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metal justin

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Everything posted by metal justin

  1. metal justin

    Pure Zone Overhaul

    Complete Overhaul of the pure zone suggestion Hello everyone and thanks for checking out this post. Today I wanted to talk about the pure zone, one of the most dead pieces of content on spawnpk. The reason I want to bring it up now once again, is due to the winter event being over. When we were discussing in yell to skip for the hotspots, I realized I didn't even want to see pure hotspots now because without the winter shards for kills, it's just not worth it what so ever. What I'd like to suggest instead, is to have a look at this zone once again, and make positive changes in terms of: - What you can do there. - Possible rewards - and thus money making. - Adding more fun to the whole expierence overall. Let's start off with the "what you can do there". Currently your only option is to be a 1 defense pure here. Anything above 1 def and you won't be able to even enter the wilderness here. What I want to oppose, is an extension to pures. A lot of players really enjoy different kinds of pures, as seen as peak 2012 pking days when pures were probally at their highest in hype. I'm talking about regular pures, special pures based on magic damage (TSOTD pures on osrs for example), initiate pures (20 def), turmoil pures (30 def), Rune pures (40 def) and of course the almighty zerkers (45 def). On top of that we also have ranged pures, tanks and other special kind of account setups that can be widely enjoyed by all different kinds of players. So how would we handle all these kind of pures? Well since the main pking spot for pures is this PvP area around the grand exchange, I thought we could take it up a notch and divide the area in 4 different places. NE, SE, SW and NW. Dividing the GE into 4 different areas where different types of account builds could gain access, with different limitations. If this area ends up being too small for the amount of pkers, perhaps it could be switched to varrock square (this would overall be far more interesting imo, as more brids could show up with TB, getting tank tests to the banks and such. Or perhaps the tele could be to the varrock big bank, and you'd have a locked down varrock area that is completely accessible. Now let's cover the rules for each side to create different oppurtunities for different pkers. NE: the low level pures (TSOTD pures, obsidian maulers, dark bow pures etc). You must be under a combat level of 60 in order to access this area. In this area more lower level pures can try and find their unique account builds in order to try and top the other players in said area. The wilderness level would however be reduced to 5. That way a level 60 cannot attack a level 50. That way more of the same type of builds can fight each other, or you'll have to see more adjustments in order to match each other's combat level. SE: "mid tier pures". Restrictions: Have to be under a combat level of 84. This area will also have a max of 5 combat level difference in terms of attacking. This tier will give more wiggle room for unique builds, but are still in a domain where pures can stand a top of all without having huge downside effects (f,e having to fight ranged tanks). SW: High end pures. Restrictions: Have to under a combat level of 96, with a maximum defense level of 45. At this point you're getting near max pure level, with moderate prayer, without having all the options unlocked. However, you can create a VERY wide variety of accounts based on that combat level. Wilderness level would also be reduced to 5. NW: All kinds of account builds. Restrictions: Must be under a combat level of 102. A 102 combat is the absolute max a pure can reach with 1 defense. Any account variantions, including tanks, could fight in this area, as long as they are below a combat level of 102. Wilderness level would also be reduced to 2. Now that we have covered different kinds of areas for different kind of builds, let's go over a few more overall area restrictions. In order for this to work out properly and not giving some players ridiculous advantages over others, some chances need to be made. First off a limitation of pets: - Any and all Holy pets that buff smiting effects. This one needs to be ATLEAST restricted in all areas except for NW, due to the fact that a lot of account builds here would be 52 prayer or below. Smiting is already an easy enough thing of pures - let's try to keep it a skill based thing here, rather than an overpowered weaponry/pet system. - Death pets and all fusion variants will not be allowed in the north east and south east areas of the pure zones, in order to make the overall required risk of low level pures higher. (more about this when we get to the rewards). - God spell boosting hawk's and/or variants. Atleast in the tiers below level 84 I believe this would be too brokenly overpowered. Item restrictions: - Divine & elysian spirit shield. Too broken for tanks. - Elemental mace. Same reason as the smiting pets. - Barrelchest waraxe/malevolant waraxe. All area's except for NW (maxed pures). - Dragon upgrade scroll buffs will be turned off when in all areas except for NW (maxed pures). - Blood slayer weaponry will be completely restricted, unless they get a god damn repair cost thats billions. Too broken what so ever. - Wicked Blade in all area's except for the NW maxed pures. - Swift/enchanted gloves, ridiculous advantage for tanks (it's just way too strong on spawnpk) *NOTE: more may be added with your help, let me know what you believe would need to be restricted in certain area's for them being too overpowering in their class. All with all I think this would be an amazing expierence overall. To truly spice things up and make this area booming, it would have to be rewarding. What I hope to bring with this are overall more fun and balanced fights between different builds, while also allowing players to increase their risk for stronger setups. This will be implemented into the new reward shop as well. Keep in mind the majority of these will still fall under "pure points" as a currency, which you gain from fighting in any of the zones. New items: - Corrupt Obsidian. This will be a slight rework on regular obsidian armor. This armor will boost your obsidian weaponry significantly just like the other sets would, however they will see a heavy nerf overall. * the pieces now require a defense level of 40 to wear. * defensive stats will be HEAVILY reduced from where they are now. About -70% * it loses their smiting ability Can be bought in the store at the following prices; Helm: 45 points Platebody: 55 points Platelegs: 60 points. - Spiked manacles/(E) These will be the new BIS boots for pures, with a significant raise on stats from climbing boots, giving a +4 strength bonus. These can be bought for 25 points. The spiked manacles (or) will be a new enchantment chest item in the Tier I catagory. They require 5 of these boots for a 20% rate. The item is tradable. The spiked manacles (or) could be considered the best in slot boots OF ALL, so because of that I wanted to propose a special limitation. In order to use these boots you must be UNDER a defense level of 45. From 46 and higher you'll be restricted in wearing these boots. Leveling up your defense stat while wearing the boots will force them into your bank, or on the floor if your bank is full. These boots will give decent accuraccy stats as well as a whopping +8 strength bonus! Since they are tradable however, they are lost on death if they aren't your most valuable item. It'll also increase your max hit potential by +1 over the cap. (keeping in mind pures cant use ferocious gloves or blood serp/faceguard for other +1's!) - The SoulBound Pendant/(or) This will be a very special and unique kind of amulet. The stats overall will be that combined of a regular anguish, torture and occult necklace, HOWEVER with a -50% stat decrease. Now this doesn't sound very good overall until we have a look at it's special ability. This pendant will actually buff it's own stats based on your defense level! At level 99 it'll have a 0% bonus meaning it won't do anything. At level 1 defense however, the total buff would be 1.5X that of the original amulets, making it by far the strongest amulet in the game (at 1 def). I'm not 100% sure on the maths inbetween but what I'm trying to go for here is that it slowly gets stronger as your defense goes down. At a zerker level the amulet should be at about 1.15x stronger than the regular amulets stats, and it maxes out at 1 def. Similiar to how dharok's gets stronger on lower hitpoints. This item can be bought for a whopping 1.000 pure points (expensive due to the strength of the item). This item will have an ornament kit available in order to make it untradable as I figure a lot of people would rather risk some money than this ammy itself. In order to balance an untradable like this out in it's environment the repair cost of this item will be a whopping 5B, dropping 2.5B for the killer. The ornament kit will be gained from Pure Crates (a new item). - Pure Crates Similiar to BH crates, it'll be the pure zones variant. Bought for 25 pure points, the box can be opened for a wide variety of items. From more basic items such as a treasure casket, up to all the new pure items. Of course, the more expensive/special an item is, the rarer it becomes. It can also give any of the items from the other pure zone shop, with a very rare chance of getting the untradable hood or book. In return, players will now be able to sell back those hoods/books to gain 75% of the points back as well as any items sacrificed to make it. Could also include some new cosmetic pure gears that are fashionscape as heckity. These crates also have a rare chance of giving 50, 100 or 250 pure points (scaling up in rarity). These boxes will also include a few uniques such as the ornament kit for the soulbound pendant, perhaps more later on. *When the pure hotspot is active, ANYONE will have a random 1/25 chance of pking these boxes during the pure hotspot regardless of what their stats, gear or risk are. The drop rate on this can NOT be increased by any means (grand falcon, wyrm, boneguard, risk etc).* - Angelic Halo (tradable). *A bright white halo with a small particle effect* This will be another unique pure item restricted to a max of 45 defense. The angelic halo will give not BIS stats, but good overall tribrid stats for the helmet slot. It can also increase your max hit by +1 over the cap. Cost: 500 pure points. Does not have an untradable variant so it's a high risk item. - Frosted d'hide armour set. Consists of a body, chaps and vambraces. The body will require 40 defense to wear and all other items require atleast 85 ranged. Has increased ranged stats and magic defense, but doesn't give range damage. Would be a new mid tier range set overall - but extremely useful for pures (especially NHers). Chaps would be the main go to for pures. Full set cost: 250 pure points. Tradable. - Proselyte (g) New turmoil pure armor, requiring 30 defense and 95 prayer to equip. Gives exceptional prayer bonus as well as good melee stats. Strength bonusses; Helmet: +3 platebody: +5 platelegs: +3 While the full set is equipped you'll have a 5% chance to drain an extra 5 prayer points when you deal damage to your opponent. This will always be a flat 5 prayer damage, uninfluenced by any possible things. Full set cost: 750 pure points. - Gilded HandCannon A new weapon, comparable to the already existing hand cannon, easter cannon and barrelchest hand cannon, but with slight variant in stats/effects. The stats will be overall lower than your regular cannon, but this will be compensated for by how the cannon is used. * The regular shots of the cannon are faster in speed by 2 ticks. * It shoots only Gilded Shots from the pure shop * The max hit of a regular hit is only 35. The uniqueness for this weapon will come in the form of it's special attack. This special attack will cost 50%. When used, the player will ready itself (delaying it's attack by a few ticks), to then shoot 2 shots, with about 3 ticks between the shots. A player can then chose to switch weaponry after this first shot is fired, to interrupt the special attack and combine the first hit with another weapon such as an AGS spec. The maximum hit of the gilded cannon when using it's special is 45-45, this cap cannot be highered by anything. Cost: 1.000 pure points. Cannon shots cost 1 points each, and can be saved on firing with an accumulator (t) or assembler. - Shade Crystal (attachable) These can be used on the Elder Chaos Robes to create Elder Shade Robes instead. This will be the new BIS mage gear for 1 defense accounts, giving exceptional magic bonusses. Cannot be equipped above a defense level of 30. In turn the crystals can also be used on the Daggon 'hai robes in order to create new BIS mage gear for zerkers+. This will be restricted to 70 defense in order to not intervere with items such as ancestral and sorcerer's robes. Personally I'd love it if anyone could use it, but if that's the case there have to be restrictions with how good the armor is, which is hard to do dealing with how powerful some items already are. If anyone has a good balanced out suggestion for this problem, let me know. Price: 250 pure points (per crystal). Other adjustments to the purezone; - The base amount of pure points per kill will remain 1. - When the hotspot is active on the purezone, all points gained will be doubled. - Upon killing someone there is a 5% chance that you'll get +2 points instead (4 during hotspot). - You can now gain killstreaks in the Pure Zone. This will be a seperate killstreak below your current killstreak in the quest tab. When on a 10+ killstreak you'll gain 2 points per kill. 25+ killstreak you'll gain 3 points per kill. 50+ killstreak you'll gain 3 points per kill, by the 5% chance for gaining +2 points goes up to 25%. 100+ killstreak you'll gain 5 points per kill with previously mentioned effect. - While pking at the purezone, there is a 1/5000 chance that a player kill will result in a brand new "pure pet" drop. It'll look like a very typical pure (d'hide chaps, shade robe top, pointy hat etc), mini-me size. Unique ability: * Gives 2.5% more damage and accuraccy in all combat styles. * This effect will get added on by 0.1% for every level closer to 1 defense. (max +9.8% for a total of 12.3% damage and accuraccy as a 1 def pure) Fun bonus addition: When the purehotspot is active, it could only double the points of a certain area, changing every 15 minutes. So it'll say: Pure Hotspot (SE) meaning SE would get all the benefits of the hotspot. Then it cycles the areas every 15 minutes, increasing far more activity as well on different types of builds. New possible achievements: *Gain 50 kills at level 30 defense. *150 kills at level 45 defense or below. * Get 250 pure kills in the new pure zone. Listen guys I know everyone HATES reclaiming their comp capes once they have them. But at the same time I'd just LOVE to see some expansions on the achievement charts in order to keep me more often motivated to go for the grindier parts of the game and to try out new things. I'm sure a lot of long time comp capers would love to see some new variety in here as well, as it's not like we're getting new achievements that often anyway. All with all I believe that even though this would take a decent portion of time to be implemented, it'd also feed us with literal hundreds of hours of new kinds of entertainment. Not only that, but it has tons of options for future additions as well. I really poured a lot of time in to this and I'd love it if you could leave your opinion on it down below. Thanks for reading, - Metal Raimon.
  2. metal justin

    [April 3rd, 2020] Easter Event 2020

    Pretty lovely update overall. Suggestion: Since you can recolor the nezzy helmet (normal) I thought it'd be a nice extra perk to recolor the neitiznot Faceguard as well? Just an idea of course but I feel like that one is used quite a bit more nowadays. Overall interesting update. Curious to see how the new pets/crossbow perform overall. Thanks Ryan
  3. metal justin

    Death pet suggestion

    Big +1 for me. Would the death variants work the same way? Or would you say for the shade genie perhaps it'd be, since it keeps +2 items, 1 most valuable, and for a 2nd item the 3rd one? So it still smites the 2nd most valuable item for example? Or would you say it keeps the 2nd and 3rd most valuable item, and smites the most valuable? I feel like that'd kind of make the shade genie lose its main value though. Curious to see what you think about it!
  4. metal justin

    Pure Zone Overhaul

    If you have absolutely no constructive critisism on a post why are you even posting? You are just rambling random things hoping you have a point somewhere, which unfortunately, you don't. You aren't contributing to this post what so ever with your comments so just stop posting man.
  5. metal justin

    Epic Pet Suggestions

    i do have an entire seperate idea for that, but i think more pvp content is needed first for enough ppl to agree to pvm content that concerns raids
  6. metal justin

    Epic Pet Suggestions

    F. Ehm. Big spidey boi? "Anansi Nylocas" (based on a mythological creature known for tickery and knowledge, that took the form of a spider)
  7. metal justin

    rigged enchanted chest EXPOSED.

    shoulda done atleast 750 smh
  8. metal justin

    Pure Zone Overhaul

    Thank you very much man. What you think about some of the rewards?
  9. metal justin

    Pure Zone Overhaul

    Thanks for the support my man
  10. metal justin

    Pure Zone Overhaul

    examples?
  11. metal justin

    Pure Zone Overhaul

    What makes you think this becomes dead content quickly? And what ways do you think that can be improved upon? The entire suggestion would make pure pking highly more profitable overall, not too mention the amount of different builds and setups players can use for different types of fun. It'd add tons and tons of content in terms of how much variaty it can have. Especially hotspots would become incredibly profitable as well, not just for the new pure items, but even things like the $5 bonds you can buy. If overall money making attractiveness doesn't sound appealing enough perhaps some more general items could be added to the pure crates in order to give them value outside of the pure items as well. But keep in mind that you would be able to make tons upon tons already by simply having the hotspot active and hunting points, crates AND hotspot caskets at the same time.
  12. metal justin

    Epic Pet Suggestions

    Since this got bumped ill give some contribution. Pet 1: nylocas vasilias pet (melee) Pet 2: nylocas vasilias pet (range) Pet 3: nylocas vasilias pet (mage) Why you think these pets should be fused: Although this is a decent pet I thought it could be something even more interesting than what it currently is. Current status effects: 10% soaking, and 5% damage buff, in their respective style. (green = 10% range def, 5% more range damage) I have 2 ideas surrounding this fusion. One would be in regards to defense, the other in regards of attacking. This could either be a special fuse where you can chose one or the other, or the most liked out of the 2 (if enough support is there) could be implemented. Fusion cost for Defense aspects: All 3 spider pets, 3x Mini me and 100 blood diamonds. The resulting pet will be mixture of the nylocas spider pet with a shadow pet like look. So a shady spider so to say, with blue/green/grey tints. Effects: This pet will not have ALL damage soaking and damage at the same time!! Rather, it'll become a switchable pet. First off the damage soaking will now be 15% in their respective style. When you are attacked the game will check what kind of hit is being landed on you (mage/range/melee), and the pet will switch forms to that specific style. Note it'll switch after the hit is dealt. This means good NHers with proper switches can still get a switch off on those spider hits as well, avoiding the soak. Fusion cost offensive aspects: All 3 spider pets, 3x tekton pet 100 blood diamonds. (*although tekton is normally a "pvming pet" I thought it would come closest to "damage in all styles") This pet will be very similiar to what was mentioned above, except for the visual looks perhaps, but rather than switching when getting hit, it'll switch based on your weapon equipped. If you switch into melee, the pet will switch to melee. If you switch to range, the pet will switch to range. Mage will be likewise. The damage soaking stays at 10%, but the damage increase gets an increase to 12.5%. Overall the spider pet is probally the most slept on pet from TOB, due to the fact that you need 3 of them to have a "well rounded" effect. You could bring a melee spider into pvp because you're using melee, but if a mager or ranger attacks you you basically lose half of it's effect as well. Thought it'd be an interesting idea, even if my idea wasn't the most balanced, perhaps something along the lines of this could be done with the petties.
  13. metal justin

    [January 24th, 2020] TONS of QoLs, Fixes, and more!

    Feel like the update is a bit double edged. On one had I'm really liking the much needed tweaks and changes. Frosty bow getting a slight buff was heavily necessary, and the LMS changes are amazing. Yet on the other hand somethings feel a bit half done. An example would be that the new shield is now also dropped by vorkath yet - the rest of his drop table is still garbage and unchanged - the shield isn't really anything to brag home about, making you suddenly want to do vorkath because of it. Feel like the shield would be a LOT more viable if it had the highest magic damage % of any shields (THAT ARENT FOR SPECIFIC SPELLS), since the highest we have is probally the mystic tome at like 2.5%? Making this shield 5% or so wouldn't be game breaking by any means (a lot of spells are pvp capped anyway), and those that arent have better alternatives (tome of fire i for fire surge or zammy spells f.e) And as much as I like the LMS rewards being nerfed in terms of prices, I still find it a shame that the point reward system wasn't touched at all. (more points for kills, landing top 3 spots etc would've made this piece of content a lot more interesting or atleast having 2 games run side by side to heavily reduce the waiting time between games). Other than that good QOL update, just hope to see a content update again soon.
  14. Basically I've made a video recently covering everything that I thought could be changed/added to make LMS a more interesting piece of content (https://www.youtube.com/watch?v=XOUp76e-WFM) But I wanted to make a suggestion post for the things that stood out the most as important which were the rewards, in order to gain a bit more traction around it. So let's dive into it shall we. First off the lms games itself. - Have multiple games running at once. Up to 3 at a time. · The first game requires atleast 5 players to start. · A 2nd game requires 10 players to start. · A 3rd game requires 20 players to start. - Adding a yell message for the LMS game that is going to start when it has 1 minute left. That way everyone is notified. This would overall give more of a flow to lms games, letting people run it more consistently. If you're able to fill a lobby with let's say 20 players, those that die early will have to wait for a new game to start, and the majority simply doesn't. They move on to other pieces of content and let LMS be what it is because waiting 15+ minutes for the next game to start is just far, far too long. 1. The point system The points system is overall disappointing as it currently is. It doesn’t feel rewarding at all, and with the extreme long waiting times it has at the moment, losing in the first round is a huge waste of time. Here is what I’d suggest instead: · You always get 1 participation point for being in the game · You’ll get additional points for where you end up by the time you die (this is how it currently works. Being first out of 10 players gives you 10 points) This would now be 11 points for being in a game. · Get an additional point for each kill you got as well as more winter shards (after the event a small amount of blood money, cash or some other reward should be implemented as well!) · Get an additional 1, 3 and 5 bonus points for being 3rd, 2nd or 1st place respectively. 2. The rewards shop · First off; 2 new items to the shop. Void gloves and the deflector as an (or) version. These new items will count as having 4+ void items in order to make set effects upgrade. This mean you having 3 or pieces while using for example normal gloves, will give “regular void” effects but with slightly increased stats, and having 4 pieces of (or) void, will give you the “void ornament effects” These new effects would be something like this: - Magic: The full void magic set will increase your casting accuracy by 25%, while giving a +5 max hit potential while on the ancient magic spellbook. Keep in mind your non robe ornament pieces are a big risk when you skull up. The ancient spellbook requirement is a necessity for the max hit to work, in order to prevent spells like fire surge and flames of zamorak to not hit literal 99s. - Void melee: I feel like a lot of people can relate when I say that void used to be iconic in the RSPS scene as one of the top notch strength gears in the gear. Famous for having low as hell defense, while being able to achieve the highest max hits of all. That’s kind of what I’d love to see comeback with this void set. I believe void or can be nerfed a bit more in terms of defense, as I believe it still holds ridiculously high defensive stats for ROBES. They are ROBES okay god damn not metal plated armor. For the melee effect I’d love to see a 15% accuracy increase and increasing your max hit by +4. To put this in perspective, with void you are unable to use a neitiznot faceguard, blood serp or ferocious gloves. In a different setup you can increase your max hit by +2 by having 2 of those items on. Now with melee void, you’ll be able to increase that ever so slightly more. The deflector comes in here, to increase it to +5 with 1 handed weapons as you’d be able to use for example a dds+fero gloves+void deflector (or) to get the desired buff. Although this may sound strong at first, keep in mind a player would be risking very expensive items to achieve this while being as squishy and killable as can-be. - Void range With void range things can easily become a bit tricky. Keeping in mind that for any 2 handed bow you’ll need to wear void gloves (or), but for 1 handed weapons you can choose to use swift gloves with a deflector (or) instead. So if the set effect is too strong it could become overwhelming with swift gloves at the same time. To prevent this I’d like to suggest a double effect. A small accuracy increase just like the other sets, and on top of that the full void set can *replace* the swift gloves effect. When having full void range (or) equipped you have a chance to fire a 2nd arrow or bolt when you shoot your weapon, dealing a guaranteed half damage of the hit. Swift gloves as they are now, however, can sometimes even hit things like 40-40. This can’t do that. If you hit a 40 first arrow, the 2nd will always be a 20. Likewise if you hit a 10, it’ll only be a 5. If however you’re using a deflector with swift gloves and full void range ornament, it’ll simply increase odds of a swift glove effect to go off by 10%. · Alternative suggestion: We could also use more bolts in the blood money shop that work and are dragon bolt related. Diamond bolts for armor piercing, rubys for pvming etc. In return, the void armor could buff certain bolt effects. Side note: I believe some range weapons need to be looked at before this is implemented. Blood slayer bow still hits 80s in the right gear and that’s just bullshit as far as I’m concerned. Overall void range set should be offensively STRONGER than any other range setup that’s possible; but you have to sacrifice a huge amount of defense in order to reach that. - The sorcerer’s robes I believe that for how much points these robs require that they are very underwhelming. They give only a slight accuracy buff over ancestral while having the same mage damage %? Why not just chose ancestral then especially when it’s like a 100th of the price? Some potential buff ideas are: · Increasing the stats per piece to be more rewarding overall · Giving the full set an effect that helps in some way shape or form · Perhaps make it buff certain spells based on the color of the robes, or in combination with enchanted imbue capes to make that more special or something? In the end it should be better than it currently is, or just be heavily reduced in price, because even with this newly suggested point system, 3000 for the full set is NOT worth it at the moment what so ever. - Ancient ward Needs to be buffed. Super underwhelming for its supposedly “range and mage in one” shield. - Buff the ranged strength to +5 - Make the magic damage 5% rather than the current 1.8. not only is a 0.3% difference unnoticeable (wyvern shield), a 1.8% overall is still pretty trash. At 1500 points this is just a ridiculous dead content item. We’re still lacking of a strong magic shield anyway, besides the tomes (i) that work for a specific few spells. All with all a few more rewards being added would be nice to see as well. A cosmetic untradable armor set to flex if doing a lot of LMS (like the Castle Wars armors in runescape), perhaps some high tier items like promo package III for a high amount of points and other fun and/or rewarding things that could probably be thought up.
  15. metal justin

    Emlem trader store.

    definitely being intentionally vague in my post as I think it'd would need careful treading like you said. But at the same time it wouldnt be impossible or anything either. One potential buff could be blood money boost. But one that's like actually worth using for example. Especially if it only lasts a short amount of time but has the potential to make a lot of money in said time.
  16. metal justin

    Emlem trader store.

    What about more consumable things that can keep getting bought and used similiar to whats happened to the cursed kits. But rather than that it could be something like a scroll for x amount of points that boosts chances of getting a pvp treasure to 1:500 for 1 hour for example. Can be thought out more than that, but if its items that can keep getting "used up" like a dragon upgrade scroll then it wouldnt decrease in price either, and with some variation there would also be a good flux of interest at the same time.
  17. metal justin

    DH LMS

    Wouldn't mind this as a seperate gamemode tbh. At the same time I'd also love a fully custom "spawnpk lms" where you start with nothing and can get items like the elemental dagger, cursed void robes/obsidian armor, neitiznot faceguard etc etc. Ofcourse depending on how good the item is it'll be rarer to get/need a better key to get it.
  18. metal justin

    LMS reward shop changes (& point reward system)

    Thanks for your reply. In terms of item rewards as you're saying i'd fully agree. I'd prefer it was unnecessary as well. unfortunately nowadays its hard to implement things without making it stronger. I do want to clarify that in this scenario it was planned out be because it's void. IMO void needs to stay a glass cannon; some of the strongest offense you can find, but also some of the worst in terms of defense. Other than that i'd prefer something like the new robes to have a special effect not perse related to your hits in terms of damage, but you'd have to come up with something very niche or unique. Shield is just... too weak. Not much you can adjust there. As for the other game modes I didn't include it in this post however I did mention it in my video. It was as follows: 1. Extra gamemode · I’d really love to see the original LMS be either an option as an additional game mode or to be replaced with what we have at the moment. I feel like there is an amount of players that enjoys the current NH tourney style LMS, so because of that I feel like having a separate game mode would be more suiting towards a multitude of players. The main reason I’d like to implement this is due to the skill gap. I understand that there are a lot of very skilled NHers on spawnpk, but that isn’t for everyone. Some players would like to become better at this skill as well without getting outright destroyed by players that by far out skill them. Having a hunger games type of mode would intertwine rng with the skill gap. You’d basically have a game start, and it takes 2 minutes before PvP is activated. In those 2 minutes everyone can open a multitude of chests/wardrobes etc. for small amounts of equipment, food and potions. By the time PvP becomes active you’d see a wide variety in the items that players have. One might be having a 3rd age mage top with black d’hide chaps and a msb, while someone else is rocking full rune with a dscimi. Only from PvP kills can you start seeing bigger gear upgrades. Some of these items would be the current pvp items, ags, claws and other items like that. From the “first 2 minutes” you get more basic items before you get the good gear upgrades. The game at the start provides each player with 1 brew, 1 restore and 3 sharks, as well as a rune pouch. Maybe 5 keys that will open for a random item + 4 random food pieces (between monkfish and rocktail at random), a potion (combat/ranging/restore/brew/sanfew), and 2 or 3 random gear pieces. Overall I believe this sort of game mode would be far more fun for players that do not quite play as competitively as some others do, or for those that just want to have fun without getting all sweaty over a NH fight. I’m not saying good players wouldn’t play this, but the overall strategies and gameplay mechanics of this mode would play out quite differently from what we have at the moment. When LMS was first announced for SPK me and many others had hopes of it being the “original LMS” and not the new version. But now that this is the version that we have, I would highly +1 just adding a 2nd game option for this instead to please a wider audience. - all with all I believe spawnpk has so much potential for an amazingly fun custom LMS game due to the item options we have on here, that it's just a missed opportunity.
  19. metal justin

    Taxes

    money sink happens. Im pretty sure thats the majority issue here; too much cash in the game...
  20. metal justin

    Taxes

    i disagree with the whole punishing part. I have a strict mercher account and i know for a fact that 2.5% wont matter anyway. If i'm merching a 1t item i'd only lose 25b. Not too mention a system like this in place would just mean ppl would start selling items with a +2.5% margin anyway. But that doesn't mean it wouldn't sink cash anyway. And keeping in mind that if you're flipping 1t items you're probally talking about huge profit margins to which 25b would only be a smart portion anyway. And like I said in my last reply, it could be lowered to 1% or even lower once the economy settles some more and some cash has left the game.
  21. metal justin

    Taxes

    Huge +1 for both ideas. I know a lot of players will probally oppose this because "imagine losing some money on that profit", but in a scenario like this I think it's way more important to consider the games health over the players opinion. No one can possibly argue the state of the economy at the moment with prices gone through the roof. A money sink is desperately needed and this would undoubtedly take trillions out of the game in weeks. With that being said I do believe that the TP tax could be lowered to 1% once things stabilize a bit more and a chunk of cash has left the game.
  22. metal justin

    Blood Slayer

    Huge +1 from me too. I'd also love to see more end game type of unlocks that are NOT tradable. something u can only get from the grind. but at the same time also a +1 for some more profitable rewards in the shop too!
  23. metal justin

    Raids Hard Mode Suggestion

    Hey guys! Today I wanted to talk a little bit about raids. Especially within the GM community, the interest in raids overall has dropped quite a bit from what it was. It's just not a challenge anymore what so ever, and it can get stale VERY quickly. Today I wanted to suggest a hard mode option, how it will work, what effect it'll have on raids and some other raid related things that can be added. - The hard mode When opening the raids interface, there will now be a check box to trigger "hard mode". These can ONLY be applied to master in grandmaster raids, to ensure that hard mode is actually hard and time consuming, and having this for normal -> experts would kind of defeat the purpose. Ofcourse none of this has the intention of flooding items in to the game or anything crazy like that, so please continue reading before you make conclusions. - How does it work? Hard mode will add multiple things to the raids to make them harder. Let's go over the things. 1. When on hard mode, overall defense from monsters inside the raid will be boosted by another 25%. 2. Monsters inside the hard mode raid will see a 15% increase in their hit points (scaling with amount of players in the raid of course) 3. Bosses will see new unique special attacks or requirements to kill them. 4. Protection prayers will no longer FULLY block incoming damage, rather lowering it to a 80% soak, leaving you with 20% of the damage taken. Edit #5: Perhaps it'd be interesting to also buff damage on some bosses. This would mean you have to use both protection prayers AND soulsplit in more rooms, really upping the difficulty some! - Vanguards: The melee vanguard will now have a special attack that targets all the players in their spot to be drawn towards the vanguard while disabling their prayers. This should make them a lot less AFKable on its own. - Tekton: When on hard mode tekton will have a “rock hard shield” meaning; the first 50% of tekton damage can only be done through pickaxe damage. (After the rocks are mined other weapons can be used once more) - Vasa: Vasa will now have a special stomp attack that randomly drops big rocks within the room. This will be indicated by a shadow on the floor (showing where it drops). These hit a lot harder than it’s normal attack and cannot be prayed against - Vespula: Vespula will now have an ability to spin a circle and spawn 5 minions (the same once that spawn from the portal). However, these minions have a different color to indicate it’s spawn, with slightly increased HP (about 100 per minion), and they use all 3 styles at random (melee/range/mage) - Muttadile: This little shit is bad enough as it is. - Olm: Of course we cannot forget the mighty olmlet. He will now gain a new poison effect, targeting a random player. This will work similar to osrs where you start to “drip poison” and if you stand to long on the pool, the damage will increase. In order to avoid it you have to walk around until the effect goes away for 15 seconds. Other players standing on your pool will also be affected. - Benefits of hard mode? Obviously no one wants to go through all this trouble for nothing, and thus the rewards should be scaled accordingly. There are a few new things entering the game with this update. 1. Muttadile pet. 25% damage boost in its respective room and another effect. I’d rather have someone come up with pet effects as this isn’t my forte. 2. Vanguard pet. 25% damage boost in its respective room. Other pet effect should be something implementing all 3 styles, either in defense or offense, to mimic the way vanguards work. 3. Metamorphic dust. https://oldschool.runescape.wiki/w/Metamorphic_dust 4. Raid’s “egg”. The pets can be gained either through their boss at a low drop rate (muttadile 1:2500, vanguards 1:4000) or from the new raid’s egg. I figured it’d be better to have these 2 pets outside the relic of xerics in order to add another benefit to hard mode. However, if voted against, it’d be alright to just add them to the relic instead to increase its value. Metamorphic dust: On OSRS this dust can be used to give your pets a metamorphose to other pets. On Spawnpk it will do a similar thing but of course slightly different. The dust will work as a combination item. You must have 2 raid pets and a dust to in order to then combine the pets, changing its name to “dusted olm/vespula/etc”. When hovering over the pet and holding ctrl, or examining it, will display what pets are combined. You can add any raid pet to the dusted pet, with another piece of dust. The chance for a dust drop would be around 1/10 on a Hard mode Grand Master raid. When a pet becomes dusted it will receive a 10% damage increase in their respective rooms. The pets DO NOT FUSE, rather they will now work like an enchanted Yoshi, allowing you to “change” the pet. It’ll basically mean you will be able to carry multiple pets in 1 inventory slot, with a slight increase in power inside the raids. When the pet is on the ground or in your inventory it’ll have a right click “metamorphose” option, cycling through your bound pets in the order they were originally added. Once combined it becomes untradable, however it can be unbound as well. When unbounding multiple pets you will only receive 50% of the dust, rounded down. So unbinding 2 combined pets will give you 0 dust back, as it only cost you 1. The dust itself is also tradable. - Other loots Other loot tables will also be increased while on hard mode, but not by too much. Since grand master’s already have such a high drop rate on rares especially, having hard mode on will increase chances of a rare by 12.5% (or 1/8th). The common loot tables however will now have +2 rolls pet slot. (75 blood money at a grandmaster slot will be 125 blood money on a hard mode slot). The same goes for master raids. Additionally I'd like to see an untradable "flex item" from olm that can only be gained on hardmode. It would drop to a random player in the room, and if said player already has this item it'd go to the next. I honestly feel like it'd just be nice to see some unique, untradable items in the game that players have to work towards to unlock themselves, rather than just buying them. Similiar to how OSRS pets are. This could be a cosmetic mask, cape or anything as long as it shows off "i grinded hardmode raids for this" in some way. (bout 1/50 drop from olm itself but it rolls only once, no matter how many players in the room) Anyway that's all I could come up with for now. I had 2 big reasons for making this post 1. Raids get's too boring as it is, there is no challenge and everyone can basically do it at this point. 2. Make raids far less "afk easy profits". This could be invoked more by lowering drop rates on master/grandmaster raids and increasing it more on hard mode. (F.E currently let's say its 1:8 for a grandmaster raid. Instead make that 1/15 while on hardmode it becomes 1/5. Not actual numbers, just an example.) One last issue I have with raids as it is, is the unbalancing between Solo raids and 5 man raids. In my opinion (taking grandmaster as an example here) I believe where a solo should be around 25 minutes a 5 man might be 20 minutes. The way it is now is that solos can take up to 30-45 minutes, while a 5 man team clears grandmasters in around 10 minutes. This makes soloing a complete waste of time by default. I'd rather see 5 men raids taking a bit longer while lowering the time for a solo raid. - Lower the HP on solo raids, but increase the amount of HP gained per player in raid. That's it. Let me know what you think
  24. metal justin

    Gambling Taxes

    That would mean you can no longer gamble items on spawnpk which I doubt more than 5% of the players would enjoy lol
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