D&D Improvements | Death Rework

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WolvinGod
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D&D Improvements | Death Rework

Post by WolvinGod » Tue May 26, 2015 8:53 pm

D&D Improvements

Distractions and Diversions are short, fun activities designed to give you a break from skill training, while offering some unique rewards.

The Ninjas have made a ton of tweaks and fixes to D&Ds this week, so take a good look over the list below:

Bork


Added to the D&D tracker.

Drop improvements – previously unlocked with Varrock armour 4 - have been moved to Varrock armour 3.

Varrock armour 4 now offers a daily teleport to Bork.


Champion's Challenge


XP and stats have been buffed.

The fights can be repeated weekly for an XP reward.

Losing a fight no longer locks the player out from the fight - so there's no need to get a new scroll.

Added to the D&D tracker.

Can be now be completed in EoC or Legacy.

There's a new title - 'Champion of Champions' - for defeating all 15 champions.

The deposit box is now a bank chest.

Scrolls can now be fed to a baby troll.

The lesser demon fight has been tweaked.


Court Cases


Now always rewards a mystery box.

Mystery box rewards have been made more worthwhile.

The XP reward has been changed to a combat XP lamp - Prayer and Summoning included.

A new title is available for those who have completed all cases: 'The Detective'.

It's no longer necessary to complete the tutorial to start receiving cases.


Evil Tree


XP rates have been increased for the top three trees.

Turns into a bonfire post-event, on which kindling can be burned, granting Firemaking XP determined by your level.

Roots go down faster when all four are active.

Roots respawn more slowly when three are active.

Rewards now scale based on Farming/Woodcutting level.

Spirit trees and the D&D Tracker are more specific on where the tree will appear.

The leprechaun's log-banking magic now works instantly, instead of just when the inventory is full.

It's now quicker to check the approximate health of the tree by examining it.


Familiarisation


Now occurs exactly every 2 hours.

The triple charm reward is now given by a consumable ticket, allowing you to choose when to use it. You can only carry one of these at a time.


Fish Flingers


The Barbarian Assault fisherman is now found near Otto's lake, close to the leaping fish spots.

New rewards have been added. Each of these costs 100 tokens:

Tacklebox fish teleport limit reset.

Fish Flingers entry ticket. Note that the cap of 15 is unchanged.

Extra fish caught with each success for 20 minutes. Note that this stacks with benefits from Agility and the shark outfits.


Goblin Flash Mobs


The D&D is now free to play.

Non-degradeable free-to-play level 55 combat gear has been added as rewards:

Gud raider axe.

Gud raider chainbody (power-type).

Gud raider shield.

Resource rewards have been improved.


Phoenix Lair


A new Level 84 familiar has been added:

Has a chance to burn 2 logs at once when using bonfires.

Requires 2 phoenix quills.

Uses the same scroll as the original phoenix.

Invisible +12 Firemaking boost.

Same quest restriction as the original Phoenix familiar.

Reborn mages no longer block movement.

Surge, Barge and Escape are now allowed.

10 quills can be paid to skip to the fight.

The branch harvesting animation no longer causes a delay.

Using unfletched twigs fletches them.

The cave exit's 'Look at' option has been replaced with a 'confirm' box.


Skeletal Horror


The XP reward now scales according to Slayer and Prayer levels.

Reset now occurs at the standard Wednesday weekly reset time.

The skeleton champion scroll and triskelion fragment have been added to drop table.

Always drops an elite clue scroll (as long as you don't already have one).

Added to the D&D tracker.


There's also a new title – the Distracted – for anyone who tries out all D&Ds featured in the D&D Tracker. You can find out which you still need to try via the preview in the Title interface.


Death Rework

With your help in the beta, we've reworked RuneScape's Death system. There's now more freedom in how you reclaim your items and more leeway when things go wrong, while retaining the risk in your most dangerous adventures.

When you die – as long as you're not in the Wilderness or in a safe area – the following applies:

Items are now stored by Death when you die. He will look after them for 24 hours of in-game time. This persists across log-outs, so disconnects are no longer a danger. You will respawn in his office.

You will be able to claim back your items in exchange for coins, by sacrificing items eligible to be lost for their coin value, or a combination of the two, using a new interface.

Items that would have degraded on death, won't do so if reclaimed from Death's storage, as the penalty is now reflected in the buy-back mechanic.

If you choose not to reclaim items from Death immediately, your gravestone will spawn when you leave his office. Gravestone timers have been reduced, but this will allow you to reclaim items using the degrade-on-death mechanics you're used to.

If you choose to try and get back to your gravestone and don't make it, Death will still be holding your items.

You can return to Death within 24 hour in-game hours if you wish to claim some of your items back later. Be aware, though, that dying again will wipe the stored items – only the items and equipment you were carrying during your most recent death are stored.

Note that existing mechanics for items kept on death still apply. This includes extra items kept with prayers, divination items, and similar effects, including reductions for being skulled or being in a dangerous area.

Items you were holding when you died can no longer be picked up by other players.


In the Wilderness, or in safe areas, none of the above applies. Death mechanics in PvP situations are the same as they've always been, with the exception that a stack of items is now treated as a single item for purposes of item protection.

Other, smaller tweaks are:

You can now choose any gravestone appearance that you have unlocked. You will always get the benefits of the best one available to you, regardless of the chosen look.

Graves are now allowed in the Corporeal Beast's lair.
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Imp334
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Re: D&D Improvements | Death Rework

Post by Imp334 » Wed May 27, 2015 3:47 am

Have to remember to actually do skeletal horror now, 100% elite cluescroll should be good
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Re: D&D Improvements | Death Rework

Post by Cally Raven » Wed May 27, 2015 7:26 am

Thanx Wolvin :D
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Re: D&D Improvements | Death Rework

Post by syfyqueen » Wed May 27, 2015 6:54 pm

I don't like the death rework. It's totally bogus we have to pay to get our gear back! Who decided this? What happened to polling us for our opinion if we even wanted this crap? I sure as hell didn't vote for it!! :ymtongue: X( :-x
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Re: D&D Improvements | Death Rework

Post by Dr Brad » Wed May 27, 2015 8:38 pm

syfyqueen wrote:I don't like the death rework. It's totally bogus we have to pay to get our gear back! Who decided this? What happened to polling us for our opinion if we even wanted this crap? I sure as hell didn't vote for it!! :ymtongue: X( :-x
You don't have to pay to get your gear back. If you want to run for your grave (with timer), you can do so. Big difference is that no else can get your grave stuff.
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Re: D&D Improvements | Death Rework

Post by WolvinGod » Wed May 27, 2015 9:21 pm

Dr Brad wrote:
syfyqueen wrote:I don't like the death rework. It's totally bogus we have to pay to get our gear back! Who decided this? What happened to polling us for our opinion if we even wanted this crap? I sure as hell didn't vote for it!! :ymtongue: X( :-x
You don't have to pay to get your gear back. If you want to run for your grave (with timer), you can do so. Big difference is that no else can get your grave stuff.
Thankfully they got rid of the "players that died are restricted from using load stone teleports until their grave is gone"
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