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DevBlog: Seasonal Deadman Mode

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Anthropo1gy
Feb Member 2019

Anthropo1gy

Posts: 8Bronze Posts by user Forum Profile RuneMetrics Profile
Prompt: Dead Man Clan Invitationals? Clan Man Mode #CMM (Lmao)

Possibly, if there were enough clans, we could make a deadman mode clan invitationals/seasonal (with 250-1000 players in 1-2 worlds).
An invitation would be sent out to clans of 3-6 (or x) people (assuming that there are 3 pkers (Mage, Ranged, Melee (and/or 3) money makers) and would battle it out to gain some sort of prize pool. Players may feel competitive about this idea which could bring a stronger player base to the community of Runescape; and eventually expanding the population of rs. It would start to bring strategy into deadman mode for teams to gain control of certain areas in the game and market (And if clans didn't agree with the price of resources clans could attempt to take over the areas the provide the resources). It would also allow clans to finally play in a different playing field (and hopefully being drawn away from dominating markets in the original deadman mode).

For an elimination of clans there could be a cut-off point, (in the last x days or every 7 hours, for an hour) so when a member of a clan dies the member will be eliminated from the seasonal/invitational.

To perhaps avoid teaming up players could be disqualified from the seasonal/invitationals?

This idea would have to be heavily discussed with many players.

19-Apr-2016 01:58:31

G0zer
Feb Gold Premier Club Member 2016

G0zer

Posts: 132Iron Posts by user Forum Profile RuneMetrics Profile
** When adding GE, don't let the GE offers function as extra deposit boxes like many players already have pointed. Any offers/sells should be a part of the reward for the killer, and let them collect any finished trades/cancelling any ongoing offers.

** The main problem is "How do me make Deadman Mode less ClanmanMode and more a game experience for a wider range of players". How about changing some of the most strategical multi-combat zones into dual-combat/triple-combat zones, if possible. Good for pking with a friend, bad for clans.

** I need some reasons why I should solo pk and get skulled. Instant teleport won't solve that, as most solo pkers won't reach 85 magic anyway.

** Try re-polling pvp armour (Statius, Morrigan and Zuriel) and dragon claws.

19-Apr-2016 02:05:43

gungieee

gungieee

Posts: 54Iron Posts by user Forum Profile RuneMetrics Profile
''Joining the game late can make it very challenging to catch up. Our aim with immunity and increased experience gain is to give players who start playing Deadman quite a bit after the game mode was released a good chance to catch up and get to a point where they can defend themselves.''

Has this change already been applied? or yet to be added?

19-Apr-2016 15:44:22

Lord Astro

Lord Astro

Posts: 5Bronze Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
''Joining the game late can make it very challenging to catch up. Our aim with immunity and increased experience gain is to give players who start playing Deadman quite a bit after the game mode was released a good chance to catch up and get to a point where they can defend themselves.''

Has this change already been applied? or yet to be added?


Please answer to this question.

I also want to know when new players can start DMM

Thank you ;)

19-Apr-2016 22:43:13 - Last edited on 19-Apr-2016 22:43:57 by Lord Astro

Thor Chadson

Thor Chadson

Posts: 36Bronze Posts by user Forum Profile RuneMetrics Profile
First I'd like to applaud the Jagex developers for creating Deadman mode. In my opinion, it's the single best update Runescape has ever seen. I've been playing RS since 2004, but quit playing years ago. DMM brought me back and is the reason I'm sticking around.

It is a thrilling game mode, but obviously not a perfect one. Jagex has made a huge step (mostly) in the right direction with the recent updates. I'll elaborate on that more at the end of this post. However, alone it is not enough. I've thought at great length though about how to save this game mode, and here is my opinion:

Set a limit so that a player can only gain experience for 6 hours every day

This serves to:
1) Make the game playable for people who simply cannot play 12+ hours a day
2) Slow the progression of each season so that instead of dying off within a couple weeks, it worlds are still reasonably populated for most of the season
3) Indirectly lessen the grip clans have on the game, as clan members are the ones who play 12+ hours a day for the most part

Keep in mind that under this system, people willing to play over 6 hours a day are not being penalized that harshly. They can still be productive during their off time via questing, making money, or pking. But for the other 90% of people, the game is currently unplayable as people get ice barrage on day three



My thoughts on the recent updates:

The 10x xp/protection period, the 10 items lost upon death, the xp loss dependent on combat level, the variable xp gain dependent on level, and the grand exchange are all excellent ideas that will help the game as a whole. However, do not nerf item unnoting. I know it's very powerful, but nerfing it will only help clans, who can tag team and withdrawl food anyway. Currently it's the only way we can survive clans.

Likewise, the teleport idea as a whole needs to be scrapped. It hurts only solo pkers. Clans can have a tber, but now solo pkers can't use ancients at all

20-Apr-2016 00:19:04

EJK
Jul Member 2009

EJK

Posts: 128Iron Posts by user Forum Profile RuneMetrics Profile
Thor Chadson said:
It is a thrilling game mode, but obviously not a perfect one. Jagex has made a huge step (mostly) in the right direction with the recent updates. I'll elaborate on that more at the end of this post. However, alone it is not enough. I've thought at great length though about how to save this game mode, and here is my opinions:

My thoughts on the recent updates:

The 10x xp/protection period, the 10 items lost upon death, the xp loss dependent on combat level, the variable xp gain dependent on level, and the grand exchange are all excellent ideas that will help the game as a whole. However, do not nerf item unnoting. I know it's very powerful, but nerfing it will only help clans, who can tag team and withdrawl food anyway. Currently it's the only way we can survive clans.

Likewise, the teleport idea as a whole needs to be scrapped. It hurts only solo pkers. Clans can have

They have changed the teleport idea to instant teleport if been out of combat for over 10 sec

I suggest that they would add these changes on top of the proposed changes:

PJ timer increased to 8s
Freeze time halved
farm harvest and runecrafting runes doubled
If a player x-logs he/she stops attacking the monster/player he's/she's attacking

These changes would nerf clanmanmode and ice (+solve some other problems)

20-Apr-2016 06:39:01 - Last edited on 20-Apr-2016 06:40:44 by EJK

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