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Wilderness PvP Returns

Quick find code: 185-186-29-66278483

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
Let’s face it, PvP was already half-dead, but with the new wilderness update and opt-in PvP functionality we can say that PvP is now completely dead.
The monsters in the wildy are not really on-par with the danger we used to have when PK’ers were around.

I think it is time to revive PvP and bring the intense dopamine filled moments back into the game. However, this time it should be better balanced and more accessible to all types of players. How can we achieve this? Well, I have some ideas...

There are several topics that came to mind when I was thinking about revived PvP, which are:

1. Reward system
2. Risk system
3. Bounty hunting
4. Mercenaries for hire
5. Money sinks
6. Ranking and titles
7. Safe areas
8. D&D's
9. Wilderness Flash Events



1. Reward system

There are currently some reasons why a player would go to the wilderness:
Some unique drops from certain monsters
Access to the wilderness loot table while killing monsters
Increased slayer XP

This is all fine and all, but there is zero risk to get these extra’s nowadays. What’s the fun in that? So what should we change to the rewards?

First, we would need a magic loot chest (place it somewhere in edgeville). All loot from the wildy should be automatically placed in this chest. Second, there needs to be a wilderness timer. This timer works as a threshold on the loot obtained:
- The first hour nothing will change, you will get loot as usual.
- On the second hour you will get increased loot from monsters, this should not affect unique drops.
- At the third hour you will get an increased chance on unique drops
- At the fourth hour you will get access to a special loot table
- After the fourth hour you will get an extreme increase in drops

The timer will reset to zero when you loot your chest or when you are killed after your fourth hour.

17-Apr-2023 01:09:07 - Last edited on 17-Apr-2023 01:14:28 by Roleutrio

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
2. Risk system

Currently there is none. There is zero risk to be in the wilderness besides getting killed by some slayer monsters right now, the chance this happens is pretty much the same as outside the wildy.

The wilderness needs a risk system, otherwise it is not a wilderness, but just another place on the map to grind.

So based on the reward system described above, the following risks will go with that:
- If you are killed while your timer is within the first hour, you will lose 30% of your loot.
- When killed within your second hour, you will lose 40% of your loot.
- When killed within your third hour, you will lose 50% of your loot
- When killed within your fourth hour, you will lose 60% of your loot
- When killed after your fourth hour, you will lose 100% of your loot

Protect item from prayer, signs, fury sharks etc. will protect the most valuable items that are risked (reducing the amount lost).

When you pass the 4th hour threshold, you will become skulled, showing other people that you will lose 100% of the loot in your chest, but you will not lose your equipped items or items in your inventory.

You can choose to skip the thresholds and immediately move your timer up to 4 hours, but this will give you a red skull, meaning that you will lose all your equipped items, all items in your inventory and all loot in your chest (actual opt-in PVP) when killed. When you are killed with a red skull, all items you lose will transfer to the other players’ loot chest.

You will get a normal (white) skull when attacking and killing another player. Having a normal (white) skull will result in you losing all the loot in your chest when you are killed. Getting a white skull does not mean that you will move up your timer for the increased drops.

17-Apr-2023 01:09:33 - Last edited on 17-Apr-2023 01:16:37 by Roleutrio

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
Killing another player will result in the following:
- You will be blocked from teleporting for 20 seconds
- 60% of the loot that the defeated player loses, will be transferred to your chest if you have a white skull
- 100% of the loot that the defeated player loses, will be transferred to your chest if you have a red skull

Being skulled will allow players from any combat level to attack you.



3. Bounty hunting

When reviving PvP, Skulled players will be automatically listed on a bounty board in Edgeville. Other players can select a player on the bounty list to be able to track them through-out the wilderness and other worlds.

Other players can choose to put a bounty on any player from the list, starting from 1m GP. Anyone that defeats this player will then receive this as an extra reward.

Anyone can also choose to put a bounty on a player that is not skulled, but to do this, they need to purchase a bounty marker for 1m GP and be at least within 15 tiles from the player to mark the player with the bounty. Having a bounty on your head will put you on the bounty board, meaning that you can be tracked by other players.

The bounty on a player will be removed once someone is defeated or when they loot their chest. In case someone with a bounty loots their chest, the bounty set on them by another player will also be removed and the paid amount will be returned.

If a player is tracking a player with a bounty, but they are defeated by someone else in the meantime, the tracking system will automatically start tracking the other player.

The bounty board will show how much someone will be able to earn by defeating the listed players. It will also show the bounty amount separately in case another player put it on them, including the names of the players that did so (unless the bounty was set anonymously).

17-Apr-2023 01:09:57 - Last edited on 17-Apr-2023 01:17:13 by Roleutrio

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
4. Mercenaries for hire

Players can hire another player to help them in the wilderness and protect them from pkers in case they are attacked. This can be done via a mercenary contract with an hourly rate. A hired mercenary will glow up when selecting the player that has hired them as long as they are 15 tiles in range of the other player. In single way combat, the hired mercenary can interfere when a pker attacks the other player.

The following rules apply:
- The mercenary and the player that hired them will be unable to attack eachother
- The mercenary will not be paid if logged out during their session
- The mercenary will not be paid if the other player is killed
- The mercenary will be paid if the other player ends the session
- A session will end if the player that hired the mercenary either:
a. Exits the wilderness
b. logs out
c. disbands the party
- The grand exchange transaction fee applies for each mercenary contract amount paid

17-Apr-2023 01:10:32 - Last edited on 17-Apr-2023 01:11:01 by Roleutrio

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
5. Money sinks

There are currently no obvious money sinks in the wildy. With the introduction of revived PvP there will be several money sinks:
a. A death fee when someone is killed;
b. A percentage of lost loot when someone is defeated (not an actual money sink, but still a sink nonetheless);
c. Grand exchange fee to be applied on bounties that are paid out;
d. Grand exchange fee to be applied on mercenary contracts that are paid out;

17-Apr-2023 01:11:45

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
6. Ranking and titles

Currently there are no specific PvP titles. With the introduction of revived PvP this is a great chance to also introduce special ranks and titles, for example:
Mercenary titles
Bounty Hunter titles
Pker titles
Wilderness endurance titles and ranking, based on the timer; highest achieved and highest current counter; the last one should only be available for a handful of players that manage to maintain one of the highest counters in current time.

17-Apr-2023 01:12:22

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
7. Safe areas

There are some safe areas in the wildy which should be maintained. Taking wilderness flash events and other D&D’s into account, I think we should also introduce temporary safe areas until the events end. However, once the event ends, I think we should also block players from teleporting for 30 seconds to allow the risk of PvP combat.

17-Apr-2023 01:12:43

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
8. D&D's

Some D&D’s are currently all over the world of Gielinor, and sometimes also in the wildy. Participating in the ones that take place in the wildy should give players access to additional wilderness related loot.

17-Apr-2023 01:12:52

Roleutrio
Jun Member 2020

Roleutrio

Posts: 1,784 Mithril Posts by user Forum Profile RuneMetrics Profile
9. Wilderness Flash Events

Currently we see that the most players only participate during WFE special events, while the normal ones are nearly dead content. I think we need to re-think these events. For example, 15 minutes of increased drop chance from monsters in the wildy after participating in a WFE and increased chance of special loot from a special event if you participated in at least two normal WFE’s before the special. This will create incentive to participate in more events.


That’s all for now.

Please do not hesitate to share your thoughts on this thread.

17-Apr-2023 01:13:08 - Last edited on 17-Apr-2023 01:14:51 by Roleutrio

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Nobody wants this. And to be fair nobody wanted this even for something like the last decade.

That a small community of griefers wants to damage their fellow players in any way possible fine - but seeing the exploits they've abused via the tiny, tiny loop holes that remained available it just has the vibes that even what remained was too much. And yeah some apologists who got the feeling it's remotely part of the game just because some dude without any clue of game design whatsoever added it back in 2001 - has something of an boomer wanting to relieve the good old times... A system that might have been kinda fine at that time, but felt more and more like a foreign body as time went on.

Not even in OS - a game that basically wants to replicate what the game was like in 2007 - the wilderness would be something that can be considered liked - there is a reason why the vast majority of things fail the polls and have to be forced into the game via rigged polls or as 'integrity changes' without any polling at all. Speaks volumes I guess?

PvP doesn't need to suck. But Jagex should focus on non-degenerate PvP. That those certain parts of the communities do not want to play it, simply for the reason they can't damage others... welp... but on the other hand - players use the duelling feature after all. So they can have fun with PvP without being a pain in the ass for others.

Where I am certainly with you is, that the wilderness should be more threatening. The volcano and the ambush system certainly helped with that, but at least the latter would have needed a bit more of work - but Jagex hasn't deemed it worth for a second shot. Now for wildy pvp - how many chances had it had ? Certainly more than one.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

17-Apr-2023 05:27:14 - Last edited on 17-Apr-2023 05:34:49 by Rikornak

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