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The main things which can be making people unhappy with Deadman are often clans

Hello, everyone, today i want to express some complains for the Deadman mode from the server escape 2007 Gold (runescape 2007 gold), It really is
sad that the game-type with so much potential is it being allowed to **** this bad. It's been a mere A couple weeks since season two has started- and there was clearly only 200 people online yesterday, which is pathetic.

The main things which can be making people unhappy with Deadman are often clans, suiciders, and any other root cause of unwarranted death that will be keeping them from being able to do ANYTHING. Put simply, it is just to all to easy to die in Deadman- especially as being a lower level.

Here is a directory SIMPLE changes that would make the action playable. Remove all clan capes, and all other hued capes from Deadman- turning it into more difficult for clans for you to coordinate in groups. Display names no longer visible to other participants, and friends do not display as green dots on mini-map away from safe zones. Again, to hinder but not necessarily destroy clans.

You cannot pick your global when logging into DMM. You have two login options, one picks from the superior five latency servers, and one is entirely random. Implementing the GE would likely make trading easier. This destroys the capacity for clans/groups to globe hop PK.Higher levels deal proportionally less destruction of lower level players- the power difference between higher ranges and lower levels isn't balanced for DMM. Higher levels should use a strong advantage in fights nonetheless they should not one-shot reduced players with bronze arrows. Skulked players need to lose more experience in shielded skills, and a bounty hunter option must be added to track decrease skulked players. In addition, all banks are at this point safe zones and skulked players cannot unnote food.

Teleport need to retain the ten second delay, but should no lengthier be interrupted by movement or damage. It needs to be possible to flee
in a world full of barrage. If the player/clan can't kill you in 15 seconds, or isn't using typical spell-book for teleblock, you should have to be able to escape.

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