After this sessional deadman invitational tournament, I am somewhat displeased, as I believe many others are. While I applaud Jagex for attempting to fix these problems, many of the changes implemented appeared to have made the situation worse rather than better. After having thought about the situation at hand, I have a suggestion that may help the situation. Disclaimers: A. I have no intention of attacking Jagex through these comments, I would simply like the game which I find enjoyable that has great potential to be improved. B. My suggestions are modified versions of things that already do or have existed. This is so that it is not heavily coding intensive and can be realistically used. Suggestions: 1. Alter the final moment’s fog How: provide a 3 tier fog system by adjusting the coding for fog to stop scaling at different moments. What this means is that the outer tier will continuously scale (as fog did in season 1), will stop scaling after two ticks beyond the tick of the inner tier for the middle tier, and will stop scaling after reaching 10 damage in the inner tier (as fog did in season 2 & 3). The inner tier is ideally a similar size to Al Kharid palace, with the middle tier being 10 game squares in radius surrounding the inner tier, and the outer tier will be all other locations. Doing multiple tier approach is not something new, as it is what was done in the most recent deadman tournament. Why: There are many reasons, so bear with me through it all. The outer tier is the easiest to explain. This continuous scaling forces people deciding to not partake in the PvP aspect (like Woox is season 3) will face quick and imminent death. The inner and middle tier will ideally allow players to tactically decide what is best for them to do: face greater damage from other players by being in the weaker fog area or face less damage from other players but greater fog damage. Additionally, this will make kitting more interesting in, especially when the number of players remaining is in the single digits. This could have been very relevant in the season 2 ending, where a single player will now be able to evade teams like RoT in the middle tier, while not being executed immediately by facing the damage the outer tier does, but still facing the tradeoff. Finally, many people will question why there should be any fog at all in the inner tier. The answer is simple: the true damage (pre-defense bonus damage) of fog favors single players more than clans. Compared to a situation without fog, the ratio of damage individual players face compared to clan members is lower when fog is around than when fog isn’t around. If fog is too strong, as seen in season 1, skill and coordination don’t matter and the end result is similar to random luck. If no fog exist, skill and coordination (which clans have in spades) determine the final outcome. By having a medium level fog, there is a balance. Furthermore, coordination generally trumps skill in most PvP games. If you don’t believe me, ask a pro player from any MMORPG (LoL, DoT, WoW, you name it).
- Alter the final destination How: move the space to an open space area Why: It allows for kiting, for tactical play, etc. As seen by many today, if you can just group all the players, they become like sheep for slaughter when facing AoE damage.
- Reimplement trade restriction for non-Grand Exchange trades How: This is an altered version of the trade restriction seen in December 2007 when fighting real world trade restriction. But, by not having it on the grand exchange, the free market can continue, but it will be difficult to swapping gold between game modes, swap gold between different accounts (such as mules), and make it more challenging for teams to trade supplies to each other. There should be two caveats. Firstly, raw materials and products (such as flax & bowstring, herbs with secondary ingredients & corresponding potions, raw & cooked fish, tanned and untanned hides, etc) can be traded in equal amounts with some room for compensation for the service. This ability to compensate will occur by having the trade of each flax for bowstring increase the trading limit in both directions by 100gp (arbitrary number) for that particular trade. So if the normal trade limit is 1k, and 50 flax are being traded on one side and 50 bowstring are traded on the other side, the trade limit in that particular trade would be 6k. Secondly, an exchange of a high priority item for another high priority item would negate the trade limit for that particular transaction. This would allow people to trade a whip for a barrows piece, or a barrows piece for 70 black chinchompas. High priority items would include barrows items, godwars items, high value slayer items (such as darkbow, abyssal whip, kraken tentacle, occult necklace, etc), and other rare items (such as dragonic visage). Additionally, a sufficient quantity of highly sought after non-rare items like saradomin brews, black chinchompas, super restores, etc. would count as a high priority item, allowing people to trade weapons/gear for equipment for the final hour. Why: As already stated, this will make it difficult to swapping gold between game modes, swap gold between different accounts (such as mules), and make it more challenging for teams to trade supplies to each other. While many have already pointed out that trading can still be done by killing each other, this will come at a significant cost to stats and possible skull risks, meaning trading between clan members has a trade-off. As many may have noticed, only about ten players had the hunter level to catch black chinchompas, yet many clan members held them with high enough stats to hit hard with them, which is only possible because one player can secure these goods and give it to a team to do work with it. Breaking the trade evens the playing field more in the preparation than the fight itself, which in my mind, isn’t the biggest concern.
- Assist system (Controversial) How: implement Assist System from Rs3, but modify it so that it can only be used for processing skills (such as crafting, smithing, cooking, and herblore; controversial skills: magic, firemaking, and runecrafting). This should not include gathering skills (such as farming, mining, fishing, and hunter), utility skills (such as agility and slayer), or combat skills. Why: fixes some gap created by trading restriction if people do not have the product to trade for the materials, but may possibly allow clans to funnel experience into one account. I am unsure if this part should be kept or scrapped. I would love to hear comments and criticisms regarding the system. Hopefully a Jagex mod can also give their input.
Submitted December 18, 2016 at 02:34AM by ReignofLMS http://ift.tt/2hLYiAi
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