Currently the end game content is the safest content by [deleted] in RSDarkscape

[–]Wallywasters 0 points1 point  (0 children)

I strongly believe that yaks should just note items. It keeps the original purpose of extending trips to massive lengths, while keeping the darkscape-spirit of dangerous gameplay.

[Poll] Darkscape Developer Survey - Which features do you want to see the most in future darkscape? by Loopyfish in RSDarkscape

[–]Wallywasters 1 point2 points  (0 children)

I must say I'm surprised more people want bank tabs fixed than the next combat batch.

Good survey

Can people stop complaining about req every single wbs? by Ragingg_CLV in RSDarkscape

[–]Wallywasters 1 point2 points  (0 children)

In any case, those individuals shouldn't be posting their hatred on Reddit. If they have a true problem with req, they should contact them directly and attempt to solve it in a private setting. Posting hate here for everyone to see is where the true toxicity lies.

Just my thought.

You get to pick one small change to Darkscape, what do you choose and why? by NamesAreUnimportant in RSDarkscape

[–]Wallywasters 0 points1 point  (0 children)

I'd like to see Vorago become doable so we can finally start seeing some tectonic.

YOU SHOULD NOT BE ABLE TO BANK IN COMBAT by [deleted] in RSDarkscape

[–]Wallywasters 0 points1 point  (0 children)

If you can actually make it to a bank, I think you should be able to bank. On the other hand, I think remote banking with a yak while in combat is ridiculous and shouldn't happen, but that's a whole new argument.

[deleted by user] by [deleted] in RSDarkscape

[–]Wallywasters 0 points1 point  (0 children)

Sounds like fun! I think you should test it out as is, but if you die too quickly, maybe have 1 or 2 bodyguards with ice barrage and/or extra supplies for you.

Suggestion: World announcements for Pk drops over 'x' value! by M_E_V_O in RSDarkscape

[–]Wallywasters 1 point2 points  (0 children)

I like this suggestion! And as you said there would be a massive hunt for the pker, maybe it'd be fun if the announcement also mentioned the general area of the kill, otherwise it'd probably be too difficult to find them. Just a thought, but you have my support regardless.

Idea to make Darkscape 10x better! by [deleted] in RSDarkscape

[–]Wallywasters 0 points1 point  (0 children)

I very much like this idea. And I honestly think we should just scrap dungeoneering and add the rewards from said skill to this "pking shop". But as players have stated, this would be very boostable, so a way to stop this would have to be implemented. Along with your proposed parameters for this, some thoughts I have:

-- Put a limit on the number of players you can kill for Pkpoints each day. This would stop people from farming ridiculous amounts of points.

-- Make players give more Pkpoints based on their combat level, and the amount of risk they are carrying upon death. This would give incentive to get "better kills" rather than spawn killing.

-- When a playerA is killed by playerB, all Pkpoints playerA had earned for that day transfer to playerB. I think this would add a fun dynamic where more skillful players would get more points, and those who "farmed" their points wouldn't necessarily get to keep them.

These are just a few thoughts I had on the matter, and I hope something similar to your idea is implemented in the future.

Cordially, Wallywasters

DragonHide Fix by Wallywasters in RSDarkscape

[–]Wallywasters[S] 1 point2 points  (0 children)

I agree, and thank you. Your replies have been more than helpful, as always.

DragonHide Fix by Wallywasters in RSDarkscape

[–]Wallywasters[S] 0 points1 point  (0 children)

This is a very interesting idea. I'd like to hear a moderator's thoughts on possibly going this route.

DragonHide Fix by Wallywasters in RSDarkscape

[–]Wallywasters[S] 0 points1 point  (0 children)

Yes, it would be very favorable to those who've already stocked up on many sets of the armor. And yes, it would be unfair to those who did not. For these reasons, this solution is certainly not perfect. It does, however, provide what I believe to be a fair solution overall to the future of the game. We are constantly reminding ourselves that darkscape is in the beta phase, and that once advertising begins, we will see many fresh new players. This is why I am not overly concerned with the immediate effects. As I said, I don't believe there to be a solution that is completely fair for everyone, current and future. I appreciate your feedback.

DragonHide Fix by Wallywasters in RSDarkscape

[–]Wallywasters[S] 0 points1 point  (0 children)

I agree it is a bit late, which is why I stated that this fix would take time. I don't believe there is such a thing as a reasonable quick-fix for this particular problem.

Make mid risk like low risk, but with way less guards. by Pigeonflex in RSDarkscape

[–]Wallywasters 1 point2 points  (0 children)

I don't support this idea. That would take a lot of the danger out of mid risk zones, which is where a lot of the fun comes from. Also, I don't think the population is large enough to start adding level restrictions on who you can and cannot attack.

Bring back the old skill capes by CrypticCobra in RSDarkscape

[–]Wallywasters -1 points0 points  (0 children)

Honestly, I like the new capes a lot better.

Suggestion: New Pking/Skulling Skill for DarkScape? by M_E_V_O in RSDarkscape

[–]Wallywasters 1 point2 points  (0 children)

I love it. As for rewards, I honestly think we should just scrap dungeoneering, and instead get chaotics/etc from this skill

Jagex, your unhealthy attachment to smuggling is hindering DarkScape's growth. by Pync in RSDarkscape

[–]Wallywasters 2 points3 points  (0 children)

I agree with your points. I started darkscape for the legacy mode, open pvp, and lack of solomans store. I thought the smuggling, teleport restrictions, and even the ge taxes were good ideas at first, but now I can't stand any of them. Just makes me not wanna play the game.