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Pvp Loot Database New PvP Loot System

#1 User is offline   Sportstar17

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Posted 17 June 2009 - 11:44 PM

(¯`°•PvP Loot Database•°´¯)

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 :thumbsup:


(¯`°•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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#2 User is offline   Like lewis

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Posted 18 June 2009 - 02:29 AM

Wouldn't 25ks Steal the whole 'database'?
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#3 User is offline   noobiepker11

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Posted 18 June 2009 - 02:41 AM

definatly a good idea.

on a side note you should think of a way to fix 26king so people who dont know how to pk and result to 26king as a way to make money cant get it anymore.
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#4 User is offline   Sportstar17

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Posted 18 June 2009 - 04:50 AM

View PostLike lewis, on Jun 18 2009, 03:32 AM, said:

Wouldn't 25ks Steal the whole 'database'?

That's a good question. I'll try to think of some solution to that.

The best I can think of right now is that the 25K cash would go into the database; the coins would later be used for drops. I'm not sure how sound my reasoning is for that, as it's 6am right now. I'm going to get some sleep, bbl.

This post has been edited by Sportstar17: 18 June 2009 - 04:53 AM

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#5 User is offline   Merlyn

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Posted 18 June 2009 - 05:13 AM

You're suggestion is flawed. For example: Someone hacks an account dies for like a bgs to a player and people die for godswords a lot so then it's basically like a transfer, people can just die for an item and then get it like that. People will just use that to xfer.
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#6 User is offline   Thomasfr2

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Posted 18 June 2009 - 05:25 AM

It can't really be used to xfer; since it is random.

He did mention that at the start; maybe read it?

Good suggestion I think.
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#7 User is offline   Merlyn

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Posted 18 June 2009 - 05:44 AM

View PostThomasfr2, on Jun 18 2009, 10:28 PM, said:

It can't really be used to xfer; since it is random.

He did mention that at the start; maybe read it?

Good suggestion I think.


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 ^_^


If someone phishes an account they have nothing to lose, they can just die for common items and get them most of the time, i did it actually.

This post has been edited by Merlyn: 18 June 2009 - 05:45 AM

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#8 User is offline   KiD CuDi

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Posted 18 June 2009 - 06:34 AM

The more cash in the game,
To buy the increasing in price items,
That are not pvp drops.

It balances it self out.
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#9 User is offline   Devin

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Posted 18 June 2009 - 08:53 AM

I really like this idea, it seems that players would be getting better drops than the current system. 26K trick players would be a nag, though at this point I can't think of anything to combat that problem.


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#10 User is offline   0x surfer 0x

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Posted 18 June 2009 - 09:10 AM

Tbh any system you come up with is going to be flawed by the "26ker's", virtually impossible to solve the problem of them when the drop table is not strictly what the other person loses. Don't waste your time trying to figure out how to stop it because it will be extremely hard. This idea is brilliant in my opinion but 26ker's with jump on it and will profit big time. Because if somebody else loses a bgs then a 26ker could possibly get that for a drop. But like somebody said 26ker's can't pk? Personally I 26k everyday all day. Know why? Because people pj all day and its not even pking, why get ep or wait for a target when you could get the same drops if not better from killing a friend with 26k, whats the point of wasting supplies when you could have pure profit. Plus you get pjed half the time in a fight anyway. Pretty good idea though =)
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#11 User is offline   Sportstar17

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Posted 18 June 2009 - 04:23 PM

I think I might have a solution to the 26k problem.

One major flaw that is exploited by 26kers is the fact that you only need to bring 26k. Why would someone legit PK with 26k when they know they are not gaining EP and that they will not get a drop? I think you must kill someone who has 75k to get a drop. Now it matches the 75k-to-get-drops-and-EP rule.

So for "75kers", their cash would go into the database as well to be circulated through drops, just like their items. So even if there are no items in the database, cash can still be rewarded - and yet inflation won't be a problem, as the cash was not generated from nowhere; it was lost by someone who died.

Comments on the solution?

This post has been edited by Sportstar17: 18 June 2009 - 04:24 PM

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#12 User is offline   livin_arrows

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Posted 20 June 2009 - 11:01 AM

this is just plain awesome, perfectly thought, just perfect..
i hate jagex wont read this (not sure tbh)
post it on forums or what... kidnap andrew gower and tell him to use this

stupid jagex pull out abyssal whips, d bows, barrows and d full helm (i agree with the d full helm tho).. it changed the economy so badly because SO many items were GENERATED, but if they just stay in the database.. there will always be a same amount of d full helms (correct me if im wrong, im stoned)

meh
i think its nice
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#13 User is offline   soapy44

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Posted 20 June 2009 - 08:11 PM

We all know there's hundreds of 26kers our there so they would drop the tables and would be putting in the gp they lost then they be getting all the items when no new items would be put into the database :X
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#14 User is offline   wannabe pker

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Posted 20 June 2009 - 08:42 PM

well, it seems like a very well thought out idea, but i see a few flaws. Lets say i smite another player's armadyl godsword. My opponent has now lost a lot of money. A lvl 58 acc just killed another player, who was risking 75k but it was in rune. the lvl 58 just received an armadyl godsword, and i got his kills rune. (i know you don't directly swap items, just saying) I dont think this is fair.

I like the current drop system (except for the inflation) because if i smited someone's godsword, i might not get it, but i might kill multiple people for 200k kills and get 5m.


The idea for the current drops system is that the dead players items went away, evening out the inflation of the new coins coming in.
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#15 User is offline   Sportstar17

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Posted 21 June 2009 - 01:13 AM

View Postwannabe pker, on Jun 20 2009, 09:45 PM, said:

well, it seems like a very well thought out idea, but i see a few flaws. Lets say i smite another player's armadyl godsword. My opponent has now lost a lot of money. A lvl 58 acc just killed another player, who was risking 75k but it was in rune. the lvl 58 just received an armadyl godsword, and i got his kills rune. (i know you don't directly swap items, just saying) I dont think this is fair.

I like the current drop system (except for the inflation) because if i smited someone's godsword, i might not get it, but i might kill multiple people for 200k kills and get 5m.


The idea for the current drops system is that the dead players items went away, evening out the inflation of the new coins coming in.

I understand and respect your opinion. But I think it's alright for low levels to get godswords as drops - right now a level 3 can pk someone and potentially get a Zaros statuette anyway.

I disagree with one point that you made, though. Dead players' items going away aren't balanced out by new coins... the opposite effect would happen. If there was only 5 AGSes left, and each player now had 1b each due to inflation, AGSes would be worth several billions because people have that much GP and AGSes are rare.
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#16 User is offline   Bust A Nut

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Posted 21 June 2009 - 11:15 AM

View PostSportstar17, on Jun 21 2009, 01:16 AM, said:

View Postwannabe pker, on Jun 20 2009, 09:45 PM, said:

well, it seems like a very well thought out idea, but i see a few flaws. Lets say i smite another player's armadyl godsword. My opponent has now lost a lot of money. A lvl 58 acc just killed another player, who was risking 75k but it was in rune. the lvl 58 just received an armadyl godsword, and i got his kills rune. (i know you don't directly swap items, just saying) I dont think this is fair.

I like the current drop system (except for the inflation) because if i smited someone's godsword, i might not get it, but i might kill multiple people for 200k kills and get 5m.


The idea for the current drops system is that the dead players items went away, evening out the inflation of the new coins coming in.

I understand and respect your opinion. But I think it's alright for low levels to get godswords as drops - right now a level 3 can pk someone and potentially get a Zaros statuette anyway.

I disagree with one point that you made, though. Dead players' items going away aren't balanced out by new coins... the opposite effect would happen. If there was only 5 AGSes left, and each player now had 1b each due to inflation, AGSes would be worth several billions because people have that much GP and AGSes are rare.



It is impossible for a lvl 3 to pk someone and get a zaros statuette.

the minimum level is 20 to even get into a pvp world.
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#17 User is offline   kailianglf2

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Posted 21 June 2009 - 04:27 PM

one potential problem: how bad will the post-kill lags be given the size and constant flow, all to and from this database?
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#18 User is offline   Sportstar17

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Posted 22 June 2009 - 05:38 AM

View PostForizzle fly, on Jun 21 2009, 12:18 PM, said:

It is impossible for a lvl 3 to pk someone and get a zaros statuette.

the minimum level is 20 to even get into a pvp world.

OK. Level 20 then.
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#19 User is offline   D A N I T Y

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Posted 22 June 2009 - 05:51 AM

View PostThomasfr2, on Jun 18 2009, 07:58 PM, said:

It can't really be used to xfer; since it is random.

He did mention that at the start; maybe read it?

Good suggestion I think.


LOL Owned.. I like the idea sounds good to me :-) .
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#20 User is offline   f_man9000

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Posted 22 June 2009 - 07:22 AM

26king makes the same amount of money even greater, than pking will ever make nowdays. (seeing that you don't die and loose gear from pking)

These updates ruined pking side of things, and 26king has become one of the best ways to make money nowdays.
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