RuneScape Guthixian Cache Issue Official

That being said, I am now recreating this thread with a more organized and articulate presentation of the issue itself and the suggestions I and others on the previous post have thrown out there. Any ideas that have been overlooked thus far are greatly appreciated, so please speak up if you have any!

 

The Issue;

 

The Guthixian cache is a source of huge amounts of EXP in a relatively short time, occurring every three hours. However, EXP meant for a medium to large group is now being hoarded by a few players who are max level or close. They enter the cache, wait for players to enter cres form, and then attack, usually killing in one or two hits. This is one of the main issues, as people cannot attack back in cres form, nor can they re-enter to kill the PKer or continue playing. In addition, there is zero risk for the PKers, as if they happen to die in the cache, they keep all of their gear. Another very serious issue is that these few PKers are taking massive amounts of EXP meant for more than two or three people, repeatedly, every three hours. If the game is still supposed to be balanced, even with the PKing aspect, this certainly unbalances it when only a select few are taking all the cache EXP, leveling much more rapidly than people who can't use the cache because of their abuse of it. If the staff is going to implement things in other areas to make it more fair and balanced, I believe the cache should be taken into serious consideration as well, considering all the flaws and ways it can currently be abused. This is an issue that not just me, but countless other people I've talked to in game are fed up with.

 

Ideas and Suggestions;

 

- Allow players to rejoin if they're PKed out.

 

*** Award EXP and perks at the end of the D&D regardless of when the player leaves, and have it accumulate if a player is PKed out and comes back.

- Allow players to attack PKers while in cres form, or don't allow PKers to attack people in cres form.

 

- Change it to a low risk zone, with the maximum level difference available for such a zone, making it possible for players being PKed to have a fighting chance.

 

- Make the cache a safe zone since the point is cooperation.

 

- Tailor the amount of EXP rewarded to correspond with the amount of people in the cache.

 

- Change it so people who are skulled lose their items if they die in the cache.

 

When the original thread was locked, many of my posts with suggestions were hidden which I understand, although I don't know why when other people who were swearing didn't have theirs hidden. At any rate, I will continue to add to this list as I think of the ones I'm missing, and again I would greatly appreciate any I have overlooked!

 

Let's have a civil discussion and find some solutions guys!

 

Also I feel I should point out that this is very different than other skilling; with things like woodcutting, mining, fishing, whatever, you can go right back if you die, and if need be, hop worlds or go to a different location. Normal skilling doesn't reward massive amounts of EXP either. The cache is a totally different story!

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