Wehoo
Wehoo
Oohew
Hi all.
I'll update this comment as we make any changes.
13/02 We've just deleted a rogue '5' from the values in the table which talks about permanent item retrieval prices.
14/02
We're keeping an eye on your feedback on this topic, and we expect to continue adjusting the proposed designs after the weekend before the survey opens.
The fees for permanent item-reclaiming chests, including Torfinn, the Theatre of Blood, the Volcanic Mine and all other such situations, will be left unchanged - except for Zulrah, which will be given a fee only for non-UIM players with a kill-count over 50. UIM and players who'd not killed it 50 times would still get their items back there for free.
Iron players expressed concern over how they'd get the cash to pay fees. We'd like to propose, as part of Death's Office, a means of sacrificing unwanted items to pay for these fees - which would be open to non-Iron accounts too, and would act as an item sink for the game. It's called Death's Coffer.
We proposed moving your existing grave if you died a second time. As the first grave could only exist for up to 15 mins anyway, we no longer feel that any significant abuse should arise from people setting one up in a safe place before going anywhere dangerous, so we've removed this bit.
Ornate items will tend to be protected without breaking/disassembling in a non-PvP death.
The blog now clarifies that in the event of a non-PvP death, items locked to you by a Trouver parchment will keep their (l) status, rather than requiring you to pay for another Trouver parchment to re-protect them.
These fees aren't very high, considering the loot one can get from the features. We'd like to raise all of these fees. However, we know that this could be expensive for future newbies who have to learn the content through trial and error. So we propose dropping the fees initially to a much lower level, but then raising them according to how many times a player dies in that place (up to a maximum of 20)
That makes no sense. If you want to raise it after they learn the content it should be after an amount of successful kills, not after a number of deaths. A player learning Zulrah is going to die way more than 20 times - after which that content will essentially be locked for them if they haven't gotten it down by then.
I do like this approach, I'll offer this feedback
Hi all! It's been about five hours since this was posted and we've collated A LOT of feedback. Like we said in the blog, we fully intend to engage and address this. We'll revise the blog and get back to you once we've had an opportunity to meet as a team!