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PSA: Death Rework LIVE next week!


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#41
Arceus
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Arceus

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No, it wouldn't be targeted at your average skiller, more at the people with money to burn going for 120/200M Herblore or whatever who will throw cash at it. I suppose it would also be helpful to people who could save up say 50M at once and go on an Herblore training spree. Because if you think about it, there are very few actual money sinks in the game. Prayer, Construction, and Herblore are not even true money sinks for the most part. For example when you train Prayer, while you do buy bones, do the coins you spend disappear? Nope. They go to whoever sold you those bones. That might be another player who spent some time slaying dragons for money (props to them) or it might be from a bot dumping materials after doing the same thing. And as I've pointed out years before and is further made evident by the spammers I get in the GE and in my PM, someone is buying that gold back through RWT. So, it doesn't really suck any money out of the economy, it just "rebalances" (or changes hands might be a better way of putting it) it in the same way that money through bonds sans tax do.

 

Also RuneScape has had a sort of logistically correlated benefit to cost ratio for a while. Look at Prayer again. You have a whole huge table of bones you can use at an altar, from ridiculously slow (accursed ashes) all the way through Frost Dragon Bones or Searing ashes. Or take Smithing. You have Artisan's Workshop which has a huge range of options in terms of XP rates and hence efficiency, and much to my surprise, I have found some people that will chug vast amounts of resources straight in.

 

Besides the notion of skillers training Herblore seems somewhat absurd. The major potions (super-antifire, prayer renewal, overloads, etc etc) are either combat related, untradeable, or both. Granted the juju potions might do something, but obviously a skiller isn't go to say '85 Herblore QBD here I come!' If you're referring to skillers making profit, well true I suppose, it would be nice for them to be able to use a high skill to mix Herblore potions and sell them off at a profit, but until those potions are slightly less marginalized I don't see that happening or a slight XP buff changing much of that. I can see where you are coming from though, and yes unfortunately skillers do get shafted much of the time - that's a story for another day.

 

But if you are really suspect of me coming after people's skilling outfits, I guess that leaves one other option, which would be to boost them further (groan). Let them be "imbued" or something by throwing millions of GP directly from your coin pouch into your skilling outfit, which is then gone from the game, and gives a finite amount of time for a limited time boost to the outfit efficacy. Maybe 2M to temporarily boost a full skilling set to 7.5% instead of 5%, 20M for 10%, 200M for 12%. Some people will be that impatient or race to get them done in record time. I just think an idea to "fix" the economy/top-heaviness may involve using people's patience against them, so to speak.


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#42
Sorator
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Minor nitpick: Construction actually is a money sink, because of the cash it costs to turn logs into planks (paid to an NPC, not a player), as well as the various absurdly-expensive supplies that can only be bought from an NPC.


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#43
baileydafrog
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Minor nitpick: Construction actually is a money sink, because of the cash it costs to turn logs into planks (paid to an NPC, not a player), as well as the various absurdly-expensive supplies that can only be bought from an NPC.

but there isnt a gap above mahogany that I know of that is more cash thrown away but at a reasonable jump. If there was a bit higher gp/h for decent increase in xp/h it'd be more of a sink. Most is just planks then using the others to polish off after 99. Also (I haven't done this myself so not sure how much it changes), with you getting free protean planks to whatever extent, that's adding a free mahogany plank while youre creating others. How much this offsets the sink I don't know.


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#44
Thorgmir
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^ That still bears the issue of it doesnt really hit where needed.

 

A uber richie dying in void will just throw a tiny portion of their wealth at it and be done.

A poor player will suddenly find a sizeable % of their bank being charged to get it back.

 

The whole issue of a flat out sink system is it disproportionately hits the poor people who aren't causing the economic problems whilst being next to nothing to the uber richies who are.

 

One (partial) solution to that would be to implement a gradation-based system, where the penalties of death increase as you move more into the uber-richie crowd. Here are two ways that could be implemented:

 

1. Location based: Normal locations keep the current system, top tier bosses like Vorago, KK, and Araxor move to the new system, and other bosses (GWD, etc.) fall somewhere in between. This will put the risk back into bossing (where it always should have been), while not drastically changing things for players elsewhere, simply by having dynamic gravestone times.

2. Cost scaling: More or less the new system, but you get discounts on cheaper items. For example, items costing under 100k might cost only 10% of their value, while items over 5M might cost 50%, and items over 100M may cost 90%. The more expensive your equipment, the higher your percent cost.


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#45
baileydafrog
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^ That still bears the issue of it doesnt really hit where needed.

 

A uber richie dying in void will just throw a tiny portion of their wealth at it and be done.

A poor player will suddenly find a sizeable % of their bank being charged to get it back.

 

The whole issue of a flat out sink system is it disproportionately hits the poor people who aren't causing the economic problems whilst being next to nothing to the uber richies who are.

 

One (partial) solution to that would be to implement a gradation-based system, where the penalties of death increase as you move more into the uber-richie crowd. Here are two ways that could be implemented:

 

1. Location based: Normal locations keep the current system, top tier bosses like Vorago, KK, and Araxor move to the new system, and other bosses (GWD, etc.) fall somewhere in between. This will put the risk back into bossing (where it always should have been), while not drastically changing things for players elsewhere, simply by having dynamic gravestone times.

2. Cost scaling: More or less the new system, but you get discounts on cheaper items. For example, items costing under 100k might cost only 10% of their value, while items over 5M might cost 50%, and items over 100M may cost 90%. The more expensive your equipment, the higher your percent cost.

 

1.This is alright for the people who have done it a lot, for anybody trying to learn, you can either pay a fortune to learn how to do it or just never do these bosses. Teams won't let you in without good gear, equally they won't normally spend their time in practice mode for you to learn or you'd have to seriously offset the cost. As less people can get into it and less can afford to risk it, item price can raise again from the daft prices they already are (vorago) and make the rich, richer.

 

2.Meaning that you cant afford to use decent gear unless you have a cash stack double the size, your whole bank could be the items meaning that you have to come up with that money quickly or lose the items. This doesn't really change anything for the rich, for the poor they have to start their bank again from next to nothing meaning they either risk everything or are locked out from high end gear more than ever.

 

The poor and new to things are going to be the ones ruined by this regardless. If you worked %s out off bank value, their whole bank could be items they've saved years for and can't afford to buy back. If it's off cash stack, the rich could easily just spend the cash on rares or leave in the ge with silly bids while a lot of the poorer people wouldn't think of that because they probably spend it on supplies and things a lot more regularly since they can't afford mass stacks of everything they need.

 

Meh.


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#46
Miss Lioness
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As the update has arrived already and got its own thread, I am locking this topic.

 

Please continue the discussion in the thread here: http://forum.tip.it/...s-death-rework/


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