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The New Wild (instanced)

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Stoic n Vain

Stoic n Vain

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Roaming and Instanced Bosses



Currently, I will be using existing bosses and altering them to suit the new wild mechanics. Unique “new wild bosses” can be gradually added at a later stage.
Using current bosses means that the content has mostly already been created, they just need to make them spawn in the wild, change a few mechanics and enable PVP.

All bosses could be ghostly/revenant versions of themselves (all white/see through). Killing wilderness bosses will not increase your boss kill count. I added this because it would be game-breaking to allow it. For example: if you cannot usually attack that boss in the outside world eg- not having 70 strength, yet you are killing Graardor in the wild.

Almost all bosses will have the potential to spawn in the wilderness at some point. Their rare drop chance will be increased. No “kill count” will be required to kill the GWD bosses. Bosses probably won't be accompanied by their minions, with the exception of "instanced" bosses explained below.

There will be two types of bosses, “Instanced” bosses and “roaming” bosses.



Instanced bosses



Normally "instanced" bosses will spawn at a location in the wild, with all of their mechanics in place, only it'll be a free for all PVP area. Players can kill the boss or kill each other or both.

Instanced bosses will have a specific location or locations where they will spawn. These will be the bosses that would not be suitable to “roam” and rely on mechanics created in the area that they dwell in. (bosses that either don't move or require an instance with specific mechanics).

One potential area for these instances to spawn is the King Black Dragon’s lair. Not only will the instanced boss spawn, but the area will also update to that of the boss’s typical instance. Corporeal beast’s lair is another option.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:13:51 - Last edited on 13-Jan-2019 03:39:52 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Instanced bosses [continued]



There will always be a random instance boss active (or perhaps two?). When the boss is killed, the roof will immediately start collapsing and you'll be hit by rocks for 30% of your maximum lifepoints every... 3 seconds (typeless damage). Once everyone has left the boss instance via the lever, cave exit, or death, a new boss (and the appropriate boss room) will spawn. For Vindicta, perhaps it could be flames that cover the entire ground, instead of rocks falling down. If you die in the instance, all of your stuff will appear right outside of it for all players to take, or the player who dealt the most damage to you.

List of "instanced" bosses:

(Will spawn the entire boss area at a specific area of the wild, such as KBD lair. You will pull the lever near the poison spiders to enter this instance).

The Other GWD1 bosses with instance required mechanics
GWD2 bosses
Giant Mole
The Kalphite King
Har-Aken
Queen Black Dragon
Dungeoneering bosses that require area mechanics. They will need to be made stronger. They’ll have an increased Chance to drop chaotic.

There are many other bosses that I have not tried and am unaware of the mechanics or if it can be implemented into the wild. Telos, Arraxor/Arraxi, Solak, Vorago, Nex/Nex angel of death, Legion bosses, Magister and Barrows rise of 6.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:14:16 - Last edited on 13-Jan-2019 03:43:02 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Roaming bosses



(Bosses that don’t require an instance to function and can be easily programmed to roam the wild without issues).

A roaming boss will spawn in a random location once every 6? minutes and will continue to roam the wild until killed (up to a maximum of 5 roaming bosses at any one time). Two of the same boss cannot spawn. Eg, only one roaming Jad at a time.
Bosses will occasionally fight each other!
Jad wants to mess with the KBD. They begin their battle. During a boss v boss battle, the bosses will be unaggressive to players, unless attacked, in which case it will attack the player (perhaps both bosses will!).

All bosses will be aggressive (exception Beastmaster Durzag). All bosses will change targets occasionally (if there is more than one player fighting them). This provides unpredictability and also makes it more fair - if one person is having to tank the boss the entire time, they aren't going to have a good chance at dealing damage, and therefore will be unlikely to get loot. The bosses will be affected by provoke (exception BD), but only players working together would WANT to do that :P

List of roaming bosses:


General Graardor
Kril trutsaroth
Kalphite Queen
TzTok-Jad
Dagannoth Kings
Barrows Brothers
Revenants will roam, as they once did!
Dungeoneering bosses that don’t require area mechanics. They will need to be made stronger. They’ll have an increased Chance to drop chaotic.

King Black Dragon will be removed from his lair to make way for the underground “instanced” boss spawn area. Everyone will be allowed to enter the instance boss area and it will be multi-way PVP. KBD will become a roaming boss instead.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:14:35 - Last edited on 15-Jan-2019 06:05:51 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Bosses that might not need to change:


Chaos Elemental. Can stay the same or roam.

Corporeal Beast - (however, the area will be changed to a PVP zone).
OR the Corporeal Beast’s lair can be the second randomly instanced boss spawn area. Then the Corporeal beast can be added to the list of “instanced bosses”.

WildyWyrm


Changed Boss Mechanics



(buffed/apex)
TzTok-Jad


He will change significantly. Jad's healers would spawn with him. They'd follow him in a line, like little ducklings. Jad’s healer’s healing capabilities will increase depending on how many players are engaged.

All of his attacks will be AOE, including melee. Perhaps 3x3 or even 4x4. He'd maintain his slow walk speed, but EVERY successful hit would bind the player for 10 seconds. This means that the only ways to escape is to anticipate/freedom/surge, or get hit for multiple 0's.

He will also change the way he attacks. He will do ranged/mage at a distance, then walk toward the player, do another attack, walk toward the player - until in melee distance (then use all 3 attack styles). This will make Jad far more scary and hard to fight. Possibly give Jad more HP? Jad will not necessarily be attacking the player which he is facing... :O and sometimes will deal two separate hits in one animation (they will both be the same style, eg if he stomps, they will both be ranged hits). As these hits both have a large AOE area, there is a high chance of being hit by both of them. Absolutely deadly to fail a prayer switch.

KBD
already occasionally freezes the player. This chance will be increased.

The roaming bosses that are either slow or melee based will have some sort of mechanic that prevents players from kiting the boss, such as a bind.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:15:05 - Last edited on 17-Jan-2019 01:38:16 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Changed Boss Mechanics [continued]



(enraged)
Beastmaster Durzag


He will be king of the wild. He will be the only unaggressive boss while not in combat. When he is attacked, he will become aggressive to all players. The reasoning behind this is, it will be impossible to take him on solo and I feel that it’d be distasteful/unfair for solo pkers who encounter him with no way to survive. Durzag will “happily” roam the wild until attacked, and then he will lose his cool. Once he has killed all players/bosses in the area and is no longer in combat, he will become unaggressive again.

He will automatically change targets (random) every 20 Seconds. This is roughly the same amount of time that the BT and BU juggle the boss each shift. Beastmaster will initially throw a rock at the new target’s legs, rendering them unable to move for 20 seconds (unaffected by anticipation or freedom and the player will be unable to use movement abilities like surge/barge/escape during this time), so they can’t kite. Yes, other players will be able to attack the current tank, if they choose to. If a player is killed by both Durzag and another player combined, Durzag will then focus on whoever "claimed his kill" (whichever player dealt the most damage to the player that died). He will say "how dare you!"
It will be an absolute blood bath.

He will be unaffected by provoke; whoever he decides to attack, will have to endure him for 20 seconds or die.

Beastmaster Durzag will have his usual 1.5m life points, but he will be without his pets, airuts and chargers. That means he will be at full strength, completely enraged from the start, owning all players who fail to tank him.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:15:30 - Last edited on 17-Jan-2019 01:52:29 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Boss specific drops and Mechanics



“WILD BOSSES could drop GHOSTLY versions of their regular pets!”
- Credit goes to: 777luckyxx? Ref: My Wilderness Quick-fix's page7

Jad: Fire cape and one tzhaar item guaranteed (obsidian cape, maul, mace or shield). Since I have buffed him to the point of an apex predator, he can additionally drop up to t80.

KBD will drop a lot of black dragonhides, for crafting armour. Also drops t70, including complete dragonfire shields.

God related bosses could drop their god related book (complete with pages and doesn't degrade). Eg Graardor drops Bandos’ book of war. Not sure if passive effect should be allowed in wild worlds or not.

Medium difficulty bosses will drop t80. Royal crossbow, chaotic, virtus wand, zaryte bow, nex gear etc.

Very high difficulty bosses will drop t85 and maybe higher. Eg: BM, KK.
BM 3 loots, KK 1

Beastmaster: Raids gear (arguable as it might be too op for this instanced wild world). If too op, BM will drop 3 potentially valuable items instead of 1 - since he is so much harder to kill. Example: he might drop a dragon rider lance, a tetsu body and a wand of treachery. Or decimation, atrocious rogue gloves and a dark bow - for example. T85+ will be uncommon drops.

Boss drops should work on damage percentages. The % of damage that you dealt to the boss is the % chance for you to receive the loot.

Eg: if you dealt 90% of the damage to the boss, you’d have a 90% chance to get that boss’s loot. 100% = 100% 10% = 10% etc.

Rare loot is not guaranteed. If a player is to die right before the boss dies, the boss and the player will still drop their loot as normal. The player will have to make their way back in order to claim it. The player’s lost items will be immediately visible to other players and the boss’ loot dropped to that specific player will become visible to all players, 1 minute after the boss was defeated.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:16:01 - Last edited on 17-Jan-2019 02:00:00 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
- All bosses will have a chance to unlock the wilderness abilities or drop the new wild ability codex or both. The drop chance of these will be very rare and increase based on the difficulty of the boss.

Questions and answers: Wild boss profitability explanation

Standard NPC Loot



NPCSs will drop items depending on their combat level (excluding the bosses, as they drop unique items).

Level 1-20 NPCs will drop feathers, fishing bait, fishing rod, living minerals, needles, thread, flax, seeds, tinderboxes, saw (if construction is needed, could build fortress?), hunting equipment, chisels, crafting molds, knives, vials etc.
T1-10 weapons and armour.

Level 21-50 NPCs will drop similar but better stuff. Secondary ingredients for potions, low-level food, t20-40 weapons and armour.

Level 51-80 NPCs will drop rune items (rare chance) such as hatchets, pickaxes, t50 weapons and armour. Medium level food.

Level 81-97 NPCs will drop high level food, potions and t60 stuff (rare chance) such as hatchets, pickaxes, weapons and armour.

Level 98+ NPCs will drop very high level food, potions and t70 items (very rare chance) such as crystal hatchets, pickaxes, armour and weapons, dark bow, wand of treachery, abyssal wand, abyssal whip, black salamander.

T75 will be dropped by the low level bosses. Items such as polypore staff, hand cannon, ganodermic, abyssal whip vine (none of which will degrade). Also, barrows and GWD1 gear. Such bosses include: King Black Dragon, Chaos Elemental, Barrows Brothers, Kalphite Queen, Dagannoth Kings, GWD1, revenants etc.

All NPCs will have a chance to drop runes, exponentially more as the combat level rises.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:16:35 - Last edited on 19-Jun-2019 07:56:37 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Wild Pickpocketing



You can pickpocket players, similarly to stealing creation. The difference is, it won't be immediate and thieving level won’t be a factor. You can interrupt it with 100% success. A successful pickpocket will take one inventory slot from the victim. What you steal will be random. If the player has mostly food, you’ll be most likely to get 1 bit of food. You cannot be pickpocketed in combat and you cannot pickpocket in combat - how annoying would it be if you are PVPing and bystanders keep stealing your items, right?

All items in a player’s inventory (and bob) can be stolen from other players (regardless of whether you can attack them or not). You can only steal from a player’s inventory/bob, not their worn equipment. Stackable skilling rescources will be taken as an entire stack.

The main purpose of this is to combat bots and additionally, to further increase risk in the wilderness. Bots or players that are afk will suffer here. This way, any player can assist the bot busting process, even being out of the combat level range and unable to attack. Anyone can steal from a bot, an afk player, or a player who decides not to interrupt it. Legit active players will simply need to interrupt the pickpocket by completing the captcha and then can continue on about their business.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:17:00 - Last edited on 27-May-2019 02:36:50 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Wild Pickpocketing [continued]


Implementation:


A (red?) loading bar will appear above the thief's head and a successful pickpocket will take place once the bar is full. To interrupt this, the player being pickpocketed must successfully complete a captcha before the bar is full, in order to interrupt the pickpocket. You may attempt to pickpocket anyone as many times as you’d like, unless a select individual player interrupts one of your pickpockets, in which case, you will no longer be able to pickpocket that select individual (this is to avoid spamming/grieving). “You would attempt to pickpocket them, but they’re onto you!”

A pickpocket will take 8 seconds (enough time to solve a captcha) in order to steal one inventory slot (if a stack, the entire stack of that one inventory slot). If the victim does not successfully complete the captcha, the thief can continue to pickpocket the victim repeatedly, until the victim manages to interrupt a pickpocket. The thief will follow the victim with a thieving animation throughout the duration. Upon thieving success, the thief will be awarded a wilderness point as well. The victim can also attack the thief in order to interrupt him, if they are able to.

If the victim doesn’t have anything to be pickpocketed, a message will be displayed: "That player has nothing to steal!" Thieving level has no impact. If you complete the captcha successfully, you won’t be pickpocketed. If you fail, you will be pickpocketed.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:17:31 - Last edited on 13-Jan-2019 04:08:06 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Wild Pickpocketing [continued]


Examples for potential captchas:


Runescape style trivia could be one option.

The typical captcha style:
“Click on the pictures with eyes in them.”
The images will be Runescape style, like showing just the KBD’s feet, just the KBD’s wings, then some showing his face with his eyes shut and some with his eyes open and then the whole KBD with his eyes etc.

“Which displayed combinations of the combat triangle are correct?”
(These could be made images instead, with each character placed in a triangle with 3 arrows connecting each).

A. Magic > ranged > melee
B. Magic > melee > ranged
C. Ranged > ranged > ranged
D. Evil Chicken > Mod Pi > Giant Rat
E. Magic > ranged > magic
F. Melee > ranged > magic
G. King Black Dragon > Giant Mole > Beastmaster Durzag
H. Rock > paper > scissors

Perhaps this is too many options and would be overly difficult to do in 8 seconds, but you get the general idea. There are two correct answers there that must both be ticked, in order to evade the pickpocket. With some testing, multiple captchas can be made that are not too difficult for players, but near impossible for bots.

You cannot log out while someone is attempting to pickpocket you. (Undecided: you may not be able to log out at all in The New Wild unless you are in The Fog).
You cannot attempt to pickpocket a player that is already being pickpocketed.


This can be applied to Cursed Energy gathering. Cursed Energy. Solved.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:18:04 - Last edited on 05-Mar-2019 02:02:02 by Stoic n Vain

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