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The New Wild (instanced)

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Stoic n Vain

Stoic n Vain

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The Fog



There will be two small areas of permanent fog. These will be near identical to the fog used in the stealing creation minigame. The fog will act as the only permanent safe zone (the valley of peace will be safe from PVP but not PVE). Your adrenaline will be reduced to 0 when entering the fog. You can log out in this type of fog.


Dust Storms



There will also be dust storms that appear in the wilderness, which you can hide in (like fog). These will move, grow, shrink and disappear randomly. You will need to manually maintain your position in the fog, or you will become exposed and vulnerable. Dust storms will be darker in colour and last anywhere from 1 to 20 minutes. Sometimes a random boss will spawn at the location where the dust storm dissipates.

Your adrenaline will be maintained while hiding in a dust storm. You will be classed as in combat and cannot log out in a dust storm, so you can only take shelter for so long…

You will not be able to attack (or pickpocket) for 2 seconds after leaving a dust storm or the fog “your eyes are still adjusting to the light”. This will prevent people from repeatedly leaving the fog, attacking and instantly entering the fog to get a “free hit” on their enemy. You will however, be attackable immediately after leaving a dust storm or the fog by both players and bosses alike. If you are attacked, you can immediately retaliate.

Items dropped will still be lootable and show on the minimap, same as in SC. You will not be able to do any skilling actions such as making potions, crafting armour or fletching bows while in fog or dust storms “you can’t see!”. You can however, eat food and drink potions. You will be unable to see or right click any players within dust storms or fog.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:18:36 - Last edited on 11-Oct-2019 08:01:04 by Stoic n Vain

Stoic n Vain

Stoic n Vain

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Gathering Locations and Production Areas



Random gathering locations will spawn randomly all over the wilderness and will last about 10 minutes. These gathering locations will have similarities to divine locations and shooting stars. Most of these will become more difficult to gather, as the rescources will gradually become higher tier as it’s harvested. Since the higher quality items are gathered towards the end of the gathering location’s life, it means that more players will have the opportunity to stumble across it. Gathering higher-level rescources will therefore have a higher likelihood for players encountering competition.

T70 can be the max craftable gear; higher tier gear must be gained through PVM or PVP. All gathering locations can be used to gain wilderness points by converting the supplies and they can also be smuggled out for GP, if desired. It’ll be more worthwhile to smuggle high tier gear and codexs though.


Examples of gathering locations:


Shooting star (Mining)
. Starts at t1 ore and gradually moves up to t70.
You will get 1 random gem when you first mine the star. This enables Jewellery to be made. Spawn rate: rare, one per hour

Geyser spawn or pool (Fishing)
- again, starting at low-level fish and ending in high-level fish. Vials can be filled with water at this location.

These will award fish even more frequently than the items gathered from other locations, as food will be in higher demand than anything else. Perhaps even up to 50 fish per minute. Spawn rate: frequent. There will always be one active somewhere in the wilderness, switching location every 10 minutes.

Tumble weed (Farming)
– right-click select which herbs you want to harvest
- higher success chance to gather towards the end of it’s life.
Spawn rate: rare, one per hour
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:19:42 - Last edited on 13-Jan-2019 04:23:30 by Stoic n Vain

Stoic n Vain

Stoic n Vain

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Gathering Locations and Production Areas [continued]



Cursed energy (Divination)
will be removed from the crater and changed to be a randomly spawned gathering location like the others. Portents cannot be made in the new wild. Cursed energy can be used to spawn a gathering location of your choosing. Rarer locations cost more. Good idea to spawn one near a roaming bank. Spawn rate: rare, one per hour

Runesphere (Runecrafting)
– You can right-click select which rune type you wish to syphon. Higher success chance to make runes towards the end of its life.
Does not require rune essence. Spawn rate: common, one every 20 minutes

Layered evil tree (Woodcutting)
– starts as normal, progresses to elder.
Spawn rate: common, one every 20 minutes

Elusive Obelisk (Summoning)
– can recharge summoning points and gather familiar pouches from it, no summoning ingredients required. These will be the only non-stackable gathering location items.
Spawn rate: very rare – one per 2 hours

The above temporary gathering locations would award gathering supplies at a very fast rate. Perhaps there could be permanent skilling locations that award gathering supplies slowly. Undecided.


There will be
production areas
, which will have an anvil, furnace, spinning wheel, summoning obelisk (can recharge sum points only), cooking range (for those who don't have logs to make a fire), a water source (for filling vials), a tanner to tan hides (don't need to pay) and more. Each warband camp location will be replaced to have all of the above mentioned production areas. These will all be PVP areas.

You cannot gather stackable resources while in combat. However, you may create weapons and armour while in combat if you already have the resources required and are at a production station.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:57:16 - Last edited on 27-May-2019 02:37:31 by Stoic n Vain

Stoic n Vain

Stoic n Vain

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New Abilities To Be Earned


Wild Codex


Vengeful Freedom
(basic ability) replaces Freedom. Bounce back immediate damage that would have otherwise caused you to be bound or stunned within 2 seconds, whilst also being cleared of stuns, bleeds and binds and gain 6 seconds of stun immunity.

Repel
(30% adrenaline cost, requires a shield, can be activated under 50% adrenaline): Your opponent’s next successful damaging ability within 10 seconds is completely reflected back onto them. This includes full bleeds and combo attacks. 20 second cool down. Does not share a cool-down with reflect.

Berserking Shield Throw
(basic, threshold and ultimate) 30 sec cool-down

Throw your shield at your opponent, stunning them for 1 second, binding them for 10 and causing up to 100% shield armour value damage per 10% adrenaline that you had, or up to 12x shield armour value damage with 100% adrenaline (not affected by damage modifiers). For a minimum of 20 seconds, you will be vulnerable. All current shield buffs will be removed and you will be unable to use any shield abilities. Your opponent will take 10% additional damage from all sources and an additional 50% damage from your own attacks, provided you don’t change weapons.

After 20 seconds have passed, the damage boost will wear off. You will then be able to regain access to your shield abilities by standing next to your opponent (to theoretically take the shield back).

If the main hand weapon’s tier is inferior to that of the shield’s tier, a severe damage reduction will apply. I know that this does not make theoretical sense, but for balancing issues, this is necessary. Can’t have a combat level 25 - 90 defence pure smacking a 5,892 with a malevolent shield, right? O.O

Can be used during global cool down.
Has a range of 8, even for melee.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 03:34:55 - Last edited on 15-Jan-2019 06:32:43 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
New Abilities To Be Earned [continued]



Immediate Onslaught:
(replaces onslaught. Basic, threshold and ultimate) Onslaught can be activated with or without adrenaline, and will take 25% of adrenaline for each attack dealt, or self harm with no adrenaline. If activated with 0-24% adrenaline, self-harm will begin immediately, starting at 20% of damage dealt, increasing by a further 15% of damage dealt each attack. (This means that on the 6th hit, you’ll pretty much be hurting yourself as much as your opponent). Same cool-down as onslaught.

Perhaps onslaught could be made the same for melee as it is for ranged/mage. You can activate it out of melee distance, and it has a range of 8 spaces.

Constitutional precision
(threshold) level 40 constitution. 1 minute cool-down. Deal up to 30% of your maximum life points as damage, bypassing your opponent’s armour for 1 second per 1k of your maximum health. Eg 9,900 total life points = a duration of 9 seconds. (It's like a prayer drop, but for armour).

Boss-like
or
Like a Boss
(ultimate) level 50 constitution. 1 min duration, 5 minute cool-down.
* Health boosts only work in PVP. Damage boost can work in PVE.

Your damage is increased by 20% for 1 minute. Your total lifepoints and all healing will be multiplied by the number of players attacking you at the time of activation, and will not change until Boss-like expires.

Example:

Let’s say you are being piled by 5 players. You activate “Boss-like”.
Your 9,900 lifepoints (x5) becomes 49,500
Sharks would heal 10,000 instead of 2,000
Resonance will heal you for 5x what the opponent would have hit.
Ultimate healing abilities heal by percentages as normal (eg 40% max LP).
Your damage would be 20% higher. Good luck to those 5 guys…
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 03:58:35 - Last edited on 11-Oct-2019 08:56:11 by Stoic n Vain

Stoic n Vain

Stoic n Vain

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Wilderness Points



Are a form of currency that is gained by doing certain actions in The New Wild.

They can be traded for XP in the real non-instanced Runescape, or to smuggle wilderness items out of the instanced wilderness world to the real Runescape.

Items that are not usually tradable in Runescape cannot be smuggled – e.g. a fire cape. It would devalue the effort that people put into completing all 63 waves in the caves, for example. It would also block certain players from obtaining items that they would otherwise be unable to obtain.

Such "usually" non-tradable items ARE tradable in the instanced wilderness world, and dropped on death (all wilderness items (item __ (w) are tradable on wilderness worlds only).

All wilderness items can be converted into wilderness points.

All items vary in points awarded, eg a godsword would give more points than a dragon dagger.

You can use wilderness points to convert new ability codex’s (uniquely dropped by the bosses on this world) to enable you to sell them to other players in real Runescape.


The Four Ways To Gain Wilderness Points:



You do not gain any XP on wilderness worlds. Instead, all XP you would have otherwise been given is awarded as wilderness points.


1. Skilling:


Every 1k skilling XP you'd have normally received from doing skilling actions outside of the wilderness world instead gives 1 wilderness point. Every 1k XP is instead 1 wilderness point. In fact, all skilling skills should gain points equally, for example, wild agility course shouldn't give 1 point or less per lap, that's terrible. Perhaps to balance it all out, 1 wild point can be awarded every 10 seconds, when a skilling action is also detected.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:11:31 - Last edited on 13-Jan-2019 04:44:37 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
The Four Ways To Gain Wilderness Points [continued]:



2. PVE:


Every 1k combat XP you'd have otherwise received from doing PVE outside of wilderness world instead gives 1 wilderness point. Every 1k XP is instead 1 wilderness point.

3. PVP:


Every 5,000 damage done AND damage avoided/mitigated by the use of abilities awards 1 wilderness point.

PVP Examples:


A player deals 50,000 damage to another player and is victorious. He is awarded 10 wilderness points + the opponent's loot.

A player deals 50,000 damage to another player and his opponent ran away. He is awarded 10 wilderness points.

A player deals 50,000 damage to another player and is then defeated. He is awarded 10 wilderness points and loses all of his items. Wilderness points aren't based on victory or defeat - the incentive to win is of course to not lose your items, and to gain your opponent’s items.

A player deals 30,000 damage to another player. He used resonance and healed 3,000 damage from his opponent's hit. His debilitate halved what would have been 10,000 damage to 5,000 damage. He used barricade to stop what would have been 12,000 damage. He was low on food and managed to run away. His damage done was 30,000 = 6 wilderness points.

His damage avoided using defensive abilities was 3,000 + 5,000 + 12,000 = 20,000 = 4 wilderness points. He is awarded 10 wilderness points.

The same principle applies to other defensive abilities like reflect and devotion, the damage reduced is awarded as wilderness points.

Damage reduced via damage reduction on armour does not contribute to wilderness points.


4. Converting wilderness items into wilderness points.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:11:43 - Last edited on 13-Jan-2019 04:48:35 by Stoic n Vain

Stoic n Vain

Stoic n Vain

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Rewards/ Wilderness Point Trader (Mandrith) + Converting (w) Items



You’ll be able to right click items in The New Wild and send them outside of the instanced world to your usual Runescape bank, costing wilderness points. This will make skilling, bossing and PVP in The New Wild profitable.

You’ll also be able to right-click -> convert a wilderness item into wilderness points. This will destroy said item and convert it into an amount of wilderness points based on the item’s tier/rarity/value. You won't be able to convert items to wilderness points during combat. This will mean that whatever your opponent has, you'll get if you kill them. (no sneaky last minute item disappearances)
Rottop12 said :
It might be interesting to have the points fluctuate based on the price of the items.
-Big thanks to Rottop12 for that idea!

Wilderness items will have two additional “right-click” options.
1. Convert (awards wilderness points).
2. Smuggle item (costs wilderness points).

Both options will have confirmations after them stating that the item will be removed from your inventory and either destroyed or moved to your usual, non-instanced Runescape bank. It will state exactly how many Wilderness points doing so will award or cost.

All items that would otherwise be untradeable outside of the instance will not have a convert to “non-wilderness” version with wilderness points option. This prevents people from obtaining items that they wouldn’t otherwise be able to obtain in “the real world of Runescape”. They can however, be converted to wilderness points.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:12:09 - Last edited on 24-Jan-2019 05:51:23 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Rewards/ Wilderness Point Trader (Mandrith) + Converting (w) Items [continued]



There will be dirt-cheap PVE/PVP supplies to be bought with wilderness points. These items cannot be taken into The New Wild. These items cannot be used outside of the wilderness. “That item is too evil/wild to be used or eaten here!”

These items are intended to promote the regular wilderness and keep supply costs low, so players will fork out less GP. They will be tradable and drop on death. Since their use is restricted to the wilderness, the economy shouldn’t be greatly affected.

As mentioned, these items will be very cheap. For example: mystery meat (heals 2k) costs 1 wilderness point, super restore pot 1 point, Saradomin brew 2 points, adrenaline pot 2 points, extreme pot 2 points, overload 4 points, Edgeville tele-tab 1 point, weapon poison ++ 1 point, rocktail 2 points etc. Wilderness slayer mask 50 points. These will all be tradable, but only usable in the normal wilderness.

XP in any desired skill will be purchasable with wilderness points in the form of lamps and/or stars (if the community decides that lamps would be OP). The XP rate will be good, so you don’t have to worry about “losing game progression” when you’re having fun in The New Wild.

Some or all of the Death match and Bounty hunter rewards could be made purchasable with wilderness points. Eg superior fremennik armours.

Some unique weapons/armour could be gained only from The New Wild – EG the t87 BH weapons. Or entirely new gear altogether with the introduction of new unique wild bosses.

As mentioned earlier, wild bosses will all have a chance to drop pets, which will look white/transparent/ghostly.

The revenant pets (initially from bounty hunter) can be awarded at certain amounts of wild PVP kills. Examining them will show your current wild PVP kills.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:16:15 - Last edited on 24-Jan-2019 05:46:01 by Stoic n Vain

Stoic n Vain

Stoic n Vain

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Reserved. I will be rearranging a few things in the near future.

Edit: I just thought of a potential for abuse.

Players could take advantage of certain abilities, combined with coordinating entire clans to attack them, resulting in massive wilderness point gains.

Eg: player 1 does barricade, clan attacks him for 9.6 seconds, player 2 does barricade, clan attacks him for 9.6 seconds, player 3 does barricade, clan attacks her for 9.6 seconds.

Tanking an entire clan for 10 seconds would result in huge wilderness point gains, which would surely be exploited. A hard cap would need to be made to solve this. (for example, only the first 15k damage blocked by barricade will award wilderness points to the user). This would limit the barricade ability to awarding a maximum of 3 wilderness points per use, rather than having unlimited potential for abuse.

Another new ability: Shield Slide (threshold)

Slide on your shield for 10 spaces in the opposite direction that you are facing. All targets caught in your "line of slide" will be damaged for your total armour rating (eg 85 def and full superior tetsu + a t80 shield would hit about 2.9k). You will be immune to all damage for the duration of the slide, which will be 4 game ticks (2.4 seconds).

This would sort of be like the Kalphite King's "charge" attack, + the escape ability.
You would turn around, kick off from the ground and ride your shield like a sled.
This ability can be used offensively and defensively.

Original message details are unavailable.
How about a threshold ability that deals no damage (or 100% ability dmg), but makes any basic ability hit three times more for the next attack? Snipe would need to be excluded of course. Actually, there could just be a hard cap - maximum of 400% ability damage.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:18:53 - Last edited on 10-Nov-2019 06:53:55 by Stoic n Vain

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