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The New Wild (instanced)

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Colossus823
Apr Member 2022

Colossus823

Posts: 188 Iron Posts by user Forum Profile RuneMetrics Profile
I voted no back in the day, as I knew it would kill the Wilderness. The system in 2010, with bounty hunter worlds, was the best system. PvP thrived by concentrating it.

For me, some (if not all but few) worlds should be reverted back to 2009 with revenants. Revenants would need an update of course, but done properly, would pose sufficient threat. Sure, implement some if your suggestions.
Nothing to see here.

17-Apr-2022 00:37:57

SlR

SlR

Posts: 4,381 Adamant Posts by user Forum Profile RuneMetrics Profile
I like your ideas, some of them remind me of Stealing Creation (my favourite mini-game).

What if we had 'load-out's upon entering the Wilderness that grant specific buffs depending on how we wanted to play? Example : you get to pick 2 perks that help you with either skilling or combat (or both!) and there could be even more buffs (temporary / 10s) found within the Wildy, EG: that increases health for 10s or increased damage for 10s.

Example:
Rigour (Attack / Accuracy) - Increase accuracy across all combat styles
Destruction (Damage) - Increased damage from all sources (given and received)
Sorcery (Magic) - Teleporting, Farsight (reveal targets on minimap through fog-of-war?)
Resolve (Defence / Health) - Reduced stun duration, Increased health, Health regen, etc.
ingenuity (Skilling) - Increased movement speed, processing or harvesting speed, etc.

It'd be an easy way to add complexity and help make encounters a bit more unique / dynamic / not get stale or boring. Scenario: you're spotted skilling by a PKer (oh noe! they want to take your loot!) *dramatic music plays* as you run away on low health, certain you're a goner, a HP buff spawns ahead! (lucky you) it saves your life, just in time, you manage to make it out alive. This would need balancing of course...

Also: I think there needs to be more resources and creatures that drop exclusive loot in the Wilderness. If they don't offer something unique (or increased drop-rate for items you can get elsewhere) then people won't bother. Too much risk for not enough reward.
Bob says:
A bank PIN will keep your items secure.
Always check the second trade screen.
Never trade in the Wilderness!
Keep your computer keylogger-free and virus scanned.
Never give your password out to anyone.

21-May-2022 17:47:15 - Last edited on 21-May-2022 17:52:02 by SlR

Stoic n Vain

Stoic n Vain

Posts: 1,555 Mithril Posts by user Forum Profile RuneMetrics Profile
Thanks very much SLR! Stealing creation was indeed where some of the ideas came from! ^_^

Interesting idea. I'm not really sure how I feel about finding buffs.
I know in deathmatch it has the same concept, but the buffs are just so overpowered and frankly unfair. If they were less potent than that (maybe 10% buff) I could see it being ok, but I'm not sure if it's a good fit. I'm on the fence about the idea.

As for your last paragraph, I did actually answer that but I ran out of space on the first 4 pages, so I decided to provide a link within (which you must have missed). All good, I know it's hard to get every bit of information there, as it's a massive thread.

Thank you for commenting! :D
The New Wild (instanced) <---------> Enhancing Combat and PVP

22-May-2022 11:49:27

Stoic n Vain

Stoic n Vain

Posts: 1,555 Mithril Posts by user Forum Profile RuneMetrics Profile
Stoic n Vain said :
Question:
"Why would you boss in the wilderness, when you can boss without PVP risk outside of the wild?"


Answer:
The loot drop rate for bosses will be increased and balanced based on the fact that a moderate amount of time will be spent fighting players, which would otherwise lessen boss farming efficiency per hour. This is essentially a far higher risk, much more rewarding way to boss and you can PK others for what they've gained too!

Let's say that on "the outside" someone would typically kill 18 bosses in 1 hour.
In the new wild, with all of the chaos going on, players roughly get only 6 boss kills per hour.

If this ratio turns out to be accurate, boss drop tables will be at least tripled in TNW.

Another advantage of killing bosses in The New Wild is that you don't need kill count for those bosses that normally require kill count.

Question:
"Bosses spawn/re-spawn faster outside of TNW, meaning you can get more boss kills per hour, why then would I boss in TNW?"


Answer:
Boss drops will be further buffed accordingly - to compensate for them spawning less frequently and for average time searching for wandering bosses and gathering the supplies needed to fight them. Maybe they will always drop 1 thing from the "rare" category. Additionally, bosses will have a chance to drop Wild Codexs and unlock ghostly pet versions.

TNW will be a lot less grindy than what players are used to, because it won't be a boss farm. You have to search for your supplies. You have to search for bosses to fight. You won't know which boss you'll come across next. You will either try to avoid players, team up with them, or pursue them in awesome "risk-all" PVP battles.

This will be the "anti-grind" version of Runescape and it will be just as rewarding in terms of GP/XP, if not more. The biggest reward is of course FUN and THRILL factor! :D
The New Wild (instanced) <---------> Enhancing Combat and PVP

22-May-2022 11:49:42

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