20 minutes means there's no risk you say unless you dc, so you think 5 mins would be better lol? That's more of a reason to keep it at 20 to counter dcing issues.R3v k1ller wrote:I like the idea of 5 min timer, what somebody posted earlier it sounds like getting to Zulrah takes about 60 seconds. Plenty of time to get stuff back in 5 mins. 20 minutes means there's no risk to this unless you dc. Any pvm should have some risk imo.Rapsey wrote:I think it's worth pointing out that this solution is still somewhat prone to abuse. In essence it's just the Priestess with a 20 minute timer, so it's a bank you can use for 20 minutes. It's not much but that might be enough for UIM players to offload some valuables while they go do something dangerous, like a clue in the Wilderness. This could easily be countered further by reducing the timer to ~5 minutes and/or making the loot disappear if you die again.
Dying @ Zulrah
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Re: Dying @ Zulrah
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Re: Dying @ Zulrah
Then let's just keep items on death..the point of losing items is because there should be some risk. If nobody could lose items ever..the game would get boring.Jonas wrote:20 minutes means there's no risk you say unless you dc, so you think 5 mins would be better lol? That's more of a reason to keep it at 20 to counter dcing issues.R3v k1ller wrote:I like the idea of 5 min timer, what somebody posted earlier it sounds like getting to Zulrah takes about 60 seconds. Plenty of time to get stuff back in 5 mins. 20 minutes means there's no risk to this unless you dc. Any pvm should have some risk imo.Rapsey wrote:I think it's worth pointing out that this solution is still somewhat prone to abuse. In essence it's just the Priestess with a 20 minute timer, so it's a bank you can use for 20 minutes. It's not much but that might be enough for UIM players to offload some valuables while they go do something dangerous, like a clue in the Wilderness. This could easily be countered further by reducing the timer to ~5 minutes and/or making the loot disappear if you die again.
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Re: Dying @ Zulrah
This is a good point. Also eliminates any issues with UIM's using it to bank.R3v k1ller wrote:Then let's just keep items on death..the point of losing items is because there should be some risk. If nobody could lose items ever..the game would get boring.
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Re: Dying @ Zulrah
Seriously don't know why no one said that earlier. Just make it a 'safe' boss. That terminology might trigger a few people, but that's essentially how it is on osrs.Adamthalion wrote:This is a good point. Also eliminates any issues with UIM's using it to bank.R3v k1ller wrote:Then let's just keep items on death..the point of losing items is because there should be some risk. If nobody could lose items ever..the game would get boring.
Last edited by James on Tue May 09, 2017 10:05 pm, edited 1 time in total.
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Re: Dying @ Zulrah
Mb, nvm, didn't think it through, made that statement spontaneously.R3v k1ller wrote: Then let's just keep items on death..the point of losing items is because there should be some risk. If nobody could lose items ever..the game would get boring.
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Re: Dying @ Zulrah
Are you making it that easyAndres wrote:Tbh : you're a noob if you die @ Zulrah, but that's just my opinion tho.
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Re: Dying @ Zulrah
^Fat goat wrote:Exact the same as osrs, or harder
Make it accurate af because we have op gear. If you fuck up on prayers you deserve to die
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Re: Dying @ Zulrah
I can already hear the yells. mage phase hitting 40 40 40 rangeJames wrote:^Fat goat wrote:Exact the same as osrs, or harder
Make it accurate af because we have op gear. If you fuck up on prayers you deserve to die