#Re-evaluate death costs around the game
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Wiki links found:
https://oldschool.runescape.wiki/w/:
https://oldschool.runescape.wiki/w/-
Someone got glooped
I posted a markdown table and it got marked as spam so now I'm rewritting it 
My original message was deleted due to attemping to paste a markdown table of various bosses/activities and their respective max death cost. I'll keep this one more brief and provide and image to the table.
I think OSRS is at the point where it would be a good idea to spend a game jam re-evaluating the death costs and the various item retrieval services found in OSRS. Currently, there are too many inconsistencies that doesn't make sense when you look at kills and GP per hour against the cost of death at a boss. It gets more inconsistant when you compare them against their release dates.
Table Comparion of various bosses and activities: https://i.imgur.com/Gp1DtoZ.png
I'll nit-pick a few examples. According to the OSRS Wiki and compiled data in the table linked above, you can se that Vorkath can net you around 3M GP/hr and only cost you 100K if you die. Meanwhile, a boss like KQ can net you around 500K GP/hr and it will cost you 500K if you die. Another activity to consider is raids. TOB apparently can net you 14M GP/hr with a death cost of 100K (?) meanwhile TOA nets you 5M at solo experts and can reach up to a death cost of 500K (oddly this has item retrieval service, but the cost is as a normal death and it seems to be the only one on the wiki page).
Death prices are for sure a weird remnant of a time where it was free to die, and they tried to add cost at instanced bosses.
Comparing Tob and Toa doesnt work though, nothing is stopping you from making Toa deaths free, instead of chosing hardcore raider, you just pick the one with 3 lives, and you can leave for free after 1-2 deaths
For more or for less, some of these bosses have stayed within their typical GP/hr range such as Vorkath and Zulrah over the years. The only direct suggestion I have on the re-evaluation is to make the cost dependent on the amount of GP you can make by doing the boss/activity.
I like how currently dying anywhere in the game will hit you with a capped maximum death cost that depends on the value of gear you lost. However, perhaps it's time to factor in GP/hr of the boss and let it reduce (or dare I say increase) the cost of retrieving your gear on death.
I would like to conclude this though by further elaborating increasing the cost of deaths. I think that increasing the cost of dying at Zulrah and Vorkath is a no-brainer. In the current state it doesn't make sense. That being said, the same would apply for TOB where you are typically bringing in billions of GP in of gear. However, again, I think having a cap of 500K is good. Worst case increase the cap for death costs on raids to 1 million, but do what you've been doing on new content drops and have a reduced fee until you completed the content (successfully or attempts) x times.
yeah it would definitely be good if all item retrieval services were just removed and replaced with gravestones
would make things significantly more predictable and remove the shitty part where you can somehow still lose all your gear if you forget you were deathbanked somewhere
Another thing I didn't consider in relation to dying in OSRS is Death's Coffer. AFAIK majority of folks try to min-max Death's Coffer by putting items that have an inflated GE price than what it actually cost. Instead of this, how about Jagex offers a bonus 50/75/100 percentage of the cost.
Pros
- People don't have to rely on abusing new item cost fluctuations
- Opens up the item/gold sink pool by players offering a variety of items instead of only what is inflated or an out-of-date GE price
Cons
- I suppose players technically won't be spending as much as they would on deaths compared to now because you would be paying them more for their items.