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Will RS ever be Scaled Up?

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Jon Stryder

Jon Stryder

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Daraken said :
Eastern Lands please ;-)

Red-Defend3r said :
norther lands >****;

Don't forget Kudos Island - just how long does it take to build a barge?

However, adding more continents to the edges of the map only solves part of the problem. These areas have been long promised and are needed to add new content and expand the existing lore, but they do not solve the problem of the existing map being too crowded (especially in the F2P area). Varrock for example cannot be a greater city than it already is because it doesn't have the room to develop and grow. Only scaling up the existing (central) map can do that.
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13-Mar-2014 12:21:09 - Last edited on 13-Mar-2014 12:23:23 by Jon Stryder

Big Storms

Big Storms

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Jon Stryder said :
I don't think updating the game map like that, where each tile is simple replace with a larger tile so everything is scaled up, is very practical. The map as a whole needs to be made larger, but not necessarily each house, or town, or village. (at least not in the first instance.)

I think the best way to up-scale the map would be to slice the existing map into self-contained regions, so that resources linked to a certain area are all kept together, and training rates and bank runs are largely unaffected. So Lumbridge and the surrounding farms might be one region, Varrock, the grand exchange, cooking guild and sawmill might be another. The Monastery could be in a region with Edgeville, or Ice Mountain, or both, or could be a separate region in it's own right. Each region would have its own lodestone, or similar teleport location. These regions can then be separated out to give a more realistic distance between them, and the intervening gaps filled with generic features.

Varrock would still be Varrock, Lumbridge would still be Lumbridge, the only thing that would change in the first instance is the distance between them. With each section containing its own teleport destination, no one would have to walk the increased distances between these sections unless they wanted to. Overall, gameplay should be largely unaffected, and nostalgic cries of 'Runescape has been ruined forever' should be minimal.

The next phase, and this would be a gradual process, would be to examine each of the sections in turn and gradually spread them out into the space surrounding them. New content could be added to cities, and they could be expanded to incorporate it (instead of new content being shoe-horned in, or hidden in dungeons, portals, or 'sky-platforms'.)


If they were to scale up the runescape world, this is how I envision it. While still being a big project, it will be manageable and create some breathing space.
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16-Mar-2014 15:19:04

JayAmaze
Oct Member 2023

JayAmaze

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Can we call it World of Runecraft? Can we can we?

Not against the idea, but let's be real about it. Making the map bigger would be awesome but mounts are a silly thought.

I can already see thousands of Questers raising up in arms to complain about the travel time :p

P.s - Hopefully this brings magic's teleportation aspect deeper into the game :D

21-Mar-2014 02:13:45 - Last edited on 21-Mar-2014 02:14:51 by JayAmaze

Mauhur
Jun Member 2023

Mauhur

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I don't know if somebody suggested this but scaling should not be applied to the game until everything has received a graphical update.

Runescape is currently a patchwork of graphics used by Jagex over the years and this makes the game unattractive. Runescape being blown up would only make this more obvious to the average player.

Consistent graphics throughout the entire game would make a scale up a viable option. Without consistent graphics, a scale up is not feasible.

21-Mar-2014 03:36:15

Lord Drogo 5
Aug Member 2022

Lord Drogo 5

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I'd be surprised if this hasn't been mentioned before, but this wasn't really a problem until we were given things like lodestones and what is basically infinite run energy, along with items from quests and tasks and such, that seem to teleport us to every individual square of the map.

Go play OSRS for a couple hours and tell me you'd like there to be more space between things.

Don't get me wrong. With the insanely quick pace of today's game, I'd love for greater distances to make the place seem bigger. And I'd like longer draw distances as well (outside of trainwreck beta).

But the source of the problem is how easily we can get around. You could have 1500 miles of forest between Falador and Varrock that would take weeks to run though, but it's all moot if you can lodestone teleport for free, anytime you want, between the two.

I don't think it's the size of the map that's ruined the game's sense of scale. It's the 'I want everything handed to me NOW!!!' attitude that everyone, devs included, seems to have. As long as distance is neglected by a myriad of teleports and never having to actually -walk- anywhere, the scale of the game won't really matter.

21-Mar-2014 14:56:26

Kooey
Oct Member 2023

Kooey

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I also would like to see a huge expansion (I was also thinking along the lines of Jon Stryder). Keep the cities and the lodestones as main gathering points, but the huge expanses of untamed wilderness could be profitable to explore as a side activity.

Some things I would like to see:
1. Randomized dungeons in various (semi-fixed points). You know the general area of the dungeon but you'd have to search around a bit. These would be generated like the daemonheim dungeons, but with different rooms. They would be limited to 1-5 floors and have the basic overworld gear and monsters (or allow you to take in your own gear). Would include new (more difficult) puzzle rooms that could expand the overworld lore (for example a dungeon north of falador could be an old Zamorakian hide-out, a dungeon in the jungle could be based around that area, etc.)

Rather than DGN experience and tokens, the rewards could be caches of resources.

2. random tree/ore/fishing spot spawns, farming/herb patches (rarer obv). These could be blocked off by agility obstacles or thickets that require WC or FM to remove.

3. monster spawns. AGGRESSIVE monster spawns that drop useful resources. And they would likewise spawn randomly so you don't know what monster you're going to come acorss until it leaps out and attacks you. Include a wider roam range (something like the penguins).

4. The hunter areas could be reworked so that in addition to x amount of creatures spawning in x area, they also spawn in smaller numbers across the whole area.

5. In the city houses, thieving could be expanded, so that players could break into houses, having to traverse several rooms for larger rewards, with dicovery getting you banished from the city or attacked by stronger guards.

21-Mar-2014 16:57:05

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