Player killing



Player killing (PKing), or player vs. player (PvP), is the act of two or more players in combat, instead of a player and a monster or NPCs. At present, there are eleven places in RuneScape where player killing can occur: Bounty Hunter, Castle Wars, Duel Arena, a player-owned house's combat ring or Dungeon, Stealing Creation, a PvP World or Bounty World, Soul Wars, Clan Wars, Fist of Guthix, and the TzHaar Fight Pits.

There was a time in the game's history that the entire map was open for player killing. Later, normal PKing was restricted to the Wilderness. However in 2007, Jagex ended PKing in the Wilderness and released Clan Wars along with Bounty Hunter as partial replacements. On 15 October 2008, Jagex re-instated map-wide pking, however it is was only made available on designated PvP Worlds. Stealing Creation was released on 11 November 2008. Released on 8 July 2009. On 9 September 2008, Clan Wars also received a major expansion.

History
Originally, after the release of RuneScape Classic, players could select whether or not to play as player killer characters. Players could switch from player-killer mode to non-player-killer mode (in which the character could not attack or be attacked by other players) three times, after which they remained at their chosen setting forever. PvP combat could take place at most locations in the RuneScape world. The rules of combat were the same as in modern RuneScape Classic Wilderness. Lumbridge was designated as a neutral area in which players could not attack each other; this was done to prevent a practice called "spawn camping", in which recently killed players were immediately killed again as soon as they respawned. In addition to this restriction, NPC Guards and White Knights patrolled the cities of Varrock and Falador, breaking up PvP battles by attacking the aggressor. These guard units were limited in number, however, and if all the units in a city were already in combat, PvP combat could go on freely.

On 13 August 2001, this system was replaced by the Wilderness, partly due to complaints from many players who were unable to leave Lumbridge without being attacked by hordes of hostile player killers. Later, additional areas where PvP combat is allowed were added.

On 10 December 2007, Jagex made a highly controversial update that made pking in the wilderness only possible at the Bounty Hunter, which is unsafe, and Clan Wars, a safe activity. Fist of Guthix, also safe, was not added until about four months after these updates. RuneScape lost about 46% of its paying players within the following month, although more long-term statistics have never been released. No known amount of lost free players is known, however it is possible it was more than the number of quitting members. The exact numerical makeup of quitters (bots versus legitimate players) is uncertain. Many of the quitters were PKers, while others were the leaving accounts of autoers. According to Jagex, almost all the lost players since the 10 December update have been replaced by new subscribers. It is still very common to find players on the forums ranting.

On 15 October 2008, Jagex re-instated map-wide PKing on designated PvP worlds, although many aspects have been altered.

Some people don't like PvP worlds as it does not give you enough warning, however there is a sign when you log in that warns you PvP world ahead, you may lose all your items!

Combat areas
There are two forms of combat area found throughout the land of RuneScape - single and multicombat areas.


 * Single combat restricts players attacking the same target such that they can only fight one-on-one. In a multicombat zone, multiple players can attack multiple targets.


 * Multi-combat areas are identified upon entering by two crossed swords appearing in the bottom right hand corner of your screen. Anywhere else is classed as a single combat area. Multicombat areas are especially dangerous in on PvP worlds, as more than one player could attack you at one time. These areas are beneficial to groups of players, as it allows them to pile a player and greatly decrease the opponent's chance of escape or allowed a group of lower level players to fight a higher level player at the same time.

Stealing Creation
Stealing Creation is a game that allows almost every single combat skill. The whole area is multi combat, but you cannot bring any of your own items into the game. You make PVP items such as bows, Melee Weapons, And Magic runes and staffs.

Soul Wars
Soul Wars is a Slayer activity that was released on 10 February 2009. It involves a team of players fighting another team to collect the most Soul Fragments and destroy each other's avatars. The only items that are not allowed are capes, food and non combat items. There are no requirements although high Combat and Slayer is recommended.

Bounty Hunter
Bounty Hunter was a dangerous activity that was introduced into the Wilderness on 10 December 2007, and removed for the new Bounty Worlds. This game allowed players of three categories to fight off in a free for all to the death to obtain each others' items. The Level categories were 3-55 (low), 50-100 (med), 95+ (high) for free players and 3-67 (low) 55-112 (med) 105+ (high) for members. This was the only method of PKing that allowed you to obtain another player's items as a reward for killing them after wilderness was not PVP. However, any player attempting to pick up items not belonging to his or her target would have incurred a penalty, preventing them from leaving the arena for a certain period. When originally released, the Bounty Hunter arena was a multicombat zone. The activity was later changed to a single-way combat zone because of the number of clans which picked off solo PKers. However, under certain conditions it is possible to be engaged by multiple players. This activity only allows players to bring combat related items. This activity is currently a new version of bounty hunter in which it acts like the old wilderness. But its limitations start from Edgeville and end in the deep wilderness meaning you can't get out of edgeville or wilderness. Items the other person has are no longer their items but the equivalent of a monster drop like in PVP.

Clan Wars
This is an activity that was introduced into the Wilderness on 10 December 2007. This game allows two clans to fight off in an enclosed location. There are also free-for-all arenas. Players may bring whatever items they wish into this activity. Only in one of the free-for-all arenas are players allowed to lose items, and in a special selection on the normal clan wars. There is no limit to the amount of clan members.

Castle Wars


Killing other players in Castle Wars is technically only a secondary objective to getting the enemy flag; however, many players fight amongst themselves with no regard to the team objective. Castle Wars can only be accessed by members, and is highly populated in world 24. If your team wins (Saradomin or Zamorak) you will be rewarded with 2 Castle Wars Tickets. However if you are tied you only get 1 Castle Wars Ticket or if you lose you get 0 Castle Wars Tickets.

Duelling and the Duel Arena
This is a place where players can fight in a controlled environment and choose rules to their fight. They can also place a wager on their fight. The duel arena has inspired a new type of character called a staker. These characters are created to make money by winning duels.

In RuneScape Classic, there is still a third option available when right-clicking on a player in normal areas. The option, "Duel-with", allows the player to send a duel request as if in the Duel Arena of the modern RuneScape game. There is also even the option to stake items, and to set specific rules in the duel, though this is very limited compared to the modern Duel Arena's rules. Such options include "No Retreating", "No Magic", "No Prayer", and "No Weapons". Once the rules are set and the stakes are agreed on, the players then proceed to fight under the condition of the given rules, if any.

On 20 November 2007 JaGex made a cap to the amount a player can win in a space of 15 minutes in a staked duel, which is set to 3,000 gold coins to make it harder for real-world traders to unfairly use the Duel Arena as a covert way of transferring items. This also applies to the 'player value' of items which will change according to any market fluctuations in the Grand Exchange. This resulted into the Duel Arena Riot as well as rendering stakers useless. As of 30 September 2008, the limit has been raised to 5,000 coins to 60,000 coins depending on quest points. For free-to-play, the limit is up to 10,000 coins.

The key difference between Bounty Hunter player killing and this form of duelling is that players cannot obtain the skull and crossbones effect upon attacking another player in a duel, and will not lose any of their items if they should happen to die.

TzHaar Fight Pit
The TzHaar Fight Pit is a safe activity in which players fight against each other in a free-for-all arena. The winner is crowned champion once everyone else has been killed. Since killing someone ejects them out of the arena and into the waiting area, the first rule is all one needs to remember.

Fist of Guthix
Fist of Guthix is a PvP activity Released on 9 April 2008. Fist of Guthix is a one on one F2p and P2p activity where one player is being hunted by another player. Once the hunted player is killed, either the time ends or the players switch. At the end, the player with the most charges wins.

Player-owned houses
Players may fight in player-owned houses, both in combat rooms and dungeons. If killed in these areas, players respawn without losing any items. If the combat takes place in an enclosed area in the player-owned house, such as ranging pedestals or combat rings, they will respawn inside of the house. If combat takes place in the dungeon, players will respawn outside the house portal.

PvP worlds
PVP worlds, or Player-Vs-Player worlds, are entire designated worlds that are almost entirely Player-Vs-Player combat enabled. Only select areas (such as banks, respawn points, Entrana, and some guilds) are disabled to combat, and are marked by a skull with a cross over it. These worlds are sculpted after the original wilderness; much of the same rules apply, such as level restraints to attack and "skulls", You will be "skulled" upon logging in to a PVP world and the Protect Item prayer will be disabled. If you die whilst skulled, you will lose all of your items. To begin, simply choose a world that is marked as a PVP world when logging in. You will be warned of the dangers. The first time you enter a PVP world, you will be transported to Lumbridge and a manual will be given to you explaining much of the concept (you can get a new one from the Doomsayer in Lumbridge should you lose it). You will have a short immunity period before you can be attacked. After the first time, you must be standing in a 'PVP Safe Zone' or you will not be able to login.In PVP worlds, you can lose your items, but at the same time, there are great rewards to be had!

You must have at least level 20 combat, not including summoning, to enter a PvP World.

Bounty Worlds
Bounty worlds were released on the 6th of May 2009. These worlds only allow players to fight each other in the wilderness, however due to a recent update players may now travel throughout Edgeville and the Grand Exchange.

Melee fighters

 * Advantages - For those who want to get up close and personal, melee is the preferred option. This involves, generally, bulkier weapons and armour than the light and long-ranged range and mage options. Not only does this make you look more impressive, it gives the adventurer a strong advantage over Ranged attacks. Arrows and bolts will have a hard time piercing armour, allowing the melee fighter to get close enough to do serious damage. It also requires no ammunition as opposed to range and mage. The ability to welfare, and only take 1-3 items and still do heavy damage, and on death only lose a small margin of coins.


 * Disadvantages- The 'but' comes when encountering mages. Well-constructed melee armour does a good job of deflecting blades and bolts, but also manages to strongly conduct Magic attacks, increasing the effects and damage caused by an opportunist mage. An experienced spellcaster can also paralyse a melee combatant with a 'holding' spell and then attack from afar. Mages are melee fighters' arch enemies, and so should be avoided. A good way for melee fighters to solve this problem is very simple: wear range armours with your melee weapon when you encounter mages, or if you're a pure, you probably won't even have bulky armour in the first place, and can easily down an enemy mage. Pures also usually have d'hide chaps with a mixture of robes on the top.

Mages

 * Advantages - The mage may look like an easy target, wearing what could be described as a glorified flannel, but beneath their soft and stab-able exterior lies a dangerous opponent. A combination of 'holding' spells and Magic's conductivity through armour makes the mage strongly anti-melee, often keeping a hand-to-hand combatant incapacitated and highly vulnerable.


 * Disadvantages - Soft-to-the-touch cloaks and robes make the mage a tempting target for passing rangers and meleers. With little Defence at all, this often makes the mage a walking pincushion - and 'holding' spells will only encourage rangers to shoot from afar, while meleers may shake off the holding spell and run in for fast and high damaging hits.

Magi tend to be extremely vulnerable to pile jumpers and player jackers of any combat style. Also, many players believe that using mage is useless unless your spellbook is on Ancients.

Recommended Magic gear (with ancients):



This is the recommended magic gear for people who have completed Desert Treasure and are on the Ancient Magicks and have over 94 magic.

Click the inventory image (right) to see a suggested inventory for magic pking. The runes are for Ice Barrage. You can change the runes to cast a different spell but Ice Barrage is very effective. The DDP++ is for rushing/finishing off the victim when their health is low enough. Of course, this may be replace by Dragon Claws but if you are afraid of losing them.. use the dds instead. It is strongly advised to bring either Monkfish or Sharks. A Super defence potion is useful in case you are attacked by a melee'er, though this will not provide full protection as swords, etc, can easily slash or stab through mage armour. There is a solution to this though; if you are not afraid to lose them, bring a Staff of Light, Ahrim's robetop and Ahrim's robeskirt as they do provide extra melee protection. Prayer potions are needed if you wish to use Protect from Melee, etc. You don't have to bring an Antipoison but it is just a precaution in case someone attacks you with a dds and poisons you. The Helm of Neitiznot can be changed to a Farseer Helm but that is up to you and the Amulet of Glory is most recommended because if you died with a Fury, it would be too much of a loss but if you are willing to risk it then go ahead because it has better stats bonuses than a glory. As mentioned before, the robes may be changed to Ahrim's and the Saradomin Cape is quite useful because they give a +10 Magic attack bonus. The Dragon Gauntlets and Dragon Boots can be changed to Mystic Gloves and boots. The ring is optional, as the Ring of Wealth does not affect PVP Drops. You can use a Ring of Life or Ring of Recoil. The Ancient Staff may be switched to a Staff of Light if you wish but as mentioned before, only use a Staff of Light if you are willing to risk it. God Books are optional too. Each book gives different Stat Bonuses.



Some people like to Hybrid. Magic/Melee hybridding is when you use Melee and Magic equally or use Melee mostly and using a freeze spell from the Ancient Magicks spellbook only to freeze the victim into place. Here is an example of a Magic/Melee hybrid gear and a more accurate description of the term.

Rangers

 * Advantages - With light, articulated armour for optimum ranging, the ranger is able to substitute what his or her armour lacks in physical Defence with magical resistance. This makes the archer a strong adversary for the mage, who will find a foe that is well defended against magical attacks while also being able to attack from long distances.


 * Disadvantages - To keep nimble, the ranger has sacrificed a large element of his or her armour's melee Defence. A hand-to-hand combatant will be able to aim attacks at the joints and other unprotected areas with relative ease, as long as they can get close enough to do so. Although, many high-levelled archers choose an option of "tanking" to counter this drawback. This process involved substituting some parts of the ranged armour for the bulkier melee armour. This process allows the ranger to have a high defence bonus as well as a strong ranged bonus.

Back Stabbing
Back Stabbing, also known in slang as Bsing, is something that most experienced players frown upon highly. It is the act of killing someone in the same clan. For example, you join a clan, then they take you out to the wilderness. Players can lure unsuspecting players into their clan and might then take them into multi-combat wilderness to kill them for their drops to make money. Players may also take advantage of people in their own clan and back stab them, hoping to catch them off guard. It is rare to get away from this when possibly being lured into high level wilderness. It is profitable but is not a respected way to make money.

Rushing
Rushing is the simple act of killing a player without giving them the opportunity to attack back. It is frowned upon by almost all pkers and is considered dishonourable. Usually rushers will use a combination of 2 - 3 attack forms, the most common being magic/melee and Melee/Range. Normally to rush the rusher needs a "rushing weapon" which is usually a weapon that has a special attack that allows it to attack more than once, examples would include Dark bow, Hand Cannon, Granite maul, Dragon Dagger and the most common, Dragon claws. However, Some would argue that Rushing is not totally about profit. It is more about the satisfaction in knowing that in several seconds, without your victim knowing, you have caused that person to just possibly lose significant amounts of coins (gp).

Dragon claw rushers commonly use Vengeance from the Lunar spells since its animation causes them to appear to be not moving, even if they are, so when the victim is hit the rusher appears to be attacking from afar.

Most rushers use Protect from melee when they are not in a safe zone, usually because they are risking a lot of money to maximize damage, and do not want other rushers to rush them first. However, many Hand cannoners using Void Knight armor try to kill rushers with Ranged, which the rushers are not praying against.

Anti-Rushing
These players tend to fall into the hybrid brackets using ranged in combination with melee. It is advised to watch out for these players as they tend to do high amounts of damage in very little time, usually using Hand cannon or ancient magicks to ignore rushers' protect from melee. They prevent players from rushing or PJing in Edgeville to promote honor pking.

Anti-Player Killing
Anti-Player Killing (Anti-PKing, dubbed Anti-Random Player Killing, PKKing/Player Killer Killer, or Ar-PKing by prominent clans dedicated to the practice) is the act of killing a Pker - generally denoted to be any armour wielding player with a skull.

An Anti-PKer is someone who only ever attacked PKers (i.e. Only attacking players with skulls) and never attacks anyone else. Some RuneScape clans are "Anti-Random PKing clans" and only ever kill PKers. Ironically, Anti-PKers often make more money than PKers, as the players they kill were skulled from killing other players, thus making the generated drop a higher one. Player killing was once a thing of the past, but due to the 15 October update, Anti-Player killers are once more on the rise.

As of 15 July 2009, all players entering a PvP or Bounty world are skulled upon login, which makes anti-pkers essentially the same as anyone else on a PvP world. This reduces their effectiveness tremendously.