detrimental to players who have just blown their entire bank on an expensive item. Case in point, if a player liquidates their inventory to buy a third-age druidic set, and they lose the staff and wreath, they may not be able to make the required 60 million GP (10% of the combined GE cost of the druidic staff and wreath) in three days.

Therefore, I think a mix of the two systems would be best. Players would be able to opt-in to the new system, in which case the items would only go to Death's office after the gravestone expires.

surely that would fall into the 1% bracket meaning 6m


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#49
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Hmm. This is... interesting.

 

Under other circumstances, I would probably be somewhat annoyed with this change. Previously, by taking <=3 degradable items (usually weapons) and sticking to nondegradable other gear (bandos, <3 rockshell) you could get to no risk/loss on death. I always thought that was one of the purposes of having non-degradables, but this change would mean that now everything has a "degrade on death" mechanic. Meh.

 

Then again, I die a lot.

 

Welp done with combat not my problem anymore.


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#50
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The disparity between retrieving your items and losing them is too great. If you get them back, it was likely very easy. If you lose them, there was probably nothing you could have done. Until this is fixed, a death mechanic will only shift the cost from one group to another.

 

This update is only going to remove the obligation from Jagex to review each player who was harmed by service interruptions.


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#51
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No offense but I can't see a player going "YOLO just bought 3rd age going bossing!" I know RuneScape players aren't exactly Rhodes Scholars, but I hope we're not that renowned for lack of intelligence either!

We're talking about Runescape playes...not people on collegeconfidential.com lol.

 

Also, I think this is better than gravestones simply because now I'm actually trying not to die. Before, sometimes I would let myself die out of convenience, like when at waterfiends (yes, I'm a noob, I still die at waterfiends). I could die, respawn (and heal) at Yanille, and go back to Ancient Caverns fully prepared. Saves me a bit of time banking. 

 

I just feel like dying has become...obsolete, without any penalties. Granted, this may not be the perfect solution, but I think it's better than the no-loss-except-for-disconnects situation currently.



#52
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Thinking about this further I think there would only be 1 fair way to implement this proposed system.

 

And that would be basing the cost off a calculation of total bank worth minus the value of items within the death system.

This value could then dictate the charge made.

 

Because this way uber riches with banks worth like 3-10 or more times the value of the gear they are risking can safely be slapped with large death bills, whilst the poor folks who might have like 99.999999....% of their wealth in that one set of gear they slaved for to try out some pvm can't be hit with massive charges they can never hope to pay.


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#53
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I would prefer if this new could system could be toggled between this new mechanic and the regular gravestones. Obviously, if one chooses the gravestone method they forfeit any right to complain about lost items when they DC or the server DCs. That would seem to be a fair system to me.

 

I wonder if Void will be nerfed soon.


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#54
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Because this way uber riches with banks worth like 3-10 or more times the value of the gear they are risking can safely be slapped with large death bills, whilst the poor folks who might have like 99.999999....% of their wealth in that one set of gear they slaved for to try out some pvm can't be hit with massive charges they can never hope to pay.

Honestly, the nonexistent scaling they proposed is kind of a joke in itself. 200m GE in gear has a ~1m penalty? That's hardly even an inconvenience for someone of my means, let alone an endgame player. It's such a good value that I'd actually be worried about having cheated them. Meanwhile, someone wearing a tenth of that pays... 300k. So we have a gold sink that basically does nothing to players with money and costs a fairly disproportionate amount for lower levels... Yeah, that seems entirely reasonable and not at all counterproductive. And these are the examples they picked to show us that they knew what they were doing :v



#55
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I remember the time when dying meant that probably someone else picked up your stuff, except if you were really quick, ofc there was no PvM except for KQ & KBD around then. What they should do is make a short timer (not as long as gravestones), so you won't get penalized by getting killed in an easy access area, and do something like that for PvM as well, then I see nothing wrong with this idea.



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#56
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Because this way uber riches with banks worth like 3-10 or more times the value of the gear they are risking can safely be slapped with large death bills, whilst the poor folks who might have like 99.999999....% of their wealth in that one set of gear they slaved for to try out some pvm can't be hit with massive charges they can never hope to pay.

Honestly, the nonexistent scaling they proposed is kind of a joke in itself. 200m GE in gear has a ~1m penalty? That's hardly even an inconvenience for someone of my means, let alone an endgame player. It's such a good value that I'd actually be worried about having cheated them. Meanwhile, someone wearing a tenth of that pays... 300k. So we have a gold sink that basically does nothing to players with money and costs a fairly disproportionate amount for lower levels... Yeah, that seems entirely reasonable and not at all counterproductive. And these are the examples they picked to show us that they knew what they were doing :v
That's what I was thinking too. Except ironically the largest complainers ARE those who should have a ton of money and who already have expensive armors ("jagex, ur killing pvm! Why have so expensive repairs! Now I don't want to bring my expensive armor because I have to pay <1% of GE value to get it back if I die").

From what I have seen, someone with a gwd set will require a payment of 500-600k which is...rather inconvenient. I'm not sure why Jagex didn't release prices for gwd armor as a good portion of people use that as their primary armor. In other words, 100m-->1m return fee and 15m-->500-600k return fee. I don't know if that is fair, but it seems like people are complaining about return fees for end game (or what I would consider end game) without even considering the return fees for lower level armors like barrows and gwd.

#57
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Also how will it work for ironman, which cannot use the GE. It would be a bit strange to use GE prices for ironman wouldn't it?



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#58
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The costs for Ironman accounts will be multiplied by 10 to further show how hardcore they are.


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#59
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Thinking about this further I think there would only be 1 fair way to implement this proposed system.
 
And that would be basing the cost off a calculation of total bank worth minus the value of items within the death system.
This value could then dictate the charge made.
 
Because this way uber riches with banks worth like 3-10 or more times the value of the gear they are risking can safely be slapped with large death bills, whilst the poor folks who might have like 99.999999....% of their wealth in that one set of gear they slaved for to try out some pvm can't be hit with massive charges they can never hope to pay.


So you want mule accounts to be a thing again?

You make it sound like running through a few level 87 monsters is hard which it really shouldn't be at your level.



#60
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Also how will it work for ironman, which cannot use the GE. It would be a bit strange to use GE prices for ironman wouldn't it?

You need something to pick as a baseline though. Do you really want a JMod going through manually and assigning values to stuff for ironman :P? (Ooh let's make a left dragon shield half worth 300M because it's super super rare!)

 

I'd be interested to hear what people would prefer though.


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