Death System rework in the works
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#1
http://services.runescape.com/m=forum/a=...05,goto,38

(Update Mod hunter posted a thread himself with all this http://services.runescape.com/m=forum/a=...4,65568632 )

On that thread has a post from Mod Hunter outlining his change to the current grave system to make it back to where death is actually something to avoid since it will have a cost while also making it where you won't risk losing items due to a dc(which is the only way people lose items nowadays due to death anyway and is totally unfair).

Quote:I've just posted a response to a reddit topic, figured it's worth adding the same summary here!

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I want to make sure everything I want to do will work as intended before making an official post, but also interesting to see what people think.

My design is largely following the same lines. All of this only applies at the point a gravestone would be generated so deaths in the wilderness and such remain unchanged.

The core of the system:


Dying with something already pending to get back from death loses the first set of items entirely

Items have a cost (placeholder 10% GE) with a cap (placeholder 1m) to reclaim

Items can be sacrificed to reduce the overall cost (placeholder 3x cost, 3m cap)

Items are calculated on a per-slot basis - stackable/noted items can not be split into multiple slots and take their individual value multiplied by the amount in the slot.

You reclaim all or nothing.

Always saved on death items remain, and are given back when you claim them.

Your point of death stores which prayers and other effects you had active. Unless skulled 3 items are free to reclaim, protect item and such add 1 as at present.

Has a 3 day limit to take items back - this is the equivelant of having dailies reset 3 times, rather than 3 real-time days. The third day gives a 10 minute window.



Impacts of existing items:


Gravestones, would offer a tier dependant reduction (placeholder 1-5%) of the final price.

Gravestones also remain in-game with a reduced timer and no bless functionality as a marker that someone died somewhere.

Death's deal - have plans but still need to confirm with people how degradeable items will be handled.

Sign's of respite - As multiple are currently used I'd like to retain that. I'm thinking they would have a fixed cost that they reduce the overall reclaim GP by, with a limit of (placeholder 10) that can be used.



The largest differencse to your version I think is having to reclaim all at once and deaths not stacking. The main reasoning behind that (and the time limit) is to encourage a greater amount of item sinking, which pre-gravestones death was particularly good for.
Quote:As a quick bullet summary it wasn't quite as clear as it could be. smile

You wouldn't need to return to the grave to grab your items, I currently have it set as dying takes you to Death's office, which is also where you reclaim. You'd get a once per death choice of a respawn point when leaving. I did receive a suggestion for protecting an extra item for free or adding an extra small discount if you decide to reach it, which would be the most interaction I'd involve and of course optional.

The protected items are also stored but free to get back, outside of not getting them back immediately on death it's the same as before. That mixed with buying all back at once is intended to encourage the mix of sacrifice/gold sink.

All of the numbers are open to change, I'm in no way expecting them to be final.

The reasoning behind going high in percent with a cap was the differing values between low and higher tier armour, aiming for a point where both are reasonable.

1-5% with graves rather than up to 15% was due to the graves being a one of purchase which isn't all that expensive, making it a slightly longer-term investment. Additionally going for lower values leaves a lot more space for future graves (or other content) to offer discounts.

I've since checked with appropriate people and confirmed degradeable items no longer losing charge on death - they would have both a 'degraded cost' at 20% of the recharge and the GE-based value, it's effectively retaining the functionality while removing the inconvenience of repairing. It also applies to degrade to dust items, hopefully making them more desirable.

Death's deal would be applied similar to normal, halving the degraded costs. If the combined costs turns out to be over-harsh the 20% could also be used as a minimum, with death's deal halving the overall price.

Here's his posts for those that don't want to go to the thread to read it. Personally I like this since death nowadays has little to no risk whatsoever and the only risk comes to those they get dced which with the state of the servers is a very real fear and shouldn't impact you so negatively. What are your opinions on this?
Master of All Wills and Quests
[Image: gohankuten.png][Image: GohanRAWR.gif]
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Messages In This Thread
Death System rework in the works - by Gohankuten - 2015-01-15 04:20:09
RE: Death System rework in the works - by Wader - 2015-01-15 20:00:36
RE: Death System rework in the works - by Wader - 2015-01-15 23:33:53
RE: Death System rework in the works - by Shawn - 2015-01-15 21:27:42
RE: Death System rework in the works - by Dave - 2015-01-16 03:42:26
RE: Death System rework in the works - by Velits - 2015-01-16 21:31:14
RE: Death System rework in the works - by Jace - 2015-01-21 09:02:38

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