Skulling Mechanics Improvement

Jul-23-2016 PST

The skulling mechanics of this game are broken and need to be reworked in my opinion. I honestly love the idea of deadman mode and think it could be one of the best versions of Runescape, but a couple of things must be fixed first. The problem lies within the fact that the penalty for attacking another player in deadman mode is WAY too harsh, this isn’t because guards will attack you and you can't go into safe zones.Whats worse,you will fail to get Runescape gold in some dungeons.



It is because it was way too hard to get rid of your skull while doing anything even decent or productive. Did Jagex really think it would be fun for players to have to go and walk around for 30 minutes doing absolutely nothing after any time they have killed someone to even get their loot? You literally can't do anything while you are waiting for your skull to disappear except walk around in circles, you can't train combat, can't go into safe zones, can't continue to PK (if you have full keys), etc etc. That in itself is terrible mechanics and needs to be rethought out. Not to mention you are adding an update that puts even more punishment on players that skull by making them lose more experience then non skulked players.I have a couple of suggestions to help fix this issue.


There needs to be a way to access deadman’s chests from within a non safe zone bank. I don’t care if this area is multi or super dangerous to get too, but you should be able to have to option to keep pking, playing, and HAVING FUN even if you have killed 5 people, you should never have to stand around and do nothing for 30 minutes due to game mechanics.


My other suggestion will affect how we choose which skills we want to save and not lose experience in. Right now you lose 50% of every skill you lose but you are allowed to keep 2 combat skills and 3 skilling skills at their full experience upon death. I recommend instead of choosing 2 single combat skills to save 100% of experience in that you are awarded ten 10% experience saves. Each 10% save could be individually added to any combat stat you want.


So if I added one to range I would save 60% ranged experience when I die and would have 9 left to use. This would result in the same outcome if one saved 2 full combat skills, but would also allow one to spread them out among multiple skills. This would make for a much more interesting game and give much more build options.


At last,hope you guys a wonderful day!And i will be glad to hear different ideas from you,see you!