Influence, Death and Kept Items

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Influence, Death and Kept Items

Post by 3mptylord on Tue Jun 23, 2009 4:47 am

First topic message reminder :

Influence;
Spoiler:
In RuneScape Classic there was a skill called Influence, this was replaced with Quest Points on the release of RuneScape. I'm suggesting that we scrap Quest Points and go back to Influence! Of course, this would be a gauge as opposed to a skill. Things like the Legends' Quest and While Guthix Sleep would instead require a specific Influence level (not a skill remember, by level I mean like water-level - it rises, although you should not I haven't planned for it to be possible for Influence to go down - it is neither good nor evil, even if you kill all the inhabitants of Lumbridge you will still be more renown that you were before). Now, what's the point? Influence will get you better selling prices at NPC stores and it will allow you to trade larger amounts to other players (which now excludes the player with the lowest Influence - if I am really renown, ie a high level, lots of quests, etc, and I want to be kind to noobs... I shouldn't be limited to their petty limit. Jagex has exclaimed that they will not be lenient on high level players any more, so there's no abusing it). Influence will also affect my next idea on death, so bear with me.

You gain Influence points, or Renown points (I don't mind), by completing quests, achievement diaries, miniquests, raising your ranks in minigames/purchasing larger rewards, raising your PVP rank, gaining a level in a skill, etc. Possibly even with discovering new areas, as with the larger-map idea. Renown would reach the thousands... it's like a skill which is displayed by experience rather than level, but the experience is short gained.

Death;
Spoiler:
This may sound similar to World of Warcraft, but it has distinct differences. Upon death the player will respawn at one of many respawn points around RuneScape - as a Ghost. Whilst in ghost form, unless the user has a Ghostspeak Amulet (or is a ghost themselves), a players speech in public chat will appear in undecipherable woos - including Quick Chat. This will not affect Private or Clan chat. A player is also unable to trade or do many inter-player interactions whilst in ghost form. To exist ghost form, they must reunite with their body or speak with one of two characters - depending on how you died. At all respawn point in RuneScape the player will see either the Angel of Mercy, or Death. Death will only appear if they died whilst skulled, otherwise you will see the Angel of Mercy. Neither can be seen by any other character - but, of course, other dead players will see their counterpart (even if it's the same character).

The Angel of Mercy can resurrect you at the respawn point at the cost of all but three items of your choosing, or additional items should you the Shield Inventory, Protect Inventory or Greed prayers active (they don't stack, so one at a time, but all increase the amount of items you may keep). The Angel of Mercy does not have wings, but rather has the appearance of a coloured pirate carrying a large white-flag banner - her clothes are white and tan, but similar to those we are able to buy at Trouble Brewing. Death is as large and awesome as he was that year in his mansion. Death can also resurrect you, be he will not spare any of your items, however, you can bargain with him to spare some The odds of a successful bargain are determined by your Influence. There is no guaranteed safety from Death, unless you have a prayer active - but it will still have the same grovelling conversation - a prayer and high Influence could be worth additional items.

Current spawn points, Falador, Lumbridge and Camelot, could be spawn points that you unlock for convenience of spots - the nearest respawn points could be far off otherwise. Either that, or their could be another character that will respawn you, once per sunrise, without any durability damage or loss of items. The different locations is just for ease of time... with the larger map, if you're in Rellekka, heading the Falador could take hours without access to your spellbook or public transport! So there's one in Camelot, if your items are worth the trek over heading to your body and just taking damage to your items! Urhh... we have a Skeleton, and a Human... a phantom? The Phantasm? I dunno lol. Smile

Items kept on death;
Spoiler:
Reuniting with your body will spare all your items, however, all combat-equipment will take a durability hit. Durability, although it could probably do with a better name so has not to clash with World of Warcarft, is the wear-and-tear idea that people have demanded from melee - only it affects all combat items (the cost to repair melee is considerably higher). Some items are immortal - this means that they do not have durability, and will survive indefinitely. These are not necessarily good items, but are usually useful.

Money would survive death regardless, and will no longer appear in your inventory and rather an icon around the map (but it can still be traded). When stark (naked of any equipped items), there could be a visible pouch hanging beside the Rune Pouch (and new slot in the inventory that holds a single stack of runes. On the topic of stacks, stacks will count as a single item when choosing your keeps. Runes do not have durability, and neither does arrows and bolts - so they won't take a hit when you die - but if you choose to them when given the choice by the Angel of Mercy, or your convince Death to spare you one or two, then selecting a stack of runes will spare the whole stack!


Last edited by 3mptylord on Tue Jun 23, 2009 8:52 am; edited 3 times in total

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Re: Influence, Death and Kept Items

Post by 3mptylord on Wed Jun 24, 2009 7:18 am

Where else does money come from? At the moment, aside from measly monster drop, Alchemy and Stores are the only sources on money in the game. Jagex recognises Alchemy as a problem... so that leaves Stores. But who uses stores? People make money in the GE, and money is normally lost in the Stores... however, if YOU can get prices, then you'll sell it there and you're making the profit as money into the game.

Oh yeah, and the 25gp all players start with. Wink

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Re: Influence, Death and Kept Items

Post by Dark Avorian on Wed Jun 24, 2009 8:36 am

um...PC...quest that give monetary rewards...anyhting that gives monetary rewards...
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Re: Influence, Death and Kept Items

Post by TATORZ on Wed Jun 24, 2009 8:44 am

*SIGH*
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Re: Influence, Death and Kept Items

Post by Dark Avorian on Wed Jun 24, 2009 8:46 am

Lol...but we need a severe money sink...something that would really pull money straight out of the game...
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Re: Influence, Death and Kept Items

Post by TATORZ on Wed Jun 24, 2009 8:48 am

LIKE MOAR CONSTRUCTION STUFF!!!!!

AND PETS AND MORE SUMMONING STUFF!!!

AND MORE HERBLORE STUFF!!!

AND MORE CRAFTING STUFF!!!
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Re: Influence, Death and Kept Items

Post by Dark Avorian on Wed Jun 24, 2009 8:50 am

No...crafting and herby are only money sinks to the player who trains them...we should make a large amount of necessary items be only buyable from certain stores...probably can be bought in noted form
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Re: Influence, Death and Kept Items

Post by TATORZ on Wed Jun 24, 2009 8:52 am

I would train with new construction stuff Grin
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Re: Influence, Death and Kept Items

Post by Dark Avorian on Wed Jun 24, 2009 8:53 am

yep
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Re: Influence, Death and Kept Items

Post by TATORZ on Wed Jun 24, 2009 8:54 am

I love construction Grin
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Re: Influence, Death and Kept Items

Post by 3mptylord on Wed Jun 24, 2009 8:55 am

Urgh... the odd quest isn't a source of money, and minigames do not provide an income. So what else gives monetary rewards? Monster drops is usually less than 10k gp - and the monsters which drop it, this will barely pay for the fight; quests, that's one in a blue moon that provides a coin reward; Pest Control, probably the largest non-Alchemy source of gold in the game; and stores. As a low level stores are the largest source of income - you get more money selling your Bronze and Iron equipment there than you do on the GE. But why does this not continue as you get higher level? Or why can't this, rather. Receiving loot to sell happens everywhere in the game - but the fact remains, the other players needs the money to pay for it (unless they trade items). The source of money is, currently, Alchemy - other sources are too little.

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If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Influence, Death and Kept Items

Post by Dark Avorian on Wed Jun 24, 2009 8:55 am

It's amazing aint it
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Re: Influence, Death and Kept Items

Post by TATORZ on Wed Jun 24, 2009 8:56 am

*reads 3mpty's post*
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Re: Influence, Death and Kept Items

Post by Dark Avorian on Wed Jun 24, 2009 8:58 am

In response to 3mpty...there also is this new pking loot system...that will be sending loads of money in...
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Re: Influence, Death and Kept Items

Post by Prince Patar on Wed Jun 24, 2009 2:26 pm

Ok, here's my opinion:

Influence
Sorry, but I'm not entirely persuaded. I believe the current quest point system works quite fine. I'm not so sure if Influence should affect selling prices either... Crying or Very sad

Death
No thanks. Although I agree that the current Respawn system is flawed, I would not like a rip-off of World Of Warcraft. Again, the ideas are pretty good, but I'm not entirely convinced.

Items Kept On Death
Durability? Sounds a lot like WoW Evil or Very Mad . I do agree with the "stacks" counting as a single item.

I prefer to keep RuneScape original in as many ways as possible. All the ideas you mentioned would certainly improve RS, but I wouldn't like to see them all implemented.
Do you mind if I try building on them? I'm sure I can come up with some original variations. Grin
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Re: Influence, Death and Kept Items

Post by Ruy112 on Wed Jun 24, 2009 4:43 pm

I can vouch (is that word used correct?) for that new Pvp brings in huge amounts of cash. I have earned close to 9m losing very little.
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Re: Influence, Death and Kept Items

Post by 3mptylord on Wed Jun 24, 2009 7:03 pm

The PvP doesn't bring money into the game, it brings items that you have to sell - players require money to buy those items off you. There is an exception, those little figurines, which an NPC buys. Again, NPCs buying items is one of the few non-Alchemy sources of money because the NPC has an unlimited amount.

Durability, Wear, Charge, etc. Whatever you want to call it. It could be a percentage - finding your items could be a 10% decreases (as in, knock of the value of 10, not multiplied by 0.9). By all means, give it a rewok!

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If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Influence, Death and Kept Items

Post by TATORZ on Wed Jun 24, 2009 9:44 pm

*kills Ruy*

Just because of how he worded it doesn't give it non-support. Tongue
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Re: Influence, Death and Kept Items

Post by Ruy112 on Wed Jun 24, 2009 10:01 pm

I've earned 9,000,000 in the last few days, those weren't there before, those weren't lost, they were brought into the game. Imagine tons of people doing this, some gaining more than I am. High-Alch that.
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Re: Influence, Death and Kept Items

Post by Dark Avorian on Thu Jun 25, 2009 11:25 am

he meant the figurines
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Re: Influence, Death and Kept Items

Post by Prince Patar on Thu Jun 25, 2009 1:54 pm

After some brainstorming with Guardian of Death, we came up with these ideas. Please give feedback so I can improve them. Smile

Influence
Spoiler:
After re-reading this, it seemed like a pretty good idea after all. Perhaps influence works on a regional scale (Falador Influence, Al-Kharid Influence, etc). Citizens of the region would act differently towards you, depending on your Influence.

Player 1 has no Influence
Player 2 has 100 Influence points

Player 1: Hi!
Man: Leave me alone! Mad

Player 2: Hi!
Man: Hey, Player 2! I'm honored to meet such a Legend as yourself! Smile

I'm still wondering if some quest would make your Influence go down, because you do something evil... Twisted Evil
Death
Spoiler:
What we don't want is a total copy of WoW. How about when you die, your spirit/soul/ghost leaves your body? (=you start at your dead body)
Carrying all your items with you, you head off to find the nearest Angel of Mercy. The longer you take to get there, the more items you lose. The Angel of Mercy will automatically restore your 3 most valued items, even if you took forever to get to her(?). You also have the option to disintegrate, losing all your items, except the 3 most valued, and reappearing next to the Angel of Mercy.

When heading to Death, you cannot take any items from your body. You can either disintegrate (no items kept) or travel to Death and choose to keep 1 item, with (maybe?) a Durability Loss.
Durability
Spoiler:
Ok, durability sounds a lot like WoW, but I believe it is necessary to implement such an improvement. Of course it should have a nice name: Condition!

Items have 4 Conditions: Excellent, Moderate, Poor, Bad/Broken

Only Excellent and Broken items can be traded. In order to repair Degraded items, you must have bars of corresponding material and a high Smithing Level. The other option is to go to a shop that sells your item and ask for a repair.

Degraded items could affect combat in these two ways (feedback please!):
Condition Degradation
Percentage Degradation


Condition Degrade means that the worse Condition level something is in, the less effective the item becomes. Excellent = 100% of Stats, Moderate = 75%, etc.

Percentage Degrade is a more gradual decrease of effectiveness. Because JaGex can't create 100 different items with different strength, they would have to edit their Damage Equation. The current Damage Equation involves Strength and Weapon Strength. A new integer would be added: Condition#. Everytime the wielder recieves a hit, the Condition# would become less.

In other words, each time your character gets damaged, your weapon will deal less damage.
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Re: Influence, Death and Kept Items

Post by TATORZ on Thu Jun 25, 2009 10:51 pm

I didn't really read any but the first one, but the first one sounded okay. Smile
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Re: Influence, Death and Kept Items

Post by Guardian of Death on Fri Jun 26, 2009 2:40 am

*cough* lazy ass *cough* Tongue
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Re: Influence, Death and Kept Items

Post by 3mptylord on Fri Jun 26, 2009 6:12 am

I could have sworn I replied... Confuse

Additional uses for influence could include general attitude from NPCs. However, I don't agree we should be able to lose influence - having others cower before you is still evidence of your influence, it's not positive, but they know to fear you. Wink

Coming back as a liche instead of a ghost would make a nice difference - I only suggested ghost because we already have the ability to become a ghost. However, I don't agree that journey should affect the losses - however, I like the almost exact-contrast to WoW in that you resurrect at your body and have to find the healer, instead of the other way round! Tongue

Angel of Mercy - will resurrect you at the cost of two degrades per combat-item, but you keep all items. Any items reduced to -1 will be lost entirely - a consequence for fighting with near-useless equipment. Having a prayer active allows you to spare the specified number of items from degrading.
Death - will resurrect you at the cost of all items. Death is only present to those marked by the PKing Skull, so it's not a case of you randomly get visited by one. You can bargain with Death, this is affected by your Influence only (although the odds will never be in your favour). If you bargain successfully, Death will restore one item of your choice - players with a prayer active will find that they will never fail to bargain, and have a chance of saving a second item.
Morning Star, Wraith, names please? - This character will spawn at your chosen spawnpoint. Once per day, this ghoulish character can ressurect you completely free of costs or penalties.

I prefer Condition Degrade to percentage, and it's not so different.
- If ConditionValue >75 then Condition = 100
- else if ConditionValue >50 and <= 75 then Condition = 75
- else if ConditionValue >25 and <=50 then Condition = 50
- else if ConditionValue >0 and <=25 then Condition = 25
- else Condition = 0

Simple. Smile

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If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Influence, Death and Kept Items

Post by Prince Patar on Fri Jun 26, 2009 6:35 am

3mptylord wrote:Additional uses for influence could include general attitude from NPCs. However, I don't agree we should be able to lose influence - having others cower before you is still evidence of your influence, it's not positive, but they know to fear you. Wink
Makes sense. New Scenario:

Player 2: Hi!
Man: Ahh! It's Player 2! Run for your life!!!

*Man runs away*

3mptylord wrote:Angel of Mercy - will resurrect you at the cost of two degrades per combat-item, but you keep all items. Any items reduced to -1 will be lost entirely - a consequence for fighting with near-useless equipment. Having a prayer active allows you to spare the specified number of items from degrading.
Death - will resurrect you at the cost of all items. [...] If you bargain successfully, Death will restore one item of your choice - players with a prayer active will find that they will never fail to bargain, and have a chance of saving a second item.
So you wouldn't lose any non-combat items when being resurrected? If so, shouldn't you recieve a bit more severe punishment?
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Re: Influence, Death and Kept Items

Post by 3mptylord on Fri Jun 26, 2009 6:46 am

Possibly - but being revived by the Angel of Mercy means you were just questing, or something. I didn't think that you should be punished so severely - especially if you walk from wherever you died all the way to her just to get resurrected. Choosing the "Crumble" option would incur a more severe penalty. Wink

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If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Influence, Death and Kept Items

Post by Prince Patar on Fri Jun 26, 2009 7:04 am

Ah, yes. Grin
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Re: Influence, Death and Kept Items

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