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So as we all know, spawn(PK) is not very pkish server at the moment. And for reasons like pvm being High reward, no risk and pk being more of the "high risk high reward if even".

People getting raid drops left and right just like that, and pkers getting blood money, making 10b an hour +- 

In my humble opinion there should be some pvp updates coming our way. You can make literally 10t in 1 drop with all them pets and stuff. What can you get from pk? rare chance 1 in 10k or wut? for those items worth few hundred bill, which i rarely see coming from pk!

So i got few suggestions :

- Scroll that you can buy same as orb, shows top of there next to orb while in pk that would increase chances to get artifacts (stacks with orbs), and those items such as balmung, arma staff etc..

- More daily or weekly milestones for pk such as "get 20 kills for 5b cash" or get "get 100 kills for 40b" or something like that (would reset daily or weekly) 

- Update emblem shop. get some pets there or those balmungs etc..

- Something "op" for making money in pk same as those expensive pets like fortune genie for pvm.

So to end this rant/suggestion PvM vs PvP is very unbalanced and sad to see it that way. PK needs some buffs.

 

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+1 for me , i do agree that pking doesn't really give good money unless you high risk.This server is a "pk" server at the end of the day so therefore, pking should have some good money making in it.

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+1 but to say there's been no pvp content updates is quite unfair. The revised blood caskets from the last update were a great addition to the money you make per hour pvping.

Nonetheless, your suggestions are really solid, and there definitly should be more incentive for players to start pking.

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10 hours ago, Lammie said:

+1 but to say there's been no pvp content updates is quite unfair. The revised blood caskets from the last update were a great addition to the money you make per hour pvping.

Nonetheless, your suggestions are really solid, and there definitly should be more incentive for players to start pking.

True I kinda forgot about blood caskets, but I dont think they alone are enough to make pk worthwhile

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I totally agree that pking needs to be more rewarding but it doesnt really help that people unskull with max melee being able to stack out full hp almost all the time and eating up to 100. Theres just to much op shit in game to make risking any amount just not worth doing.

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2 minutes ago, iwillnot said:

I totally agree that pking needs to be more rewarding but it doesnt really help that people unskull with max melee being able to stack out full hp almost all the time and eating up to 100. Theres just to much op shit in game to make risking any amount just not worth doing.

Only annoying "op" items are like enchanted gloves.. and well im not even sure about others. the ppl on max risk usually some bit of money, more than you normally get and if they skull, well its bank loot and only reason for me to pk XD

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honestly i wouldnt care about enchanted gloves if they didnt have the leech effect cause that shits just dumb. but im talking more of just the accuracy that people get when they use zbow-korasi+dfs into an elder maul. yeah sometimes u can out eat it but not very often. then there's the issue with the dragon upgrade scroll, people can skull with a death pet and use tektonic plate and legs and a dds and will hit constant 60+ specs.

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Just now, iwillnot said:

honestly i wouldnt care about enchanted gloves if they didnt have the leech effect cause that shits just dumb. but im talking more of just the accuracy that people get when they use zbow-korasi+dfs into an elder maul. yeah sometimes u can out eat it but not very often. then there's the issue with the dragon upgrade scroll, people can skull with a death pet and use tektonic plate and legs and a dds and will hit constant 60+ specs.

Need to make topic for those, this one just to make pking more worth doing :P

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Scroll that you can buy same as orb, shows top of there next to orb while in pk that would increase chances to get artifacts (stacks with orbs), and those items such as balmung, arma staff etc..

Good idea but i'd like it to be more indepth before i judge on it. how expensive are they, what are the rates etc.

- More daily or weekly milestones for pk such as "get 20 kills for 5b cash" or get "get 100 kills for 40b" or something like that (would reset daily or weekly) 

Big plus, this is much needed. allow spawnables to make money too

- Update emblem shop. get some pets there or those balmungs etc..

Thing here is that the bh shop is basically just a "buy the highest priced item" shop. You'll always go for the best points:price ratio. So it'd need better uniques in there in order to balance things out, and preferably even consumables so that these items wouldnt drop within a week to relic price. Blood serp needs a revamp for how dead content it is too.

- Something "op" for making money in pk same as those expensive pets like fortune genie for pvm.

More high tiers items for pking in general would be a plus for me. It shouldn't always have to be a new BIS weapon or armor piece either. Things can be rebalanced to have its own purpose as well. F.e justiciar being tanky but having a lower max hit than lets say torva. Same with tektonic. The 3 armor sets we have are basically the same. Instead it'd be better if you had a set for offensive accuracy, one for offensive strength and one for defensive abilities. Adding something to this like a helmet that'd increase stattue/rare drops from pking would be good as well.

I also believe 2 more detremental things could be added to the wildy in general. This is concerning new players money making inside the wildy.

1. Either add a PKP system thats decently profitable, or a low drop rate key system of sorts. Allowing spawnables to fite other spawnables (general no risk vs no risk) and still be able to profit over time if they put in the work. Another system for this could be like wilderness keys or something. 4 tiers of keys, random drop chance that isn't too high, and you can increase the key loots by having a higher risk yourself. It's also the reason why there should be more general pking dailies for edgeville, edgepvp and things like that. PKP shop could have build up items.

Grind low amount of points for ur starter cash, or keep on the grind until u get a huge amount of points to see the real profit (short term and long term). PKP can be increased with orbs or general risk too.

2. A world boss inside the wildy

Should spawn every 3 or 4 hours, roams the wilderness randomly. Loots from him cannot be banked with a yoshi. Everyone that does damage has a good chance of loot and will always be guarenteed to see some profit. Whether its larran keys, treasure caskets etc. You should never walk away empty handed. Requires a lot of players to kill. And also add a few uniques to make it worth while for some of the richer players, so that everyone can benefit from killing it. Add a MVP system so that the 3 players that do the most damage have an increased chance of a high rare drop, but without taking away from the other players. EVERYONE can roll a rare. Would boost wilderness activity by a ton everytime it spawns for sure, if done well.

 

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1 hour ago, traffic said:

@metal justin Tbh yes ur suggestion +1 but we just need to get ramzi and ryan think the same so we get something going on :D

Ramzi doesn't partake in suggestions, let alone read the forums.

@metal justin, here's some scoops to further enchance pking rewards.

  • Blood King Buff:
    • Currently gives +3 bm per kill with it on and mimics magma helm stats.
    • New: Double base BM per kill with it on and mimic dark serp stats.
      • Currently also wins a $10 bond
      • New: Boost bond reward to $20 
  • Daily Top Pker Buff:
    • Currently gives a $10 bond to #1 spot, $5 to #2 spot
      • Buff #1 spot to $20 and 2,500 BM and #2 spot to $10 and 1,000 BM
  • Statuette Buff:
    • Currently Archaeologist III gives +25% gold from all statuettes
    • New: Archaeologist IV boost +50% gold from all statuettes for a total of 75%
  • Blood orbs Buff:
    • Lesser Blood Orb
      • Current: +25% BM gained, +25% chance for 2x emblems
      • New: +25% chance for pvp statuette drops, +5% chance for grand treasures on pvp kills
    • Greater Blood Orb
      • Current: +33% BM gained, +50% chance for 2x emblems, +5% chance for gold artifact drop
      • New: +33% chance for pvp statuette drops, +10% chance for grand treasures on pvp kills
    • Master Blood Orb
      • Current: +50% BM gained, +100% chance for 2x emblems, +10% chance for gold artifact drop
      • New: +50% chance for pvp statuette drops, +15% chance for grand treasures on pvp kills
    • Cursed Blood Orb
      • Current: +100% BM gained, +100% chance for 2x emblems, +25% chance for gold artifact drop
      • New: +75% chance for pvp statuette drops, Gurantee the effect of "emblem snatcher" blood perk, +25% chance for grand treasures on pvp kills
        • Emblem Snatcher Blood Perk= After killing a player, 1/3 chance of receiving enemies BH emblem
          • Cursed orb would now make this effect 100%, PvP Treasures:
  • PvP Treasures:
    • Droppable via pking at a base 1/10000 rate but you can boost via the following:
      • Killing at edgeville =+10% chance (1/9000)
      • Killing your BH target at edgeville =+10% (1/8000)
      • Killing someone while on a 25+ Killstreak=+5% = (1/7500)
        • New rates are as follows with the buffs suggested above:
          • Killing someone while having a lesser blood orb =+5% (1/7000)
          • Killing someone while having a greater blood orb =+10% (1/6500)
          • Killing someone while having a master blood orb = +15% (1/6000)
          • Killing someone while having a cursed blood orb = +25%(1/5000)
    • Remove them from cave revenant drops.
    • Keep them in PvP mystery boxes.
  • Stone Artifact Store:
    • Absurdly priced items, needs heavy repricing to make them actually worth buying.
      • Remove task bottles, 100 BM bag, goodie bag, and fancy mystery box.
      • Add blood casket of 1k/10k, treasure casket and treasure chest.
        • Blood casket(1k) = 1 stone artifacts
        • Treasure casket = 2 stone artifacts
        • Blood casket(10k) = 5 stone artifacts
        • Treasure chest = 5 stone artifacts
      • Add a $10 bond
        • Donator mystery box = 3 stone artifacts
        • $5 bond = 10 stone artifacts
        • $10 bond = 15 stone artifacts
  • Gold Artifact Store:
    • Another absurdly priced item store, needs heavy repricing to make them actually worth buying.
      • Remove Fancy mystery box, pvp mystery box, donator mystery box.
      • Add Grand prize key, blood chest, and $10 and $20 bond.
        • Grand Prize Key = 2 gold artifacts
        • Blood Chest = 4 gold artifacts
        • $10 bond = 1 gold artifacts
        • $20 bond = 2 gold artifacts
    • Possibly add pet fuse box for 40-50 gold artifacts?
      • *insert poggers here*
  • Boneguard pet:
    • Boneguard pet seems underperforming for being a high grind item. 20 gold artifacts takes around 10-15K kills(should not be the case with all the new buffs i've presented).
  • Bounty Hunter Store:
    • Remove a lot of the unnecessary items in here like the following:
      • Remove blood money, rune pouch, obsidian armor pieces, malediction and odium ward, hunters honour and rogue's revenge.
      • Staff of light buff:
        • Boost SoL magic damage bonus to 12.5%(2.5% higher). Currently it's identical to tsotd that's around 1B
      • Blessed Saradomin Sword buff:
        • Currently the sword is lost on death when not risked, but it should be autokept along with the tear when the sword is not risked. Source via OSRS wiki: https://oldschool.runescape.wiki/w/Saradomin's_blessed_sword
        • Spec should be given a accuracy bonus. BSS is never used in the wilderness and it has a lot of potential to be good but the spec is really lack luster in terms of hitting often. It's usually either a 70+ or a 13, there is no in between.
      • Blood Serpentine buff:
        • Without adding more autokeeps, i've come up with a solution to adding in something unique to the blood serpentine helmet.
        • Currently: Has the same effect as fero gloves where it adds a +1 max hit to hit caps.
        • New: Passive ability to act as a lesser blood orb when in the wilderness.
          • Lesser Blood Orb: +25% BM gained, +25% chance for 2x emblems
            • This can be made to stack with other orbs or not.
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27 minutes ago, Kellatha said:

Ramzi doesn't partake in suggestions, let alone read the forums.

@metal justin, here's some scoops to further enchance pking rewards.

  • Blood King Buff:
    • Currently gives +3 bm per kill with it on and mimics magma helm stats.
    • New: Double base BM per kill with it on and mimic dark serp stats.
      • Currently also wins a $10 bond
      • New: Boost bond reward to $20 
  • Daily Top Pker Buff:
    • Currently gives a $10 bond to #1 spot, $5 to #2 spot
      • Buff #1 spot to $20 and 2,500 BM and #2 spot to $10 and 1,000 BM
  • Statuette Buff:
    • Currently Archaeologist III gives +25% gold from all statuettes
    • New: Archaeologist IV boost +50% gold from all statuettes for a total of 75%
  • Blood orbs Buff:
    • Lesser Blood Orb
      • Current: +25% BM gained, +25% chance for 2x emblems
      • New: +25% chance for pvp statuette drops, +5% chance for grand treasures on pvp kills
    •  Greater Blood Orb
      • Current: +33% BM gained, +50% chance for 2x emblems, +5% chance for gold artifact drop
      • New: +33% chance for pvp statuette drops, +10% chance for grand treasures on pvp kills
    • Master Blood Orb
      • Current: +50% BM gained, +100% chance for 2x emblems, +10% chance for gold artifact drop
      • New: +50% chance for pvp statuette drops, +15% chance for grand treasures on pvp kills
    • Cursed Blood Orb
      • Current: +100% BM gained, +100% chance for 2x emblems, +25% chance for gold artifact drop
      • New: +75% chance for pvp statuette drops, Gurantee the effect of "emblem snatcher" blood perk, +25% chance for grand treasures on pvp kills
        • Emblem Snatcher Blood Perk= After killing a player, 1/3 chance of receiving enemies BH emblem
          • Cursed orb would now make this effect 100%, PvP Treasures:
  • PvP Treasures:
    • Droppable via pking at a base 1/10000 rate but you can boost via the following:
      • Killing at edgeville =+10% chance (1/9000)
      • Killing your BH target at edgeville =+10% (1/8000)
      • Killing someone while on a 25+ Killstreak=+5% = (1/7500)
        • New rates are as follows with the buffs suggested above:
          • Killing someone while having a lesser blood orb =+5% (1/7000)
          • Killing someone while having a greater blood orb =+10% (1/6500)
          • Killing someone while having a master blood orb = +15% (1/6000)
          • Killing someone while having a cursed blood orb = +25%(1/5000)
    • Remove them from cave revenant drops.
    • Keep them in PvP mystery boxes.
  • Stone Artifact Store:
    • Absurdly priced items, needs heavy repricing to make them actually worth buying.
      • Remove task bottles, 100 BM bag, goodie bag, and fancy mystery box.
      • Add blood casket of 1k/10k, treasure casket and treasure chest.
        • Blood casket(1k) = 1 stone artifacts
        • Treasure casket = 2 stone artifacts
        • Blood casket(10k) = 5 stone artifacts
        • Treasure chest = 5 stone artifacts
      • Add a $10 bond
        • Donator mystery box = 3 stone artifacts
        • $5 bond = 10 stone artifacts
        • $10 bond = 15 stone artifacts
  • Gold Artifact Store:
    • Another absurdly priced item store, needs heavy repricing to make them actually worth buying.
      • Remove Fancy mystery box, pvp mystery box, donator mystery box.
      • Add Grand prize key, blood chest, and $10 and $20 bond.
        • Grand Prize Key = 2 gold artifacts
        • Blood Chest = 4 gold artifacts
        • $10 bond = 1 gold artifacts
        • $20 bond = 2 gold artifacts
    • Possibly add pet fuse box for 40-50 gold artifacts?
      • *insert poggers here*
  • Boneguard pet:
    • Boneguard pet seems underperforming for being a high grind item. 20 gold artifacts takes around 10-15K kills(should not be the case with all the new buffs i've presented).
  • Bounty Hunter Store:
    • Remove a lot of the unnecessary items in here like the following:
      • Remove blood money, rune pouch, obsidian armor pieces, malediction and odium ward, hunters honour and rogue's revenge.
      • Staff of light buff:
        • Boost SoL magic damage bonus to 12.5%(2.5% higher). Currently it's identical to tsotd that's around 1B
      • Blessed Saradomin Sword buff:
        • Currently the sword is lost on death when not risked, but it should be autokept along with the tear when the sword is not risked. Source via OSRS wiki: https://oldschool.runescape.wiki/w/Saradomin's_blessed_sword
        • Spec should be given a accuracy bonus. BSS is never used in the wilderness and it has a lot of potential to be good but the spec is really lack luster in terms of hitting often. It's usually either a 70+ or a 13, there is no in between.
      • Blood Serpentine buff:
        • Without adding more autokeeps, i've come up with a solution to adding in something unique to the blood serpentine helmet.
        • Currently: Has the same effect as fero gloves where it adds a +1 max hit to hit caps.
        • New: Passive ability to act as a lesser blood orb when in the wilderness.
          • Lesser Blood Orb: +25% BM gained, +25% chance for 2x emblems
            • This can be made to stack with other orbs or not.

best suggestion post ive read in a long long time. i want to see all of this implemented for real.

To add on to that i'd like to see:

Treasures rework. completely remove them from revenants. Instead make them a 1:5000 chance in pvp. Add a 25% DR to archeologist IV.

In combination with the 50% from a CURSED ORB (EXPENSIVE AF) this would be a 75% lower chance. so like 1:1250. Still reasonably high to the point that u dont expect one, but its a possibility atleast. The 1/5k chance could motivate regular non risk pkers a bit more too, as 10k kills generally takes years lol.

Other than that id add on to the leader boards idea.

Add a top 3 instead, and add one for most targets pked.

Top 1 in both get a 20$ bond a day, 2nd place 10$, 3rd place 5$. So for most general pk's in a day, and one for the most targets pked in a day. Could change it up between bulk blood money, bags, bonds or blood diamonds to keep the fluctuation of just bonds entering the game in check.

PEt fuse for 40-50 gold aritifacts might be a bit much considering the boneguard price.

people would probally say "1t for 20, or 1.5t for 50. Not worth" even if you can get a good pet from it, it can also give junk. It's also more golden artifacts than ive had in drops in my 3 years of playtime and 6k+ kills. But I guess this can be looked at after implementation of your ideas, to see how the artifacts do after that.

overall gigantic +1

 

@Phenomenon let us know what you think =o

Edited by metal justin

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IMO, deep wild needs to be more profitable. Change repair costs on death so that you pay 200M for amulet repairs regardless of how many ammies you have (instead of 600M as it stands).

Add PK points which are *only* obtainable by killing other players and are linked to your account. Increase the PKP for deep wild kills. Eg Base PKP of 15 per kill, but goes up by 3 for every 10 levels of wildy. PK points are spent in a shop with OP items like dark crystal, claws ornament etc.

Make BH tele and rev cave teles free to those who have >1K kills so that PKers aren't penalised for teleing to an area where the PVMers can just alien teleport away

 

Edited by Big Pee pee

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1 minute ago, Big Pee pee said:

IMO, deep wild needs to be more profitable. Change repair costs on death so that you pay 200M for amulet repairs regardless of how many ammies you have (instead of 600M as it stands).

Add PK points which are *only* obtainable by killing other players and are linked to your account. Increase the PKP for deep wild kills. Eg Base PKP of 15 per kill, but goes up by 3 for every 10 levels of wildy. PK points are spent in a shop with OP items like dark crystal, claws ornament etc.

Make BH tele and rev cave teles free to those who have >1K kills so that PKers aren't penalised for teleing to an area where the PVMers can just alien teleport away

 

pkp will most likely never happen. However with the above mentioned suggestions by kell and me, youd see a pretty big increase in profitable pking from anyone. Whether its a no risk pvmer or spawnables in edgeville. With adding leaderboards those that pk the most (top 3 in targets and top 3 in normal pvping) would already see an increased loot.

Stone + gold artifact shop rework would do tons as well, if it allowed us players to get them slightly more easily. And so would an increase in the other mentioned things =]

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Thank you for your suggestions everyone!

Rest assured, improvements to PK profitability have been the primary focus for this week's update.

We plan to hit multiple areas rather than just one, including but not limited to:

  • Revive and update nearly all of our existing wilderness content. @Kellatha's suggestions in particular are going to be a great help for navigating this part
    • Bounty hunter
    • Gold & stone artifacts
    • Existing wilderness bosses
    • PK-related money making activities
    • Hotspots
    • Superior bosses
    • Blood king system
    • "Kill streak and killjoys"
  • New epic deep wilderness boss, with exclusive items to obtain
  • Brand new reward avenues to the wild in general, some of which will include hype reward potential that we failed to fully create with the grand treasures. For example, adding an extremely rare chance to receive pet fuse boxes via PKing. Not at a rate that will be a detriment to the economy, but at the sweet spot where players will feel they "just might" get that extremely valuable reward at the very slim chance (on top of the more reliable rewards from the points mentioned above)

 

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more bm from pking based on total kills would be great, like 3 extra blood money per 1k kills

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1 hour ago, sonny said:

more bm from pking based on total kills would be great, like 3 extra blood money per 1k kills

+1, reward those who have put huge amounts of time into pking

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4 minutes ago, Loviathan said:

+1, reward those who have put huge amounts of time into pking 

+1 people do 500 raids for grandmaster raid and get 4x common rewards, why not give more bm the more kills you have

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This is besides the point but...

Ryan, please make it so you're able to choose whether you want infernal cape stats or the ones displayed in the shop when owning an infernal cape.

Somewhat relevant to PvP I guess.

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Some sort of nerf on cursed void is needed imo to create an incentive for people to risk more or pk in general in deep wildy. 

The fact that there exists an autokeep setup which only requires a 2 way switch that is able to attack in all three combat styles is busted enough. 

Adding onto that ridiculous autokeep cancer is it's insane defense/offensive capabilities which rivals/out-damages a 4 way tribrid switch with actual max just fucking demoralises tribrids from even wanting to deep wildy pk. 

The "investment" cost of cursed void is too little to justify how fucking stupid and broken it is, either put a cap on its defense stats or increase the repair cost to atleast 5-10b cash. 

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Just now, reeeeeeeeeee said:

Some sort of nerf on cursed void is needed imo to create an incentive for people to risk more or pk in general in deep wildy. 

The fact that there exists an autokeep setup which only requires a 2 way switch that is able to attack in all three combat styles is busted enough. 

Adding onto that ridiculous autokeep cancer is it's insane defense/offensive capabilities which rivals/out-damages a 4 way tribrid switch with actual max just fucking demoralises tribrids from even wanting to deep wildy pk. 

The "investment" cost of cursed void is too little to justify how fucking stupid and broken it is, either put a cap on its defense stats or increase the repair cost to atleast 5-10b cash. 

Would it be a help if for example cursed void would have about half of its stats or less, but go back up whenever used in combination with void gloves+helms? So that it needs a full set in order to even be good? Or perhaps a small nerf even with the full set effect just to make it a bit more balanced?

So strong offensive, but still relatively weak defense (but still higher defense than regular void). That way youd always risk void helm+gloves (if you have a weapon etc), would that be a good balance?

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25 minutes ago, metal justin said:

Would it be a help if for example cursed void would have about half of its stats or less, but go back up whenever used in combination with void gloves+helms? So that it needs a full set in order to even be good? Or perhaps a small nerf even with the full set effect just to make it a bit more balanced?

So strong offensive, but still relatively weak defense (but still higher defense than regular void). That way youd always risk void helm+gloves (if you have a weapon etc), would that be a good balance?

Leave cursed void alone. It’s too expensive to repair so hardly anyone uses it anymore. Cursed void isn’t the reason that no one pks considering we have genie pets e gloves and plenty of other broken things

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