Hello and welcome to my thread! In this thread I will discuss a change I propose to the current PvP loot sytem. I will condense the information as much as I can so the idea is presented in a concise way. Enjoy
(¯`°•The Problem•°´¯)
Complete with player rants and eventual Jagex fixes, the drop system for PvP worlds has been far from perfect. I know it is only the first alternative to the direct drops of the old Wilderness, but I think it can be improved.
Prior to June 16, 2009, there were many boss-only, minigame-only, and Slayer-only drops in the PvP drop table. Jagex listened to player feedback on the forums and removed these items from the PvP drop table, as it was devaluing the items. As most expensive drops were among those items, Jagex added untradeable PvP artifacts which can be sold to Mandrith for up to 5M coins. A good fix - right?
No. In essence, this is what happens to items in PvP:
•When a player dies, their items disappear, as they are not all directly transferred to the victorious opponent.
•When a player receives a drop, new items are generated. The items generated are based on the winner's EP and the current PvP drop table. Along with generic items, the player will often receive a PvP artifact such as a Zamorak icon.
•The player makes their way to Edgeville and sells the artifact to Mandrith. They receive 100K coins.
After the process has been completed, what has changed? What items have been destroyed and what items have been generated?
The player that died destroyed combat items such as food, armor, and weaponry. The player that won the fight received 100K coins and a few generic items - items most PKers wouldn't use. This whole process essentially converted combat gear into coins.
(¯`°•Implications•°´¯)
Coins act like every other item in the game - the value of 1 coin can rise and fall. More coins being generated into the game will result in inflation - the decline of the real value of currency. Inflation is natural in any economy, even in the economy of an MMORPG such as RuneScape. 1K is not worth as much today as it was a year ago; 1K will not be worth as much in a year as it is today.
Many "money drains", or outlets by which coins are destroyed, exist in the game: shops, POH building, and recharging crystal bows are just a few examples. These drains maintain a delicate balance of the amount of coins in the game. Ideally, slightly more coins are generated every day to keep pace with the growing amount of players. However, if coins are being generated recklessly, uncontrolled inflation could result. This could definitely undermine the stability of the economy.
PvP artifacts may in fact disrupt the balance and cause uncontrolled inflation by spawning many millions of coins every hour. The introduction of PvP artifacts solved one problem, but created several more problems. In my opinion, this was not a good idea. Money should never be regularly rewarded to players in such large quantities.
(¯`°•The Solution•°´¯)
Clearly, Jagex does not want direct PvP drops. If players could transfer items between each other freely, RWTing would come back to the game. But what if we could reuse items, though at the same time randomize the drops so RWTers could not control what their customers received as a drop?
I propose a different process upon player death. Instead of items being destroyed when a player dies, they should be stored in what I would like to call a Loot Database. The Database would replace the current PvP drop tables that were implemented to decide player drops. The loot stored in the Database would be later distributed as drops for other players.
The loot that players receive when they PK someone will be pulled out of the Loot Database. Their EP will still influence the drop value. So, the Dragon Scimitar that a victorious PKer receives as a drop is the same scimitar that was lost by another player that died and lost his items. No items were destroyed, no new items were generated. It's almost like the old wilderness drops, except players will get assortments of items lost in PvP.
The flow of items has now changed:
•When a player dies, their items are not lost, but stored in the Loot Database.
•When a player receives a drop, random items are pulled from the Loot Database and are rewarded to the player. The drop value will vary depending on their EP.
No inflation, no unbalanced generation and destruction of PK supplies. I'll be bold enough to say that PKers themselves may enjoy the drops more
(¯`°•Minor Details•°´¯)
•In the instance of a system update, the Loot Database will have a small collection of items so that players will receive drops right after an update.
•Since the drops are randomly distributed among many players, I will leave it up to Jagex to decide if non-combat items such as Santa Hats and coins will be entered into the Loot Database.
(¯`°•Thanks!•°´¯)
Thank you for reading and considering my idea! Please post your feedback on my suggestion. If you support, say so. If you do not support, please explain why in a kind and constructive manner.
Sports
This post has been edited by Mike: 18 June 2009 - 08:20 AM
Reason for edit:: You may post your suggestions on other forums, but under no circumstances may you link to them.

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