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lzerraptorz

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Everything posted by lzerraptorz

  1. lzerraptorz

    [September 24th, 2019] More QoLs, and Patch Notes!

    I HAD ONE NICE THING IN THIS WORLD AND YOU RUIN IT.. I hate you..
  2. Revenant Cave Hotspot: Some form of buff is needed as revenants has officially died since the 1/10ks got removed from the drop table, despite the actual average GP/HR being the same. +1 Mage Arena Hotspot: I agree this hotspot is pretty miniscule in the scheme of things and i'd agree on a buff maybe just straight up double tokens while hotspot is active but anything is better than nothing. I also really like the 10% chance at double imbued capes so +1 Frost & Lave Dragon Hotspot: Too many hotspots especially in pretty minor content areas will reduce the chance that the desired hotspots actually come around so -1 Wildywyrm Hotspot: Bloodwyrm in general kind of haves a small even in this area covered. Also read above -1 Larran's Key Buffs: Bolts/ Arrows- I'm completely fine with this +1 Cerberus Boots- Maybe just dragon boots (or) or something not Cerberus boots -1 Dominion Tower gloves- Again this isn't necessary -1 Remove Godswords- I kind of like the variety and ease of getting the lesser used Godswords and each of them have a place in terms of usefulness. -1 NPC Drop Table Adjustments: Removal of Dragon Javelins from DG- Maybe an increased amount per kill or make it an always drop but removing and especially replacing with the dragon bolts is a no no in my eyes. -1 Remove 100 blood money bag from DS- Can't see an issue the orb should be useful at DS +1 Risk vs Reward Buffs: The Amulet of Avarice has practically never been used due to its price and the risk it adds any buff that can be applied to it is a necessity in my eyes, doubling common drops is a okay buff but I was thinking maybe not only this but it could also work outside of the Revenant Caves? +1 as it stands but maybe more buffs are needed. The Superior revs spawn rate based on orb risk is a GREAT idea Imo +1 More Armour Variants: Crestbearer Armour Variants: In terms of this making Kharazi and Ancestral completely obsolete in PvM it would get a -1 from me. Cursed Armour Variants- If you're implying autokept mage and range gear then it'd get a PHAT -1 from me. However if you are implying smite armours for mage and range that would be risked on death then I have personally no issue. Although melee will still rain supreme when it comes to smiting someone due to the massive explosive smite damage dealt vs the tic smite damage dealt with range and mage soo kind of pointless but sure. Damage Soak Armours- I actually really like the idea of Hydra dropping BIS range gear as the fact currently BIS range gear is easy to obtain and relatively cheap as far as it giving %dmg reduction I don't feel like this is necessary as melee armour is meant to be tank armour. Similar issue to the Hydra range gear a set of "Tanky" robes really isn't necessary and dropping from bork simply makes 0 sense but whatever not gonna get too caught up on that. +1 on Hydra Leather armour, -1 On bork robes. AFK-Guard Appearances: This whole section seems like a demand because I presume you keep getting hassled by AFK guards at your donator zone. Donator zones are meant for afk the specific thing these guards are set up for. This makes using a macro to kill the spawnable bosses a less than beneficial method of making money. Should appear more in instanced zones? Where the least AFK bosses in game are? Good one. Biggest -1 on the whole thread. Cape Slot Balancing: Infernal Cape- Sure why not a buff to this cape would be nice. +1 Ava's Assembler- A buff to this isn't necessary IMO its strong as hell as is. -1 Bounty Max Cape- The DRB on this cape is an issue and this seems like a decent way to nerf it while buffing it to the point of still being usable. +1 Elemental Comp Cape- No need for buff when you now get Grand Comp. -1 Grand Comp Cape- Should actually be able to match the stats and effect of 3 capes of your choice that can be interchanged in wilderness through similar means as spell book swap on the Enchanted God Cape. Repair Fee Balancing: 0 Repair fees outside of wilderness and 50% reduction of repair cost in Edgeville is dumb -1, However I LOVE the idea of the risk of using untradeables goes up and up deeper wilderness you go so +1 just that. However this does give the possibility of getting 2147m + cash so bags would would need to be dropped somehow. Teleport Cooldowns: The whole cooldown thing I would agree should be necessary but 1m 30s seems a little bit like overkill, perhaps more in the realm of 20 seconds or even 15 seconds. +1 A timer between Teleing into a place and Teleblocking someone is just dumb as hell as that legit makes Pvmers/ Pkers in risk with an alien invulnerable -1 AF Qol: Superior Blood Rev- Whats the point in the yell message then? -1 Blood orbs in Looting bag- Already asked about blood money too so +1 Brackish Blade- Can't really -1 this lol. +1 Boost the accuracy of elemental mace- Never tried so can't confirm this as an issue. Buff SoL/ SoB- They're cosmetic variants and thats how it should stay. -1
  3. My nigga half your server barely speak english and my mans using words like erroneous.
  4. lzerraptorz

    PvP Content please?

  5. lzerraptorz

    Set destination option on deep wildly obelisk

    Or perhaps add a scroll that can be bought from the bounty store for lets say 75m bounties that would allow the player to set destination.
  6. lzerraptorz

    Undo repair costs for amulets

    Instead of whining over needing to pay 200m to repair an amulet, look at the price of the actual amulet itself. Without the measly 200m repair cost do you know what you'd have to pay every time you died? Torture - 100B, Anguish 20B, Occult 2B. 200m doesn't feel so bad in comparison does it? Allowing newer players to have some chance in pking some cash when killing players in 100% autokept gear is a must for keeping the server alive and at this current time I feel like they receive the bare minimal for their time.
  7. Olm counts aswell correct?
  8. lzerraptorz

    Scammed by Ryan for spawned malevolent maul

    +1 Definitely seems unfair brother gl on getting compensation at least =p
  9. lzerraptorz

    Proper Solution for the Autokeep & Untradable Epidemic

    Alot of players don't get the choice in the matter you cant simply stop some1 from attacking you
  10. lzerraptorz

    Proper Solution for the Autokeep & Untradable Epidemic

    That would actually be better tbh, but this doesn't completely make untradeables redundant especially considering that this is how it is on most pk rsps and osrs alike.
  11. lzerraptorz

    Proper Solution for the Autokeep & Untradable Epidemic

    Wym people aren't forced when the its either fight spawnables for 0 money or fight autokept items for 0 money. Fights also aren't a simple "gl" people tend to attack the ones in spawnables in the op customs as they see it as a free tier and blood money and that shouldn't be how it is.
  12. lzerraptorz

    Proper Solution for the Autokeep & Untradable Epidemic

    You've gotta understand this from a newer players prospective where literally all BIS items are autokeep and untradeable and leave little to no reward for pking some1 using these items. I understand the cost is alot just to obtain some of these items however this shouldn't make them the BIS items especially when you take into account the smiting capabilities of cursed obsidian. Receiving what is basically nothing for killing some1 in overpowered gear is the reason pking is dying on the server tbh and is an issue that needs to be looked into and addjusted accordingly to make both new and old players happy.
  13. lzerraptorz

    Proper Solution for the Autokeep & Untradable Epidemic

    I feel the same way tbh with either making dharoks also spawnable or making all barrows and dfs unspawnable as its not like ahrims is any weaker than dharoks same with karils and even verac's. Might also liven up barrows.
  14. lzerraptorz

    Proper Solution for the Autokeep & Untradable Epidemic

    Maybe as a better way for cursed obsidian and cursed void would be on death it de-attaches void/ obsidian pieces and the player will keep an untradeable version of the kit where they can use the appropriate armours to use again (not elite void just regular void) but on death the player won't drop these void / obsidian pieces but like 200m cash? Not only will this mean you have to risk to use these items but also act as a blood money sink and actually make gaining obsidian via bounty hunter actually worth while. However i will admit the price for obsidian is way too high a long with many of the other items currently in the bounty shop like rune pouch so their price in bounty points should be adjusted accordingly
  15. lzerraptorz

    Additional Rev Cave

    Or maybe make revs function in the same way as osrs. -Revs attack with all 3 styles and agro to everyone. -Only way to take off agro and damage is by wearing a bracelet of etherium These two things will make revs way less afk as you'll actually have to click now instead of using the bracelet and a yoshi and players without the bracelet will actually take damage instead of just praying melee and afking. Also lowering the drop rate of the grand treasures from 1 in 10k to 1 in 15/20k and reducing it back to 1-10k if the player is skulled and 1 in 5k if the player is redskulled.
  16. lzerraptorz

    Artifacts suggestion.

    Increasing the rate on gold artifacts would devalue an almost useless but rare pet so imo they shouldn't have their drop rate increased so drastically however more things to actually do with them would be nice as there such an old piece of content.
  17. lzerraptorz

    More Connections Per Address

    Issue is with multilogging this is to prevent people from spamming accounts in the wilderness to pvm with little or no repercussions
  18. lzerraptorz

    Rambo4Spec Staff Application (Helper)

    https://gyazo.com/47e4eb4413b741e06d658012e519023d Thanks for help all brother really glad you care about community
  19. The suggestions: As I'm sure many people have realised the wilderness has been pretty dead especially while no world events are active so I thought I'd suggest some ideas to boost wilderness activity as a whole. (And some more things I'd like to see added) sorry in advance for all the reading you may need to do 😛 Risk protection: With 16 positive votes and 0 negative votes I think this is something that should be added: Firstly one of the main issues with Pking in singles is the sheer amount of raggers and 0 risk pkers who just drain the whole idea of fun while singles pking due to the fact they risk absolutely 0 and can just come along and PJ you off a kill with 0 risk involved. From karils + blood dark bow PJers/ rushers to people who prod cursed void shade genies, etc with minimal risk but still have high KO potential on people in real gear just make singles pking as a whole kinda boring as it becomes a task to even get a full fight without being PJed by someone in spawnables or prod gear. Secondly term high risk high reward should apply to pking as well especially deep wildy so those who decide to not risk should be limited to who they can fight. Obviously with the way the servers eco works and with the potential to keep 3 items on death I'm sure it would be quite a task to determain what counts as low and what counts as high risk and to implement such an idea however it would potentially make deep wildy pking in singles a bit more worthwhile as you will not be PJed off those who you attack by 0 risk raggers and TB ragged by people again in 0 risk. Lastly the risk protection will become void if you attack said person then they can freely attack you back (obviously)/ risk protection will also become void if a player is redskulled as that is a choice a player can make (maybe add additional benefits like bm per kill if Redskulled or something similar in singles above 20 wilderness) and as stated in the poll below 20 wilderness and in multi locations. Worldwide wilderness boss events and loot chests: Something many other servers have implemented with the intention of boosting wilderness activity is a worldwide spawn of either a wilderness boss or/ and wilderness loot chests. The concept is every "x" hours a wilderness boss/ chest will spawn in "x" location and will yield huge loots by the person who loots it. However this isn't just going to be a free tele up and loot the chest or kill the boss. Spawn location: https://gyazo.com/db76352d8be2d95a4443d722b231d64e Spawn locations i have circled in blue ^^^ World wide Wilderness bosses: -The bosses will be announced on yell with there wilderness level eg: "Zachariah has been spotted at 52 wilderness" and yell "There is a disturbance at 52 wilderness" 5 minutes before it spawns. -Bosses potentially based off the 3 Mage arena 2 mini quest bosses? (since they played around with sizing aka behemoth elemental make them larger than standard) -The wilderness bosses will require the player to be skulled to fight the boss to prevent people just using max pvm gear with 0 risk. -The boss will always drop a large amount of blood money/ coins or both upon killing the boss which will be split evenly between those who kill the boss. For example if the boss was to drop 20b cash and was killed by 20 players each player would receive 1b cash each. -The top 3 damage dealers (if possible to work this way) will get to roll on the bosses loot table for potential at more loot than just the guaranteed cash. -The bosses will spawn in the same locations as the chests but the two cant spawn at the same time. (every 6 hours but 3 hours apart from each other) -The boss will need an extremely large health pool and a time frame to kill it such as 15 minutes from spawn (boss shouldn't take more than 3 minutes to kill however) -Jad style attacks and dodge-able attacks like wildywyrm and mystic dragon boss combined. -Upon killing every player who participates will either gain magic sickness or a full Teleblock. -Drop rate bonus/ effects of grandring (I) and fortune genie do not work on the bosses. World wide Wilderness boss drop table: Always - "x" Cash (I propose 20b cash split evenly between all those who participate). Always- "x" Blood money (I propose 1.5k blood money split evenly between all those who participate). World wide Wilderness boss drop table: (Between top 3 damage dealers) Always - 1000M coins each Always - 250 blood money each Zachariah: Common 1-15 - Saradomin's tear Rare 1-250 - Saradomin godsword (or) Rare 1-500 - Random piece of Justiciar armour Porazdir: Common 1-15 - Infernal heart Rare 1-250 - Zamorak godsword (or) Rare 1-500 - Sanguinesti staff Derwen: Common 1-15 - Twisted heart Rare 1-250 - Bandos godsword (or) (Doesn't really go with the boss but gotta go for all 3) Rare 1-500 - Epic pet box (Wanted to go for a Bryo staff as a 1-1k but as its an event exclusive item I'm sure people wouldn't be happy with that) All three: Very Rare 1-1500 - 3rd Age dye 3rd age dye: Similar to Runex the 3rd age dyes will be able to attach to Justiciar pieces or Ancestral pieces: -No stat differences other than each now how the same HP boost as Nex gears. -Each peace gives an additional 5% drop rate bonus. -Improved cosmetics (same/ similar as to what they are on runex) -The dye itself will work similar to how ferocious gloves work where they are autokept but tradeable however: Despite what you think I am not proposing a completely autokeep max mage and max melee setup if you are fortunate enough to gain 6 3rd age dyes, instead they will work in a similar fashion to the Blessed Saradomin sword where you will keep the dye on death but the Ancestral and Justiciar will always be lost on death no matter what and each piece will drop as 10b cash (slowly removing these two items from the eco) and the dye will require 5b cash each to become fuse-able with Ancestral and Justiciar. -A full set of 3rd age Ancestral/ 3rd age Justiciar will gain a special effect. Ancestral: Mage attacks gain a 5% damage bonus, have a 20% chance to leech mage levels from the target while intern boosting the wearers and a 5% chance to lifesteal 50% of the damage dealt. Justiciar: Melee attacks gain a 5% damage bonus, have a 20% chance to smite the target 1/3 of the damage dealt and a 10% chance to leech 10% spec when using a special attack. World wide Wilderness chests: -The Chests spawn location will be yelled 10 minutes before it spawns "There is a disturbance at 52 wilderness" -Once the chest spawns it will be un-lootable for 5 minutes to allow players to find its location and will yell "A mysterious chest has appeared at 52 wilderness" -The Chests will spawn in the same locations as the bosses but the two cant spawn at the same time. (every 6 hours but 3 hours apart from each other) -Only one player can loot the chest at a time. -The player who loots the chest will immediately be Redskulled and fully Teleblocked and a 10 second freeze applied to them. -Brew cap if possible to stop people bringing 20 brews to loot the chests in singles for example: 10 brew cap. -Players attempted to spam click the chest before its lootable will take between 3-10 damage per click increasing the closer the chest is the being able to be opened. -Once looted the players name will be announced in yell similar to a rare drop however what they received will not be disclosed. -The player will be unable to log out as soon as they loot the chest similar to them being in combat so even an X-log will not work. -The player will need 4 inventory spaces to loot the chest. World wide wilderness loot chest drop table: Always - 5 - 15b Cash Always - 500 - 1.5k Blood money Common 1-100 - 10b Cash Rare 1-1250 - Spiked manacles (new Bis str boots -5 in all accuracy, -15 in all defence +8 str bonus provides +1 to max hits and protect similar to ferocious gloves) Rare 1-500 3rd age Plateskirt (same stats as Justiciar legs) Rare 1-500 Tormented bracelet ornament kit (works same way as anguish/ torture and occult ornament kit) Very rare 1-1k Cape of skulls (Wearing the cape always redskulls the player provides 3x as much blood money on kills 0 stats in accuracy, defence etc protect like ferocious gloves) Gonna leave this here as many things mentioned still apply: Blood slayer overhaul: In my opinion slayer and more importantly Blood slayer is in great need of an overhaul to maybe make things a bit more interesting than they currently are as what it is right now is just the same damn thing over and over again which to me at least gets extremely boring quickly. The ability to Block/ extend certain tasks would be nice just as a first point as for some people tasks like bloodwyrm and kraken are just straight up boring if you do not own a twisted bow etc so the ability to block/ unblock tasks would be nice however this is just the first point. Secondly blood slayer kills should grant (pvm wise) a 1-5 chance at a mysterious emblem just as a little nice touch. Most importantly perks the vial breaking thing is kind of useless to me so as the only perk you can get that doesn't even apply to blood slayer its kind of pointless. So here is my ideas: -250 blood slayer points - Regular emblems will have a 1-5 chance to drop as a tier 4 -250 blood slayer points - Boss specific regular loot drops i.e coin and blood money drops doubled (boss specific as in the perk will apply to your boss of choice) -500 blood slayer points - Tasks time reduced by 5-10 minutes but blood slayer points and blood money increased by +5 or 10 per task/ 10-20 (blood money) per task -1000 blood slayer points - Blood money from player kills increased by 25% while on task you tier up emblems 2x per kill Many other perks could be added but here was just some ideas. Other: -Addition of Venenatis, Callisto, Scorpio and Chaos fanatic. -Leaf-bladed battleaxe to coin store -Reduction to accuracy bonuses on Elite and cursed void (I know this is a small 1 line statement but it is a massive issue where they work both as robes and hides.) -FIX THE DAMN GMAUL -Alot of items can still be used at Edgepvp that shouldn't -While the lite client acted as a temporary fix lag spikes are still a massive issue with the client. As I said at the beginning I understand this is a lot to read however any and all feedback is appreciated and discussion is also appreciated greatly
  20. lzerraptorz

    *MASSIVE* Wilderness activity suggestions and other ideas

    Its a 5% chance for the lifesteal but I see what you mean when you could heal like 35 from a 70 flames but the odds on that is quite low and idk what BIS drop rate actually is rn so the 5% was just an idea thanks for the feedback.
  21. lzerraptorz

    Making items untradeable

    This is stupid lol
  22. lzerraptorz

    Armadyl battlestaff

    Through my vigorous testing I have came to the shocking conclusion that the armadyl battlestaff sucks donkey dick when it comes to an autocast weapon. The thing hits consistant 11-15s but hitting higher than that is rare when compared to the sangunesti and bryo staff. I appreciate the armadyl battlestaff is a little bit faster than those two aforementioned alternatives however this doesn't justify how piss poor it is to use as a weapon. On melee gear as guessed it preforms ok at best but when you vs any form of decent mage defence your chances of hitting is slim to low. I suggest either a buff to the accuracy of the weapon or maybe remove the autocast all together (my preferred option) because this will make it actually usable for nh and just a cool looking alternative rather than a downgrade to the two cheaper autocast weapons. Even compared to a trident the armadyl staff appears to be way less consistent in terms of accuracy which really shouldn't be the case especially when you take in to account its rarity and pretty sizeable price tag, because for a weapon that was quite heavily hyped for me by others (who i presume use it for cosmetics) it really disappoints. Plz fix KK ty ty xxx - lzerraptorz
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