Cape and AFK


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TotalNoob Send PM

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**Farming=training XP for this post**

First: In real rscrevolution, only reason to kill someone was to troll them (disliked them) or to get their gear.  Here people kill 3 itemers (or 1 itemers) with no skull who are afk farming XP just to get a point for the "skill cape".

Getting constantly killed and having to run back every few minutes makes getting to 99 (or whatever lvl you are getting to) take way way longer. (see second point below) This is the only thing I can see on why people may rage quit. 

Solution:
Make a new PK cape (different color to differentiate it) **KEEP OLD STILL CAPE, Just updates the system to be more fitting**
Make it so you only get a kill point (counts for both old and new) if they are skulled.  Skulled in wild = more xp, so more of a risk, but better gain.
Make the hotspot another half percent or percent higher to make it more enticing?

Since most of the people who actually pk a lot use the monk to port out, they are all skulled anyways.

Questions:
Would there be any negative side effect?  Only thing I can think of is it may take slightly longer to finish off 500 kills for those who pk, but then its a true skill cape, not an AFK cape (Between all my characters i probably have 300 afk deaths from people...I don't care about K/D so doesn't bother me, just makes farming take longer-Still trying for my first 99.99.99.99, 3 more att and 10 def to go!!)


I've only killed 2 afk guys, one fully geared so he dropped the helm/legs, and supersonny4 since he was skulled at 2hp (donno why...) the mob was gonna kill him so figured why not.  Gave his r2h back to him afterwards.


Second: Since AFK farming is allowed here...they should just make an area outside of the wild for training up where there are lower lvl mobs that always attack (unless there is and I'm not aware of it, most i believe stop attacking once you get double their lvl).

Questions:
Would that not solve 99% of the afk killing issues/complaints that I see every day?
What would be the downside of this?
Would it not allow more people to get higher lvl quicker so there can be more pk action?






TL:DR
PK cape kills only counts for skulled kills to fix most of the afk kills
New pK cape for only Skulled kills.
New AFK farming zone outside of wild with always aggressive mobs to also help fix it
Go back and read it.

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TotalNoob Send PM

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@Beatdown Maybe you could answer that about the afk farming places? Believe it was you who said you knew of places out of wild? I wouldn't care about the less xp, as it would = more in the long run. Fewer deaths and running back = more xp overall.
This would be for Flats farming 70+ characters
Pures with 1 Def
etc as my 1 def guy gets killed within 10-15 mins on the pirates.  My 3 flats (controlled lvling) can farm it seems up to lvl 40ish and do so for almost 200% fatigue (resting once its 100) before dying.

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xnamelessx Send PM

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jungle spiders I think are good afk spots.

also what would happen with someone like myself? ive got 1k kills to my name and maybe all of 20-30 of them
are afk kills. yes I kill people in wild who are walking through unskulled but rarely go to someone who is
afk training. unless they are a homo.

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TotalNoob Send PM

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xnamelessx said:

jungle spiders I think are good afk spots.

also what would happen with someone like myself? ive got 1k kills to my name and maybe all of 20-30 of them
are afk kills. yes I kill people in wild who are walking through unskulled but rarely go to someone who is
afk training. unless they are a homo.


I went to the jungle spiders on my 108 and they didn't attack me, the Jorge or w/e did, but its lvl 56 so that wouldn't work for a 1 def guy at least.

Good question
You keep them all.  Only change is going forward only kills that count towards the cape are skulled kills.  If say you had 300/500 for the current, you are still at 300.  Just the next 200 only count for skulled kills.  Plus the new cape (say its a green color same symbol?) will count those next 200 towards it as well.  Finish off getting 300 more skulled and you have the new pk skulled cape.

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meyvn Send PM

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TotalNoob said:

Questions:
Would that not solve 99% of the afk killing issues/complaints that I see every day?
What would be the downside of this?
Would it not allow more people to get higher lvl quicker so there can be more pk action?

TL:DR
PK cape kills only counts for skulled kills to fix most of the afk kills
New pK cape for only Skulled kills.
New AFK farming zone outside of wild with always aggressive mobs to also help fix it
Go back and read it.

--- What about a system that allows you to mark yourself "AFK" with a visible tag while in the wilderness. Once toggled on you will not count as a kill towards the PK cape, however you can still be attacked. "AFK" tag can only be toggled on once every 5 minutes to allow you to move for the logout timer, but if you move in-game you are automatically unflagged. It is critical that if this would be implemented you could still be attacked because if someone wanted to kill you for the spot then they should be able to.

--- PK cape for only skulled kills... I have no problem with it. It could work.

--- New AFK farming zone out of wilderness with always aggressive mobs? No. There are already always aggressive mobs. If you're asking for your 1 def characters then I don't know what to tell you other than get defense. The thing about training pures was that it was always a little more difficult. You had to train longer on smaller mobs that didn't hit you as much, or you had to spend extra food to keep from dying. You can't have it all.




But seriously, the moral of the story is don't try to take the easy way out of training when it is easy and faster because it comes with an inherent risk involved. This is how the wilderness has always worked. This is how the wilderness will continue to work. You are in it so you are able to be killed.

AFK killing, while annoying, is no more against the rules or troublesome to the community than parking multiple characters in the wilderness.

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pepster Send PM

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meyvn said:

Questions:
But seriously, the moral of the story is don't try to take the easy way out of training when it is easy and faster because it comes with an inherent risk involved. This is how the wilderness has always worked. This is how the wilderness will continue to work. You are in it so you are able to be killed.

AFK killing, while annoying, is no more against the rules or troublesome to the community than parking multiple characters in the wilderness.

BINGO. 


The funniest part of this is beat trying to look like a white knight lol.  "I DONT KILL TRAINERS"  But I will gladly use 15 accounts to dispose of your 1 account whenever you are finished training.  lolol  This flawed logic is why pking never really takes off.

The reason I do it is because that's the only way you can ever hope to get a fair fight when roaming the wilderness solo.  You find a trainer who is "protecting" his account and boom you get a 1 v 1 fight, something that would never happen in 2000 years if you just went to the castle.

Last edited by pepster (5 Jul 2016 21:50)


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pepster Send PM

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You won't give up til Dr. Pepper sponsors your pking career.  We all know that lol.


[img]http://i58.tinypic.com/dy7kea.png[/img]

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TotalNoob Send PM

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beatdown said:

Yeah i've said it for a while now, the KD counter and now pk cape actively incentivises running around hunting trainers

yeah yeah, its the wild and dont train in wild if you dont want to die... but do we really need a system that actually encourages this behavior?
There are enough douchebags who will still run around hunting afkers without actually being rewarded for it on top of it

Ive always let trainers be (untill they fuck with mine) precisely because id much rather they actually finish making their characters so we can actually pk, rather than me just making them quit before they even get going, cause it already takes months just to get ready to pk without someone delaying it by another month on top of that


For sure, knowing you will get a cape (if you care about it) for getting 500 kills, you will go for the easiest kills: afk players.

Im not sure i understand the second point?  How does making them get nothing for a non skulled kill encourage it (other then if they are full geared, they only keep 3 items, so you get helm/legs)?  They should only then be actively seeking out those who skull WHILE afk farming as that is the only gain.

If someone wants to skull while farming, then they are fair game you get their loot + a pk point

I will gladly train out of wild if there is a place with always aggressive (level doesnt matter) that a 1 def guy can go to.

Just while writing this, had someone kill one of my farmers 5 times...Thats probably 100-200 kills i lost of XP right there from having to run back

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meyvn Send PM

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TotalNoob said:

Just while writing this, had someone kill one of my farmers 5 times...Thats probably 100-200 kills i lost of XP right there from having to run back

Then adjust what you're doing and train outside of the wilderness or don't go entirely AFK... The wilderness wasn't set up for you to train in risk-free. That is precisely why there is an experience boost in the wilderness.

The wilderness has always been this way. It should always remain this way. If you want the safe and steady experience then take your ass out of the wilderness and earn your experience by clicking. If you want the benefit of more, faster experience then man up and accept the fact people are going to try to kill you.

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TotalNoob Send PM

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meyvn said:

--- What about a system that allows you to mark yourself "AFK" with a visible tag while in the wilderness. Once toggled on you will not count as a kill towards the PK cape, however you can still be attacked. "AFK" tag can only be toggled on once every 5 minutes to allow you to move for the logout timer, but if you move in-game you are automatically unflagged. It is critical that if this would be implemented you could still be attacked because if someone wanted to kill you for the spot then they should be able to.

My thought on that is a ::farming command that made you UNABLE to attack or be attacked for say 6 hours..Cant trade with people either so its a Temp iron man type thing.  That way you cant just enable it and disable it to quickly kill someone.  Once enabled you are stuck in a farming mode.


meyvn said:

--- PK cape for only skulled kills... I have no problem with it. It could work.

yeah either way its a new addition, new challenge for those hardcore pkers

meyvn said:

--- New AFK farming zone out of wilderness with always aggressive mobs? No. There are already always aggressive mobs. If you're asking for your 1 def characters then I don't know what to tell you other than get defense. The thing about training pures was that it was always a little more difficult. You had to train longer on smaller mobs that didn't hit you as much, or you had to spend extra food to keep from dying. You can't have it all.

Thats fare, i only have 1 guy with 1 def, rest have 30-40+ but even then hobgoblins and red spiders still kill me over time (since im in wild i only 3 item due to the afk killers, no food).




meyvn said:

AFK killing, while annoying, is no more against the rules or troublesome to the community than parking multiple characters in the wilderness.

True, other then harassment haha but that would be stretching it a lot

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TotalNoob Send PM

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beatdown said:

As for spots out of wild when it gets to be too much there are a few decent ones

Varrock Sewers is your friend!  Everything from Rats to Zombies to skellies to Red spiders are down there, and aggressive untill you out level them by double+2. (same goes for everywhere else outside of wild with aggressive mobs)

Upstairs crafting guild there are some skellies on the top floor with a decent spawn rate too i believe

Hobgoblins on the little thingy near crafting guild aswell are aggressive and decent drops too

Taverly dungeon has a nice little center spot with bats

Jungle spiders outside Yanille are good for higher levels

Hobgoblins (48) outside ardougne in the cellar are great for higher levels too

Black Knights (54) out in the castle by Catherby are awesome. You need a second character or friend to talk to the boat guy while you sneak on board

Zombies (62) way south in Karamja jungle, by the gate into the little town are great for flats (bank inside)

There are more but these are just the ones off the top of my head, and some of my personal favorites

Ill have to try some of those out., sewers may work for my pure guy.

Are those black knights in the castle always aggressive even double lvl?.  I know normal ones are not aggressive at all at least.

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meyvn Send PM

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TotalNoob said:

My thought on that is a ::farming command that made you UNABLE to attack or be attacked for say 6 hours..Cant trade with people either so its a Temp iron man type thing.  That way you cant just enable it and disable it to quickly kill someone.  Once enabled you are stuck in a farming mode.

I think the unable to attack or be attacked thing may be taking it too far. It is the wilderness. The wilderness should be dangerous. If someone your level wants to come along and kill you for your spot so they can train they should be able to do so. It doesn't seem that it would be very fair if you could just go to a good spot in the wild, mark yourself AFK, and then basically have the spot to yourself for however many hours you are unattackable.

I still maintain that tagging yourself as AFK makes you worth zero PK points is the best, most fair option. So long as the AFK tag is very visible so people know there is nothing gained in killing you.

Perhaps even apply a penalty to killing someone with an AFK tag.

-1 PK point the first time?

-5 PK points for every subsequent kill of that person for the next 4 hours to deter them from farming you?

That way if they really insist on farming you for no reason then it will cost them a sizable amount of PK points. If they are willing to take that hit then they must just really not like you and they would have killed you regardless of circumstances.

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TotalNoob Send PM

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meyvn said:

TotalNoob said:

Just while writing this, had someone kill one of my farmers 5 times...Thats probably 100-200 kills i lost of XP right there from having to run back

Then adjust what you're doing and train outside of the wilderness or don't go entirely AFK... The wilderness wasn't set up for you to train in risk-free. That is precisely why there is an experience boost in the wilderness.

The wilderness has always been this way. It should always remain this way. If you want the safe and steady experience then take your ass out of the wilderness and earn your experience by clicking. If you want the benefit of more, faster experience then man up and accept the fact people are going to try to kill you.

I understand what you are saying.  Every day i just see lots of complains about afk killing.  Just looking for possible solutions that mainly benefit everyone.  Less dying=more lvling=more potential pking

I have no problem dying, heck if you need kills just ask ill gladly give them, as long as im not farming, as k/d-pk cape means nothing to me.  Its a worthless stat to me

I mostly play at work over teamviewer (make my screen about 3 inch by 5 inches) sitting in the corner, and afk till i log out, then just hit login and repeat.  Without that I would only have maybe a lvl 60 guy with what i play once i get home.

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TotalNoob Send PM

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meyvn said:

TotalNoob said:

My thought on that is a ::farming command that made you UNABLE to attack or be attacked for say 6 hours..Cant trade with people either so its a Temp iron man type thing.  That way you cant just enable it and disable it to quickly kill someone.  Once enabled you are stuck in a farming mode.

I think the unable to attack or be attacked thing may be taking it too far. It is the wilderness. The wilderness should be dangerous. If someone your level wants to come along and kill you for your spot so they can train they should be able to do so. It doesn't seem that it would be very fair if you could just go to a good spot in the wild, mark yourself AFK, and then basically have the spot to yourself for however many hours you are unattackable.

I still maintain that tagging yourself as AFK makes you worth zero PK points is the best, most fair option. So long as the AFK tag is very visible so people know there is nothing gained in killing you.

Perhaps even apply a penalty to killing someone with an AFK tag.

-1 PK point the first time?

-5 PK points for every subsequent kill of that person for the next 4 hours to deter them from farming you?

That way if they really insist on farming you for no reason then it will cost them a sizable amount of PK points. If they are willing to take that hit then they must just really not like you and they would have killed you regardless of circumstances.


Yeah maybe being invulnerable is too far.  Maybe you just cant start the attack but also don't count for anything (green skull above head)? but if they attack you you can re-attack for up to 1 minute (whatever time it is where you wont be skulled again).

The other option you listed seems pretty interesting.  Maybe when you toggle ::afk it takes a minute to go in so you cant just do it right before someone attacks you in case they 3 hit you?

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i3lunt t0k3r Send PM

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You are in wild you get an xp boost for a reason. Even if ur 3items or not, ur in WILDY!!! Dont cry and complain about dieing  especially if you are 40 + def. There are plenty of out of wildy spots to train at, If ur 1 def u can ppot train if ur 40 def its easy to afk. WILDY is a PRIVLAGE not a RIGHT. Alot of us trained are accounts at a much slower xp rate and didnt complain. Stop crying to be catered on.

Thanks

P.S. Posting the same suggestion week after week goin get you nowhere man.

Last edited by i3lunt t0k3r (5 Jul 2016 23:59)


Ignore the hate the fake and the funny shit

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TotalNoob Send PM

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i3lunt t0k3r said:

You are in wild you get an xp boost for a reason. Even if ur 3items or not, ur in WILDY!!! Dont cry and complain about dieing  especially if you are 40 + def. There are plenty of out of wildy spots to train at, If ur 1 def u can ppot train if ur 40 def its easy to afk. WILDY is a PRIVLAGE not a RIGHT. Alot of us trained are accounts at a much slower xp rate and didnt complain. Stop crying to be catered on.

Thanks

P.S. Posting the same suggestion week after week goin get you nowhere man.


Your reading comprehension hasn't improved much.  Thanks for the input.

1. Don't care about dying. my k/d is like 2-200 because i don't care.  Just want to be able to train. Just trying to get my first flats (melee wise) ever.
2. Don't care about the boost as already stated. Would prefer some always aggressive mobs out of wild.
3. You can't stay in the same place out of wild as you out grow the mobs, they no longer attack.
4. Easy port back to (pirates right in front of edge after port).
5. 1 char was 1 def, note i did ask beat if he knew of some places, notice he gave some examples to help out?...Follow suite please.



Please explain how allowing/helping more people to lvl up so there are more people able to pk is a bad thing?
Also explain how it would negatively effect the server having a farming only zone?


The Farming aside there were two points, you missed the first.

if its TL:DR, there were two points made in the posts above.  Ill be brief just for you.

First: make a new Cape to show real skill (how is adding a new cape a bad idea?-Again you keep your old afk cape)

Second: AFK farming zone.

You are opposed to number 2 or any change. We get it, not everyone is as apparent in this post..its called brainstorming.

Make a legitimate reply to number one next, without resulting in attacks..Its a discussion.

Thanks,
-Noob

Last edited by TotalNoob (6 Jul 2016 00:27)