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Michael David
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Bounty Hunter Penalties

Published on 11/8/2018
For additional information  Click Here

When a player has been assigned a target in Bounty Hunter, that target is locked in until either player decides to skip, leave the Wilderness for 2-minutes, or log out. It is currently possible to step in and out of the Wilderness in quick succession to prevent the 2-minute timer from going down as fast as it should, meaning if a player wants to grief their target, they can make them wait around 5 minutes before the target is lost unless they choose to skip them. We'd like to prevent this from being so easy to abuse by changing it so players must be in the Wilderness for at least 6 seconds before the timer stops going down.

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Other PvP Changes

Mysterious Emblems

It's currently possible to instantly destroy a Mysterious emblem, meaning not only do you lose it, you also prevent any opponent you might be fighting from getting it. We'll be changing it so that you will have to wait 6-seconds in order to destroy a Mysterious emblem, regardless of you being in combat or not.

Clan Wars Portal

The Clan Wars portal is commonly used by many players for many reasons. The most common reasons are for replenishing health and run energy. We don't want to change this functionality, but there is an issue where it's currently possible for you to engage in combat with another player, gaining a skull, then use the Clan Wars portal to remove that skull. When this is done, you can return to combat with the same player but you will no longer receive a PvP skull. We'll be changing it so that if you lose your skull via the Clan Wars portal, you'll always get a new one when you next attack another player.

PvP World Protection

In PvP worlds, the moment you step into a safe zone you can no longer be attacked. We think this functionality should remain for those not engaging in combat, but players rushing from the safe zone and attacking players outside of it, only to return to the safety of the safe zone moments afterwards is an increasing problem. We'd like to change it so that if you engage in combat with another player in a PvP world, you can be attacked back by that player for 6-seconds after entering the safe zone. This means you will be able to step in and out of the safe zone safely without being attacked whilst inside the safe zone unless you have attacked another player. If that is the case, then only the player you attacked would be able to attack you back.

Anglerfish

Anglerfish are commonly used in both PvP and PvM, and for good reason. They give you the ability to heal above your maximum Hitpoints, making the maximum Hitpoints possible be 121 if you use them at 99 Hitpoints. This is heavily utilised in PvP situations to ensure the player remains safe and has less risk of being killed with a combination of attacks. We'd like to keep the ability for Anglerfish to overheal in both PvP and PvM, but we'd like to change how they work when used within the Wilderness and on PvP/Bounty Hunter worlds. The change would mean that the overheal effect of Anglerfish would only apply when they are used outside of combat when in the Wilderness or on a PvP/Bounty Hunter world.

Energy Transfer

Energy Transfer is a Lunar spell that restores all of the targets run energy and special attack. It is commonly used in PvP worlds to fully restore another players special attack multiple times whilst they're in a fight, giving the person who Energy Transfer is being cast on a distinct advantage over their opponent. We'd like to change the way Energy Transfer works in PvP Worlds so the target of the spell must have been out of combat for 15 seconds before it can be cast on them.

Special Attacks & Teleporting

The term "spec tabbing" is often used in PvP scenarios, and it refers to the situation where a player unloads their entire Special Attack on an opponent and instantly teleports away. This could be at the start or at the end of the fight, but the intention is to try and get lucky with a high damage hit without taking any risk, as the act of teleporting negates any damage they would have taken. To help promote more of a fairer PvP environment, we'd like to make it so that you are unable to teleport for 3 to 6 seconds after using a Special Attack whilst in the Wilderness or in a PvP/Bounty Hunter world. This would also prevent you from entering a Player Owned House portal.

Boxing

Certain players at PvP hotspot locations will attack another account without dealing any damange or being attacked back, meaning neither player is at risk of dying nor can they be attacked by others. For example, Player A will attack Player B with low offensive items, and Player B tanks the damage and doesn't attack back - neither Player A or Player B can be attacked as they're both in combat. When another player enters the area, let's call them Player C, Player A will stop attacking Player B and be able to instantly attack Player C. We'd like to change it so that Player A and Player B will need to be attacking each other, else after a certain period of time, they'll both be able to be attacked by anyone.

Player Kills & Loot Issues

We recently made some changes intended to tackle the issue where a player gets a kill in PvP and receives no loot. Whilst we've made some good progress with preventing these instances from happening, it still occurs in certain situations. We'd like to improve this further by changing it so that if your opponent has been out of combat with their previous opponent for 18 seconds, or if they use a bank, you will be assigned the loot should you kill them.





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