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SUPERlIIIlOR

Member Since 19 Mar 2018
Offline Last Active Jun 12 2020 09:20 PM
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#183115 last man standing?

Posted by SUPERlIIIlOR on 04 May 2018 - 11:10 AM

If you've ever played LMS on OSRS, you would notice very quickly how important prayer flicking is to the game mode. Alora prayer flicking is a mess and should be fixed first. Not only that, but there are so many PvP mechanics that still need fixing that LMS would be nothing like OSRS. No support from me, unless of course PvP mechanics, including pray flicking, are fixed, then I would support.




#181429 Minimize Time for Dropped Consumbales to appear in Wildy

Posted by SUPERlIIIlOR on 27 April 2018 - 03:52 PM

My only concern would be that people could have teammates drop brews for them if the timer is set to 1 minute. It's a lose-lose situation between pre-dropping brews yourself and having teams drop them for their friend. I'd rather have someone have to do it themselves preemptively than spamming a disc channel 20 times "need brews @ lever help lol" & tanking a minute between potentially unlimited brew drops.

Possibly change it to where brews would dissapear in two minutes, but wouldn't appear to other players when dropped to prevent both of these situations?

You misunderstood solution 3, maybe because I did not clarify. But brews would disappear in 1 minute, not appear at all for others.




#181380 Minimize Time for Dropped Consumbales to appear in Wildy

Posted by SUPERlIIIlOR on 27 April 2018 - 02:21 PM

Why not just make it like OSRS? Where in the wilderness item(s) dropped appear immediately. This would counter what people are doing like in that picture, as it would disappear before they got there. That would also mean for anyone to help the player, they would have to come to where they are being attacked and risk dying too. 

Read wrong solution #2. Also, in OSRS consumables do not appear instantly. Also, a friend with no gear and full inv of food can just come and mass drop food. There is no risk in that. 




#181358 Minimize Time for Dropped Consumbales to appear in Wildy

Posted by SUPERlIIIlOR on 27 April 2018 - 02:07 PM

Right now, you are unable to drop items worth over ~50k in the wilderness, which is good since it prevents players from dropping their expensive items before they die. However, you are still able to drop saradomin brews, sanfews, anglers, etc. In OSRS, you can drop those, but I believe they appear after 1 minute and disappear after the 2nd minute. In Alora, it takes 10 minutes for them to appear to others.

Why this is problematic: Players come into deep wilderness and drop lots of brews, sanfews, etc., and then bank and come back to the spot. This means that when my team does a teleblock fall in on players in deep wilderness, they are able to tank for 15 minutes+ and it is impossible to kill anyone with a teleblock who uses this strategy. 

Possible Solutions:
1. Make dropped food appear to others 1 minute after being dropped and disappear after the 2nd minute. This still makes it possible for teleblocked players to feed each other food after it was dropped. However, this gives potential for a team to steal the brews before the targetted player does.

2. Make it impossible to pick up any consumables dropped by any player (unless the player was killed for the food as loot). The only downside I can think of is that sometimes players drop 1 consumable for inventory space when using their two-handed spec weapon, and this solution will prevent them from picking it back up. 
3. My favorite: Allow dropped consumables to disappear after 1 minute. I can't think of a downside.

Wrong solutions:
1. DO NOT make it impossible to drop consumables in wildy. If this happens, when you kill someone with a full inventory of food, you will not be able to loot the items since you are stuck with food. 
2. DO NOT make consumables appear instantly as this will also make it impossible to kill any player who has 1 friend dropping food for them.

TL;DR: Players abuse drop mechanic to have unlimited brews in deep wilderness for surviving teleblocks. 3 solutions are given.

Example photo of #Peeks player abusing this mechanic:

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#181204 Nerf Forum Mod Powers on Suggestions

Posted by SUPERlIIIlOR on 27 April 2018 - 12:04 AM

I guess it makes sense not to allocate that work to Omicron, but I think the rest of the staff team can do a better job in handling suggestions. I am not making this post because a suggestion was denied (one that I did not even support), but in the WAY that it was denied. It was less than 24 hours. There was reasonable controversy and discussion. It seemed like the discussion could lead to an update. One mod responded with what definitely seemed like his own personal viewpoint and locked the post. That could have been handled better. There should be a requirement that a certain number of staff review a suggestion, though (does not have to be Omicron), in order to prevent private opinions from dictating content. The staff could have left his opinion and not locked the post and given it some time and possibly a poll. 




#181190 Nerf Forum Mod Powers on Suggestions

Posted by SUPERlIIIlOR on 26 April 2018 - 10:30 PM

Hello,

I was reading Horror's suggestion concerning Yell2, which was bringing out much discussion when suddenly a forum mod declined the suggestion mocking clan banter as childish talk while instead suggesting the ridiculous idea that clans meet up in a similar clan chat in order to flame each other and then leave back to their cc's. 

Personally, I did not think Horror's suggestion was a good idea, yet it seemed as though many other players did, as the topic was less than 24 hours old before it was insta-locked by a forum mod. I was surprised to see it shut down so quickly by the opinion of a single (forum) moderator. I then found the "Handled suggestions" tab and was surprised to see that in each suggestion, it was handled and locked by a single post from a moderator. This is quite a ridiculous way to handle in-game content. OSRS has a staff team review suggestions in addition to having them polled by players. In Alora, one forum mod has the power to control game updates. Looking through some of the handled suggestions, it was not even clear that they were handled correctly. Here are some examples I found within one minute.

Examples other than Horror's yell2 post:
1. One post suggested that more nechryaels be added to Kourend Catacombs multi-combat zone and it was declined by a forum mod stating "Seems unnecessary due to there being other places you can go to kill these (Slayer Tower)." This statement ignores the fact that in OSRS, multi-ancient spells on Kourend Nechryaels is a meta for fast slayer xp and gp, yet it was shut down by 1 forum mod.

2. Another post suggested buffing the dragon claws and a few Pvpers (about 5) supported it and it was added to suggestions by 1 mod. Maybe the accuracy and damage of claws are coded exactly like Osrs already? Maybe the 5 pkers supporting this have just recently had bad RNG? 
This is ridiculous that such changes to PvP mechanics can occur with such a low number of people reviewing it. 

I should give the benefit of the doubt and perhaps the mod locking the suggestion has consulted with the staff team before making his decision. However, it is not clear that they did, nor is it clear with which staff/ with how many of the staff team they consulted. Not only that, but the commenting mod does not even state this, but seems to give his own opinion on the matter, without having a significant portion of the community review it.

Solution? I'm not sure, but there are definitely a variety of ways to combat this. Perhaps, allow each suggestion to have a poll? Perhaps require each suggestion to be reviewed by at least 3?, 4? mods before it can be force-locked and decided upon as accepted/denied. 




#181137 "Take it off yell please."

Posted by SUPERlIIIlOR on 26 April 2018 - 06:30 PM

I think the problem lies primarily in biased mods. What qualifies some banter as mute-worthy and others as not depends on a mod's discretion. There should be a generally agreed-upon level of banter that is acceptable but that cannot be excessive like @plete_me said above. Staff team should not have ties within Pk clans, as it is obvious that a mod in a PK clan will never mute a member of their clan, especially since the level of banter is up to their discretion. Other mods are overly sensitive or might have some personal issues or just a bad day. If Horror's suggestion does not pass through, then here are 2 follow-up suggestions:
1. Increase patrol over mods who are in a PvP clan and/or have exhibited biased activity in the past.
2. Rewrite the wording of the rules concerning mutes so as to make it clearer what is muteworthy and what is not, without leaving so much in the hands of mod discretion. This rewriting should permit some level of banter between clans, not completely get rid of it.

Note: I faintly remember there was something with skillers and PvMers yelling "Reeee" and getting insta muted. That is absolutely ridiculous and presents an example of abuse through a rule that puts too much into the hands of "mod discretion."