as far as I can tell, alot of people seem to want deadman to be some kind of quick pvp event.. my answers here are based on the first post that was here with the 13 "issues" as I copied them to answer whenever I wasnt busy..
Access only to f2p map area (aswell as f2p items only) - this will make 1v1 way too slow and feels like something the current "real pkers" think is a good thing.. I agree that the zone is quite large if all of p2p area would be used with the amount of players on the server, but to remove all the p2p items, spells, skills etc will make the time to kill someone alot slower, and tbh. it worked in last "season", even with the bigger map and an even lower playercount as far as I can tell?
Can't enter wilderness - limits some of the map (maybe keep p2p map if wildy is all gone?) , it also makes people that usually just afk farm in wildy on their normal chars to have a reason to venture out in the actual real map and find new hidden gem spots to farm at
karamja fishing platform - for the love of God no, one of the most fun things when you had a few minutes over was to go to catherby fishingspot ungeared, stand in the bunch of fishers, swap on ur r2h and start a fullout brawl, any unexpecting fisher that went full normalmode 0 food all uncooked got their head put into the water rather quick.. there should be a risk to get the "best" food in the game
now for the other points..
1+2. no levelcap and no cap to what level you can attack, make it as OSRS version of deadman is, if you kill someone of a much lower level, make you have a skull of an hour so you actually get punished for it, like last "season" having to level a character on each level was complete bullshit just to kill someones skiller character (usually thievers that never answered to text and kept thieving except after a mod was called to tp them around). - what could be done aswell if possible, is some kind of xp cap as what OSRS use, making it so u would grind for your xp cap, then go pk, next day, you have more xp to cap, also this would keep the levels of players around the same.. this also gives time for other things, such as doing quests to get an edge, wearing gear that others wouldnt since they dont quest or even to do skilling (ofc skilling wouldnt be capped since it doesnt change ur chances in combat)
3. somewhat connected to 1+2, if there would be an xp cap, the rates that was on first season wouldnt be too bad in my opinion? it wasnt too fast neither was it slow
4. ?????? a link to some rscrevolution wiki, how to make gp? seems pointless to have a startup package when its not hard to get items, you already have the bestiary to see what all mobs drop no? and yet again, if there is a xp cap for combat xp, the time you have to make gp, skill, look at what mobs to farm the next day to cap your combat xp and get the items you want
5. 1 IP seems like a good idea, but going back to 1+2 answer, if there is a 1IP you cant have a attack level cap, having to level several characters to pk peoples skillers, fishers etc. its also very easy to just have a fisheralt on ur mobileclient fishing, especially if theres a safezone for fishing, runes in inventory for quick tp to safe bank 0 risk, this is the same thing if theres "safe" training spots with mobs that drop runearmors (really?). as for teaming, since the majority of the world was 1v1, actually making use of teaming to cut off someones escape for me was a fun part of it, but the old deadman post mentioned that keypointss like barb village for example would be a multi area, but it wasnt, instead all of wildy was a multi area, making huge teams have a large advantage of the bonus xp for being in wildy and most common afk spots to train in.
6. as I poked abit about at the end of 5., 1v1 for me was a fun thing especially playing in a team of 2, making use of your teammate to approach someone from different angles to catch them offguard, forcing them to fight one of the two.. if anything, dont make it into full multi all over the world, since it would just make bigger teams, force people to fight 1v1 or at most 2v2 unless at a designated multi zone (as what barbvillage was supposed to be)
7. auctionhouse gave you a way to trade with deadmans, but it also benefitted muling and alts, however this is something you will never be able to actually punish, remove purchase function on AH? just kill your own alt to transfer, whats gonna stop that? remove items from dropping when u kill another player? wouldnt really work in a mode thats quite heavily pk focused
8. just no, players need to find their own way to get food, its part of the game, especially in deadman, who doesnt want to to fight in the cowpen to steal someones hardearned cooked meats?
9. not really sure about this one as I dont really care too much, but.. "most DMM keys used" what if this also could show you what level the player you killed with the key was? then you could atleast show that you didnt just bash level 3s for their keys, for skilling achievement maybe first to 99 in different skillings? getting into legends? (if p2p remains)
10. Imo. should be something for the mods to decide on together and suprise the players with.
11. Imo. I dont like random caches that can drop with good loot, theres already alot of monsters that can drop rune items, if anything, it could be a key drop that would also show like a deadman key above your head, so you have to go unlock your "cache" at some certain spot, also make it so you can only have 1 of those on you like a cluescroll, so you can decide, do you want to pick the key up to make you a pk target or not (cache have to be valuable enough for you to risk your life tho)
12. what will stop non deadmans from farming these mobs? dont really see the point if p2p or wildy would remain (one of the two) since thats where most valuable mobs are, but if both these zones would be removed, there need to be some mobs at areas that could drop decent items (dragons, demons etc.) or just force people to level smithing.. HOWEVER.. where do we get rune ore if we cant go to wilderness?
13. answered this one earlier before the post got edited.
also, safezones in general should not even be accessable by a skulled deadman, but there should be alot more "rogue" banks for deadmans to make use of when skulled, looking to OSRS version, they have edgeville, draenor and al kharid arena bank in the "f2p" areas (possibly even more, not entirely sure), but last season here, you could pretty much waltz through safezones and even bank when skulled without much difficulty.. killing another player in deadman is rewarding but should also be a risk
and thinking back, the items you got from someones key was by far not their most valuable items, instead it seemed to focus on the stack size, so if I had 100 r2h in my bank, aswell as 101 burnt shrimp, it would give the killing player a part of my burnt shrimp stack, not the r2hs that have a much higher value. and I dont know how many that actually knew, but beeing skulled in last season when you died, reduced the xp you lost aswell as reduced the amount of items your killer got from your key, so doing a ::skull when someone attacked you while very far away from a safe area actually benefitted you incase of death.
oh, also forgot to mention, the 10 safeslot shouldnt be able to hold stackables imo. thats your storage for incase you die to either use or sell to be able to buy new food, gear etc. the fact that I could have all my large stacks of items in those 10 slots (runes mainly) and keep trashitems in a higher stacksize than my rune items outside of the safeslots to make those trashitems drop instead of the lowerstack amount rune items were quite flawed.