Provide my suggestion for a possible new runescape idea called 'Nemesis'.

Hello everyone, I'm here to provide my suggestion for a possible new game idea called 'Nemesis'.

 

The idea will be similar to another game's 'nemesis' system, but I imagine it would be such a fun and interesting feature to see in Runescape to spice up the life of an adventurer.

 

TABLE OF CONTENTS

 

I. Introduction

II. The Idea

III. Notoriety

IV. Balancing

V. Supporters

 

I. Introduction

 

Hello all and welcome to my suggestion for The Nemesis System. This is an idea I played around with for a while with a few of my friends and clanmates, and we all mostly decided to have it posted here. We believed that this idea would add a new spice of life to the game we've known and loved for over 10 years.

 

II. The Idea

 

Basically, this idea involves a few things. First of all, the Nemesis itself. The Nemesis is essentially a shadow of your player, or anyone else currently added to your friend's list. The shape or person that the Nemesis appears as would be completely randomized based on how many people are in your friends list. Our other ideas for him would be that he *perhaps* remains peaceful until you exhaust the dialogue that he gives you upon appearing. The role of this system is to have this Shadowy figurine of your player or anyone else added on your friend's list appear/attack you based on your level of 'Notoriety'. (I'll get into this later) This idea I believe would be a monumental addition to the game and I think many people could really appreciate the RPG elements it adds as well as the random factor.

 

III. Notoriety

 

As I stated before, we have many different suggestions and ideas for the way these Nemesis and Notoriety systems work. Our idea for Notoriety would be to have a system in place where the afformentioned Nemesis would spawn or appear in front of the player based on how 'good' or 'evil' the player is. We believe that this would be similar to a system that Jagex used for many of the world events in the game, except the contribution to this 'good & evil' meter would be limited to each individual player and their actions.

 

We have decided on a level of % chance the Nemesis would show up in comparison to the Notoriety for each percentage.

 

Notoriety (miniscule) - 0%

Notoriety (small) - 10%

Notoriety (average) - 25%

Notoriety (high) - 50%

Notoriety (extreme) - 75%

 

We believe that the good and evil actions a player can take can also be based on the things you do in the game. For example:

 

Thieving: +1 Notoriety

Killing an NPC: +3 Notoriety

Killing a Player: +5 Notoriety

 

Paying an NPC: -1 Notoriety

Bribing a Guard: -3 Notoriety

Doing a Quest: -5 Notoriety

 

We know there are a lot of things to our suggestions and ideas that need to be tweaked to make for more fair gameplay, but the actual thought behind idea would be far more balanced than it's shown to be initially.

 

IV. Balancing

 

This I believe is the very root of our idea, since a lot of the mechanics behind it can seem rather questionable. I'd like to insist that it really isn't as imbalanced as it seems.

 

For starters, we've already found the balance to our little Nemesis system. We believe that due to the fact that most players may have a high notoriety due to killing NPC's and getting loot, it would be a good idea to restrict the Nemesis entirely to a 24 hour cycle. This means based on your level of Notoriety, the maximum chance you have of encountering a Nemesis every 24 hours would be 75%. This thought could be tweaked in the future to be less of a daily thing. Perhaps once every week instead.

 

Despite the cycle of how often a Nemesis shows up, we thought of another balancing issue between players actually getting killed in the event that they're not prepared or strong enough to face a nemesis. We decided once again to brainstorm a balancing for this. We decided that it'd be best for the combat proficiency and level of the Nemesis itself would be completely based on the combat level of the player it's summoned to fight.

 

Some of my friends convinced me that this balance alone might not be enough, so we decided again to tweak the idea to restrict the Nemesis from being able to kill the player. We instead decided to set up the idea whereby if a Nemesis is defeated, the Notoriety is decreased. If a Nemesis takes you down to low health, he will explain in dialogue that you are not worthy, and your Notoriety will increase. Due to the lack of any penalty in death, we decided again to tweak this idea once more so that the combat proficiency and level of the Nemesis is increased for each time it defeats the player in combat.

 

A lot of people at first might believe this idea is stupid. That it just adds another annoying nuisance to the game the same way the random events did. I personally believe this addition to the game will add so much more to this world that already exists. I personally believe this idea would expand everyone's sense of danger and adventure, and add so much more fun to this game. I honestly believe this idea has the potential to make this massive world start to feel dangerous again.

 

This concludes my idea on The Nemesis system, and I hope that even if there are people who disagree, the idea was enjoyed nontheless as nothing more than a creation of an RS veteran.

 

V. Supporters

 

This section was created to show how many people may be in support of my idea. If you're willing to support this idea, feel free to comment and your name will be added to this list!

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