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The New Wild (instanced)

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Teiru
Jan Member 2018

Teiru

Posts: 45 Bronze Posts by user Forum Profile RuneMetrics Profile
"The first time you log into a wild world, you will start with an empty bank.
You will start with nothing and progress from scratch. No weapons, no armour, no potions or food. No items at all. "

I tried to read through most of what you said, but this bit piqued my worry a bit. I used to play a game where, when a newbie got off of the "tutorial island" they would be straight dropped into a spot where veteran players would sit in waiting to kill them. Naturally nothing would be lost since they have no gear or anything, but I know in this other game a lot of newbies felt discouraged to play at all due to the straight out harassment by veterans that they could do nothing against. I didn't find you providing a solution to that? You did mention a possible safe area for skilling, so maybe players who start out could spawn in that area and work on getting weapons and gear before facing off against others? And when they leave said area perhaps they should be sent to a random spot on the map, as otherwise some would just hang around right outside the safe spot and wait for people to come out.

Perhaps a method to practice PVPing a bit before actually putting things at risk? If you find yourself new to it, only to skill to get your gear together, have no clue how to go about things, lose everything, return to skilling and proceed the process, it'll become very unpleasant for these who just want to learn and practice until they can stand their ground somewhat.

18-Feb-2020 14:39:27 - Last edited on 18-Feb-2020 14:47:15 by Teiru

Teiru
Jan Member 2018

Teiru

Posts: 45 Bronze Posts by user Forum Profile RuneMetrics Profile
Also a bit of a personal appeal from my side on out, but I cannot stress this enough; I personally believe all content should be available to players who do not wish to partake in pvp. Sure this pvp option can and should by all means be rewarding, but pvp was never the main focus of the game, and should not be obligatory content for players who just like the generic game without pvp. So no locking skills, pets, comp/mqc reqs or other content behind pvp. I'd be fine with for instance making skill codexes or weaponry available only through pvp which can then be sold through the GE, so players who enjoy PVP can earn a sweet penny out of the thing they worked for, whereas non-PVPers don't find themselves forced to partake just so they can keep up with abilities and whatnot. But if there is no means to buy such things or acquire them through alternative methods, you'll find a whole lot of players who reluctantly join in while they truly don't want to, only to sit there complaining.

Other than that, love the idea! It'd be great if there was a proper solution for PVPers. Here's for hoping!

18-Feb-2020 14:44:55

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Hey Tieru. Thank you for expressing your concerns.

I did think about that situation, and that's why I created the "spawn at random location upon death" mechanic. This way it will be hard to grieve new players as you don't know where they will spawn and you will have no way to track them.

Yes, that's a good idea that players could choose to be sent to a random location. Thank you for that :) An npc within the valley of peace could offer free random teleports - as a way to get out of the area without having a stalker follow you out with lethal intention ;)

Yes, the valley of peace was created as a way to help players get back on their feet after a loss, or when just starting out with the new wild game play. Moderate gear/supplies can be safely obtained.

A duel option could be available within the valley of peace (the same as in the normal world) for players that wish to practice PVP safely.

I completely get you about not forcing people to play the content, which is why: Stoic n Vain said :
There will be no achievements in The New Wild. No one will be forced into playing this content.
Stoic n Vain said :
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.
Way ahead of you :P

The only things that weren't able to be traded on "the outside" were the ghostly pet versions of bosses (obtained by killing the corresponding boss within The New Wild). I know you are against any pets being unlocked exclusively through playing on the wild world, but I feel that these pets are a good way to show off your prowess in TNW and shouldn't be a buy-able. I'd prefer them to be earned. None of these pets will be a prerequisite to any other content in the game though, so perhaps you won't mind.

Thank you so much! I'm hoping that this will be that solution ^_^
The New Wild (instanced) <---------> Enhancing Combat and PVP

24-Feb-2020 14:44:23

Scombridus
May Member 2022

Scombridus

Posts: 2,745 Adamant Posts by user Forum Profile RuneMetrics Profile
Personally what I see you've missed about the Wilderness is that it's supposed to be a risk vs reward operation in general, not just for those who go with the intent to PK

There have been some attempts at establishing high-risk skilling opportunities in the wilderness, but for the most part, the reward of that is near-zero while you still stand the risk of getting ganked.
If there was a greater reward, clans could set up escort operations so that players can run valuable resources in peace, but there really aren't any valuable resources that aren't easier gained elsewhere.
Instead, there's a bunch of odd mid-level content in high-level wilderness that nobody will risk pursuing because there's no reason to.

I would love for the wilderness to be filled with opportunities instead of just murderhobos.

25-Apr-2020 16:35:06 - Last edited on 25-Apr-2020 16:38:25 by Scombridus

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
How has my module "missed" the element of risk vs reward?

You don't risk the items you have gained through normal scaping, but you do risk the items that you earned in TNW (which can be transferred to your normal bank) and the time/effort you put into acquiring them.

You don't "have" to PK either. I mentioned that this will be awarding not only to the PKers, but the skillers/PVMers as well. (There will be "divine location-like" spawns throughout the wild which will be speedy gathering and therefore decent GP gain/hour). Bosses also have increased drop rates. So, skilling and PVMing will be more rewarding in the risky new wild.

I agree that most content in the wilderness is lackluster, which definitely reduces player willingness to enter, especially considering the fact that more risk is involved.
The New Wild (instanced) <---------> Enhancing Combat and PVP

26-Apr-2020 00:52:12

WTFmybacon
Oct Member 2010

WTFmybacon

Posts: 4,203 Adamant Posts by user Forum Profile RuneMetrics Profile
Like someone else already said, I also like how thought out this idea is.

I can't really give my opinion on it though since I'm one of those people who really don't like PvP at all though.
Still, I had a good read while reading through it all and I wish you luck with this suggestion of yours.

One other thing that crossed my mind about the respawning thing; if the Valley of Peace were to be included, then it could also include a portal that when used sends you to a COMPLETELY RANDOM spot in the wilderness. That way, players who are killed would respawn in the valley where they would be able to safely gear themselves up again and what-not, before using that portal to re-enter the fray without having to worry about campers at the entrances.

Edit: Just read your reply to Teiru (whose comment gave me the idea I included), and I see you already had an idea of a random teleport feature.
It's nice to be important, but it's more important to be nice.

05-Sep-2020 04:47:25 - Last edited on 05-Sep-2020 04:50:57 by WTFmybacon

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