ThatGamerBlue2

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Apr 2nd, 2018
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  1. Suggestions / Necessary changes for DMM to stay flourish:
  2.  
  3. This season around, I focused on the Slayer/questing and non-pvp part of the game mode. The survival element is enjoyed by many and since there are very few PvPers nowadays, I feel it should be focused on as a survival game mode. Through this, PvPers have more people they can kill, the average player can enjoy the game more and we should see more engagement in the game mode from the average player.
  4.  
  5. Seasonal Experience to be transferred to either the tournament or W45 in the form of experience lamps?
  6. I know you've said before it's impractical, but if a tool is made it would be possible. "All they need to do is deseralise the player from the database, then serialise it to another database." <- trusted source!
  7.  
  8. Positives:
  9. -More incentive to play the Seasonal right through until the end (people quit too early/don't see the point since it's a temporary server).
  10. -Tournament will be less grindy therefore more people can actually compete without taking time of work/no lifing. A solo player will have more chance to actually win.
  11. -Another suggestion would be to transfer at least the quests done to the tournament. (it's repetitive/boring repeating them)
  12. -Tournament final will be more competitive and more enjoyable to watch as more people will actually be ready to compete.
  13. -If you keep stats from the seasonal, the difficulty of buying supplies (currently has been almost entirely done by the swappers who will no longer play since it's now been banned) won't be as much of an issue. Furthermore, the economy will be more stable therefore there will be less incentive to rule break in the form of swapping.
  14. -W45 is a game nobody wants to start due to no GE etc. If experience was transferred from Seasonal more people might play/it won't feel as much of a waste of time on the temporary server.
  15.  
  16. Starter Kit:
  17. and 500 coins also added.
  18. Talk to somebody in Lumbridge and he teleports you to a major city (safezone) once per day.
  19.  
  20. Gates/Doors Blocked by clans:
  21. -Edge Dungeon, Canafis Door, Gate towards Priest in peril (east of varrock)
  22.  
  23. Increase PJ Timer:
  24. Currently the PJ Timer is too short compared to the teleport timer (when skulled). For the average player it's almost impossible to get away from a team/multiple people and results in them quitting or the risk of PvP being too high in the first place. Suggestion: increase the PJ timer by literally a second or two just to give people more of a chance of getting away.
  25.  
  26. Teleblock wearing off when PJed:
  27. Currently in DMM (a survival game where inventory spots are limited) a 2.5-5minute TB is far too long when teams can PJ and tag you. If a player is TBed and then changes opponent the TB should wear off. Positives: lead to more people actually participating in PvP as well as the longevity of the game mode as people won't die to clans as easily.
  28.  
  29. Immunity:
  30. Currently if you start, every account gets 30 minutes immunity up until one week in. If you start day 3-6 before the 6 hour immunity 30 minutes of immunity can often not be enough to safely catch up and as a result people die and quit. 30 minutes extra per day you start late would allow more people to actually have a fair chance of catching up and reduce the amount of people who quit/can't be asked joining late. One week in, the 6 hour immunity will kick in as previous seasons.
  31.  
  32. Defence Cap:
  33. Currently with the experience cap, everybody is the same stats and having high defence with low offensive stats makes it difficult to kill people. PKers don't fight eachother as a result since there is very low KO Potential.
  34. Introduce a weekly experience cap for defence. Week 1: 50 defence, Week 2: 60 defence, week 3: 70defence, Week 4 80 defence.
  35.  
  36. Ranged skill:
  37. The combat triangle in oldschool runescape is far from perfect as it hasn't been touched in 10+ years. In PvP specifically, range out dps's everything pretty much, even through the right overhead prayer and armour, it's incredibly accurate. As a suggestion, make the protect from range prayer reduce damage by 60% instead of 40%. This will encourage pvpers to use different strategies and switches/builds as opposed to just decimating everybody with a crossbow and no switches.
  38. Despite this, the dragon bolts (e) is the main KO potential for range and it's incredibly low chance of the proc activating (around 6%) with their costs (5-10k per bolt) is just impractical. Include them on supply drop table, and increase the chance of proc.
  39.  
  40. Magic Skill:
  41. Dragonhide armour's mage defence bonus is quite strong for a gamemode where experience is capped. In collaboration with the normal spellbook being underpowered and the freeze spells having an incredibly low catch rate, something needs to change here.
  42. Suggestions:
  43. Increase the overall accuracy of the normal spellbook by 30% (or a number you see fit) The 30% magic accuracy increase I mentioned should be implemented by a multiplier.. So if you had a 60% chance of hitting the snare it turns to 78%, not 90%
  44. Increase the Snare and Entangle spells by 5 seconds freeze timer.
  45. Reduce the cost of Combination runes further, they're still too expensive.
  46. Double the runes you get from RuneCrafting (currently nobody does it due to the high risk vs reward).
  47. Either reduce the cost of nature runes in shops or reduce the cost to cast freeze spells by 1 nature rune.
  48. Reduce the cost of blood runes in shop.
  49. Increase the restock rate for runes in the magic guild/deep wilderness.
  50.  
  51. Wilderness Slayer:
  52. Emblems are currently still way too rare. You can go multiple slayer tasks without receiving one and the average drop tables of Wilderness Slayer tasks are not good enough.
  53. Anything in the wilderness should have a higher supply drop table.
  54. Average emblems to be increased by 5-10x... This would make every slayer wilderness task average of 100-200K gp in alchables (when emblems are sold to the BH store)
  55. The Rune Pouch is a necessity nowadays for DMM or PvPers, it just costs too much (1m+ dmm) not practical.
  56.  
  57. Herblore:
  58. Amylase Crystal from Rooftop agility are still too uncommon. Not enough people do rooftop courses 1week+ into the game, so they end up making the stamina potions too expensive. Add to supply drop table (tonnes of them and increase the amount of marks of grace you get by 5x).
  59. Super Combats: Torstols need to be increased in the supply drop table.
  60.  
  61. Farming: Certain herbs such as Toadflax (required for brews) are still in high demand, and herb runs are high risk vs reward in DMM. Increase the farming yield by 2x at least.
  62.  
  63. Looting bag everywhere:
  64. Economy is still not good enough without swapping. Players find it too hard to make money/rebuild.
  65. Looting bag for a cost of 50K to be useable everywhere.
  66.  
  67. Drop table of rare items:
  68. Whip: 1/128
  69. Defenders: 1/20 (and 1/30 for dragon)
  70. GWD: 1/128 for all drops
  71. Kraken Tentacle+Trident: 1/128
  72. DK's signature drops: 1/56 (d axe/b ring/seers/archers/warrior)
  73. Black Mask: 1/128
  74. Dark Bow: 1/128
  75. Occult/Smoke Battlestaff: 1/128
  76. Superior drop rates (staff/imbued heart etc): Increased
  77. Wilderness Boss Shards
  78. Cerberus Drop Table
  79. MM2 Monkeys (ballista pieces and zenyte)
  80. Magic Training Arena rewards, much lowered points (at least half)
  81. Kurasks Leaf Bladed Battle Axe
  82. Dragon Legs/Skirt increased drop rate. Also add them as a drop rate to barrows chests (alongside the already dropped dmed)
  83. Combination rune staffs buffed by a HUGE amount
  84.  
  85. Clue Scrolls:
  86. Increase the drop rates to get them
  87. Increase the rare reward drop rates (more likely to get 3a/ranger boots etc to 1/50)
  88. - takes time/annoying to do them, most of the tasks are in dangerous areas. Reward for high risk.
  89. - could reduce the amount of steps required to do clues as well so more people feel like they're worth doing (getting a step that makes you drop is annoying) half the amount of steps for each tier
  90. - include supply drops within the casket (rather than firelighters you get brews or staminas for example)
  91.  
  92. Slayer Masters:
  93. With the combat cap slayer masters make training slayer quite restrictive. Simply remove the combat requirement in order to use each slayer master. If you are level 50 combat on day 1 and have the balls to take on a Nieve slayer assignment you should be allowed to do so.
  94. Currently you need to do 5 tasks in a row before you start gaining slayer points. This should also be removed so that you can begin gaining slayer points straight away and can then skip any extremely dangerous slayer tasks early on.
  95. Reduce cost of slayer rewards specifically:
  96. Slayer Helmet to be reduced in points.
  97.  
  98. Tournament:
  99. Final area 1v1s 256 people rather than 128. With 128 you're pretty much forced to join a clan/alliance as opposed to having an advantage persay. Also make it 4 end zones rather than 2 to make it harder for clans/alliances to control them.
  100. Potentially change the names of players to random numbers before the final 1v1 to make sniping streamers etc more difficult. Increases chance for solo players.
  101.  
  102. Warriors guild bank safe zone https://gyazo.com/8a69c1cdefcbbf0c9230c444b0975ddb red area
  103.  
  104. Nmz Points... Reduce cost to 200K to imbue?
  105.  
  106. Big Bug: attacking in multi: if u attack someone in multi and ur in single you cant be attacked by another player. A lot of players use this exploit as an escape and it’s incredibly overpowered.
  107.  
  108. Suggestion for teleblock to disappear if you get into combat with another player or being a lower time on deadmanmode since supplies and stats are much lower than they would be on the normal game. Currently when teleblock is obtainable, clans run around with an insanely large advantage since if they tb you, you have literally no escape and can be fighting someone with ancients. If teleblock reset on a new target it would still be a solid tactic for solo pkers and a viable method on the normal spellbook, but not as overpowered for clans to use (which is the main use).
  109.  
  110. Adding in a 1x1 square bank that you can teleport to would be a hugely positive change for solo pkers and newer pkers. This teleport would add 5 minute to skull or make you skulled and your skull timer wouldn’t change since you’re standing still. The scroll would be obtained by Diango for a cost of 500gp and you could buy unlimited scrolls, which would be stackable. It would provide a safe bank/escape where nowadays if you teleport to a bank there will be a team waiting for you, and when most people use duelling ring to teleport to a bank and you only have three places to go there isn’t much choice/chance of escaping at all. No Experience gained in that area (make it instanced area?). Include an escape portal (if you don't have teleports elsewhere since home teleport takes you into safezone) which would teleport you to a random spot like when you miss a random event/bee event. (make sure it's not a safe zone)
  111.  
  112. Agility courses/escapes currently null damage. Change. (some stack, some don't).
  113. Lava Dragons no longer on Wilderness Slayer Task.
  114.  
  115. Keep crystal shield removed.
  116.  
  117. Agrro shouldn't be changed for NPC's.
  118.  
  119. Don't bring out Ancients early, it'll kill the game off.
  120.  
  121. Tournament at the end of the seasonal / some kind of final day where top 2000 is locked in and then people battle out for some kind of prize or reward. Or as a test for the actual tournament.
  122.  
  123. Leave the tournament qualification as it is for the time being, until a good idea can be brought forward.
  124.  
  125. Tournament unskulled exp lost.
  126.  
  127. Some way of items in GE going as part of the key.
  128.  
  129. Alternating the DMM Tournament world hosting. Currently unfair with always being US based.
  130.  
  131. Add a seperate supply drop table that varies with combat level (both in terms of the drops and the drop rate), a much higher chance of rolling it unlike the current loot system. Only works in dangerous areas. So every 10-20 kills you'd get alchables for example. Increase gp/h for rebuilding and such because right now it's hard to make money.
  132.  
  133. If there's a way to measure distance of mobs from safezones within deadmanmode and increase the chances of hitting the supply drop tables as currently in place as well as suggested above, this could add a high level of risk vs reward. Or target key areas and overall buff monsters in those locations.
  134.  
  135. Obelisks in wilderness instant teleport even if you're skulled.
  136.  
  137. Unlocking Monkey Madness/Animal Magnetism/Lost City/
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