Introduction: To whom it may concern, @Ryan @Ramzi @Nate @Phenomenon The rest of the staff/devs. After heated discussions and long debates in voice calls from a lot of Experienced players, and speaking from my own experience on SpawnPK I have came to the conclusion to create a thread of community suggestions, I would much appreciate it if these suggestions were read through and at least thought about. I really do understand that maintaining these servers and constantly being pushed for updates must be hard, but there is a large amount of people who are using game mechanics/certain items to gain an unfair advantage on any new players and people who don't have specific items.      Shade Genie/Death Pets: This is one of the things that has came into conversation a LOT recently, which is the "Shade Genie" Pet, understandably it is an expensive pet to have at the price of around 2T But at the same time once you pay the 2T Fee to get this pet you then become super overpowered whilst risking literally nothing. I can't make the worst setup I could to showcase this but an example would be Sanguinesti Staff(e), Ancient Crossbow and a Malevolent Sword/Axe/Sunspear with an Elder blood ring. Many players have come to realise that they can do this and are hitting constant 49 mages into 68 bolts then 80+ specs with Malevolent weapons/Barrelchest weapons which ALSO would have a capability to smite people. Doing all this whilst risking nothing is very unfair on anyone who steps out in risk as most of the time the risker is out damaged/DPSed by the non risker which seems very backwards. How to fix: The player @nopid aka "Dragon" Suggested a fix for death pet which was posted on the forums under this topic.    Another method that was suggested was a new Pet fusion/Enchantment chest item which would be the "Dark Skotizo" / "Darker Skotizo". Here is a little graphic I made just to display an example. This would create a sink for more cash/skotizo pets in the game, give even more of an incentive for players to do skotizo as the pet has a higher drop-rate than a Crystal currently priced at 3.5T whereas a Skotizo Pet is 95B. This pet would work like Skotizo's normal effect but would also work with Death Pet, and give the 30 Second Disability for a Death Pet so the player would be risking the +1 that they're protecting with a death pet. Many people would complain about this but it seems like an accurate work-around due to the fact it costs 2x Skotizo pets at a 5% chance which isn't at all common. Another suggestion that had arose to me by an old player/experienced player to combat death pets and/or shade genie's was to add a 33% smite effect on yourself while you're using a Death Pet/Shade Genie therefore protecting a +1 would also have the risk of being smited for said +1. Lastly on Shade Genies/Death Pets: Would be that if the player using a Shade Genie/Death Pet was smited on death, the effect of the Death Pet would be Nullified and the player would lose the +1 that the Death Pet would protect aswell as their Protected item.   Risk Protection: Another Experience player "Hooke V2" also suggested Risk Protection which was noted in this thread:  I feel like Risk Protection would be a great addition to SpawnPK if it was done correctly and implemented how it should be. What is Risk Protection?: Risk Protection is a type of protection that protects NHers/Brids who are Risking in Deep wilderness levels (10+) from people who are risking nothing/little to nothing and still being able to hit riskers which would also be a solution to fixing a lot of deep wilderness rag issues.  For Example, in this gear I am risking literally NOTHING and can hit 76 without using a spec in 0 Risk, also very accuratley.  I feel like this is very unfair on people that go out their way to get risk when going into deep wilderness to give them a lesser advantage to someone who's not risking and can out DPS someone in Max Gear. A way to add Risk Protection would to allow a player to set their Risk Protection/Risk Defence with certain amounts like so: For SpawnPK a suitable risk protection would be ranging from Risk Protection: Level 1 - 1-10B Level 2 - 11B-20B Level 3 - 21-30B Level 4 - 31-40B Level 5 - 41-50B Level 6 - 50B+  To make it so PvMers in risk wouldn't just get immunity from anyone hitting them I feel like Risk Protection/Defence should only work in place when a player is Skulled. Risk protection could also work based of the risk system that is intertwined with Bounty Hunter skulls:   Cursed Bounty Hunter It has also came to my attention that many people who are in Edgeville with a Cursed Orb are sitting in full tektonic with divine + lance or sunspear and unskulling with death pets/shade genies etc with a setup such as follows: In this setup new players who are forced to skull on this setup are legit getting two hit as @Phenomenon displayed on livestream earlier. It feels like this is way to unfair for people who are coming to SpawnPK and trying to play for fun. These people are making so much money from Cursed Emblems and Risking nothing with no chance of dying to anyone.  A combat for this I feel is that if a player is partaking in Cursed Bounty Hunter they should have to skull in order to gain emblem upgrades.   Blade of Saeldor/Blade of Saeldor(i)
The Blade of Saeldor Would be a slash weapon obtained from the Bounty Hunter shop/Cursed Bounty Store requiring level 75 Attack to wield. It provides the highest strength and slash bonus out of any weapon for its attack speed, surpassing the abyssal tentacle as the best slash weapon. It is tied for the strongest one-handed melee weapon in the game with the Ghrazi rapier. On OSRS the Blade of Saeldor Requires charges with Crystals but on SpawnPK we could use a currency such as blood money to charge the Blade, Alternatively there is a new autokeep version that doesn't degrade in OSRS which is charged with 1000 Crystal shards but we could use something such as 100-200K Blood Money (Which YES is expensive, but to have an autokeep Blade with the same slash variant stats to a Ghrazi Rapier would seem viable).   Trouver Parchment:   Trouver Parchments would be a good addition to SpawnPK Due to combating the untradeables that are deemed "Broken" A Trouver parchment on OSRS is a consumable scroll purchased from LMS in OSRS. Upon reading it, the chatbox message states This is a powerful scroll. Perdu, the dwarf, can use it to help lock certain items to their owners, so that the items aren't destroyed on death in deep Wilderness. Source: https://oldschool.runescape.wiki/w/Trouver_parchment This could be added to items such as: "Cursed Void" "Enchanted Gloves" "Enchanted Boots" "Elder Blood Ring" "Blood Slayer Bow" "Grand Promo Halos" When in 30+ Wild these items would have a chance to be lost on death/have a big repair fee (E.G. 50B-100B) if you don't have a Trouver Parchment attatched to it. How to obtain Trouver Parchments: In my Opinion Trouver Parchments could be obtained in a few ways such as:    LMS Games:  Trouver Parchments Could be obtained through Last Man Standing Games for "X" Points to help boost LMS Activity and also give a reward that players could sell back to an NPC for cash to make LMS a viabale PvP Profitable Money making method.   Risky Rick: Risky Rick could also sell the Trouver Parchments for 5B Cash Per Parchment and it would then be attached to a Certain item, when killed on death Trouver Parchments would drop the player who killed you 2.5B per piece that you have the Trouver Parchment attached to which would implement a cash sink aswell as PvP being more of an insentive when fighting untradeables.   Last Man Standing Updates: As we all know the Last Man Standing minigame is HIGHLY inactive, we struggle to get a game unless we have 5+ Friends online who organise a game together. I feel like there needs to be some way to revitalize Last Man Standing with things such as: New Rewards for the Last Man Standing minigames that players could make stable money from (On OSRS if you're a good PKer doing the LMS Minigame you currently make 2M GP/hr) which is good for PvP on 07. I feel like this would be a good addition to SpawnPK if we had a steady money maker on LMS that gave profit as currently the rewards for the points we get per game are really not worth peoples time such as a 25B Mystery chest which costs 350 LMS points which is 70 Wins and with the state of the inactivity at LMS this would take literally weeks to get enough points for a Mystery Chest which is just really not worth the time put in to obtain this. I feel like LMS could also have more of a SpawnPK Vibe to it too with more Custom Items, but not ones that are too overpowered such as Eternals/Primordials/Ghrazi Rapier/Kodai/Elder Maul/Neitiznot Faceguard. I feel like we should have server-wide LMS "Events" where there are organized LMS games at certain times during the day where for "X amount of time" (E.G 1 Hour) Players would recieve double points for competing in a Last Man Standing game and the person with the most wins in the hour of LMS wins a $20 Bond for example.   Ring of Vigour (i)  / Elder Blood Ring: Ever since the Elder Blood Ring has came to SpawnPK it has made the Ring of Vigour (i) useless that many players spent hundreds of billions if not trillions on to obtain as the Elder Blood Ring gives better stats than a Vigour (i) (apart from +1 str) but also has the same effect as a ring of vigour(i) costing special attacks 10% less special energy. I feel like this is unfair on the people who have got a Ring of Vigour(i) as their item is now deemed worthless when they could have a ring that they could probably get for cheaper. I feel like the ring of vigour (i) should have to be used on the Elder Blood Ring to give it it's effect. A LOT of people will disagree with this but this will be people who dont have the Vigour(i) and are using the Elder Blood as a ring of Vigour.   Clan Cup Tournaments:  Add clan cup tournaments where game modes such as SRI's Can be hosted with set rules, clans can wager cash in the tournament screen so for example: Clan1 vs Clan2 (5v5)  Each member has entered 500x 100M Cash Bags  Wager for the tournament is now Set to 500B Cash. Whichever team wins the SRI/MRI takes home the cash. The clan with the most wins in a 2-3 Month Period can obtain a statue for their clan outside clanwars.   Combat Mechanics: When recieving a bounty hunter target you should have a 10 second cooldown timer on skipping your current target due to the fact that if you're a good PKer and people don't want to fight you this becomes annoying and repetitive once you've cleared the wildenress and can't find any target fights for bounty hunter/cursed bounty hunter in deep wild due to the fact as you're teleporting to your target they've already skipped you. Add a timer on teleports after using a special attack to prevent spec-teleporting. Add a timer on Speccing someone as you teleport somewhere (3-5 seconds) to prevent teleport rushing as much.   QOL Updates -Add a "Joined On" so players could see the date they joined SpawnPK -Add a "Time Played" so people could see how many hours they have invested into SpawnPK -Add a working World Map orb to SpawnPK to help players with accessability. -A few multi lines are still a little off to where they should be. -A Toggle to remove the text when hovering over prayers like so:   Thank-you guys for taking the time to read my suggestions and I am grateful for any responses/feedback/opinions from you guys in the comments. I am not doing this to benefit myself in ANY way possible. I just would like to benefit the server in every way possible!