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BTS 58 More Lodestones

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Murkdum

Murkdum

Posts: 116 Iron Posts by user Forum Profile RuneMetrics Profile
This is awesome, but if you guys do not expand the land and the continents, running and the agility skill will have no sense in this game. I'm in favor of the lodestones, but the map should be bigger in order for us to actually walk.... Not to mention, more land, more monster spawn places and more trees for WC. If we teleport all the way around, there is no need to exploration and a part of the game will die there....

22-Jun-2013 15:45:48

A Tigrex
Apr Member 2017

A Tigrex

Posts: 130 Iron Posts by user Forum Profile RuneMetrics Profile
The chances of this getting read are impeccably slim...
But in any case, I think lodestones should have activation requirements. The requirement wouldn't be a flat-out magic level, but rather one pertaining to that area. The level would increase the more remote of an area it's in. Perhaps the player would have to do a minigame to unlock it, i.e. a slayer monster guarding the Canifis lodestone. Example:

Lumbridge: 20 Magic
Falador: 10 Quest Points
Varrock: 20 Attack
Edgeville: 50 Combat
Taverley: 20 Defense
Burthorpe: 20 Strength
Draynor Village: Completed Vampyre Slayer
Port Sarim: 20 Fishing
Yanille: 50 Magic
Ardougne: 50 Thieving
Seers' Village: Completed Holy Grail
Lunar Isle: 70 Magic
Bandit Camp: 70 Thieving

Tirannwn: 70 Agility
Canifis: 70 Slayer
Eagles' Peak: Found every eagles' nest (Can't think of a better one.)
Oo'glog: 70 Hunter
Fremennik Province: 70 Strength
Karamja: Completed One Small Favour
Wilderness: 150 Combat OR Completed Spirit of Summer (Can't decide.)

With these requirements in place, lodestones would only be available to players who have (hopefully) experienced a fair amount of content in that location, especially with the quest ones. However, I do also support adding in a 30 minute wait to a home teleport to any location that isn't Lumbridge - that wait would be counted individually for each location.

22-Jun-2013 15:48:03

Julian Marci

Julian Marci

Posts: 54 Iron Posts by user Forum Profile RuneMetrics Profile
"The chances of this getting read are impeccably slim...
But in any case, I think lodestones should have activation requirements. The requirement wouldn't be a flat-out magic level, but rather one pertaining to that area. The level would increase the more remote of an area it's in. Perhaps the player would have to do a minigame to unlock it, i.e. a slayer monster guarding the Canifis lodestone. Example:

Lumbridge: 20 Magic
Falador: 10 Quest Points
Varrock: 20 Attack
Edgeville: 50 Combat
Taverley: 20 Defense
Burthorpe: 20 Strength
Draynor Village: Completed Vampyre Slayer
Port Sarim: 20 Fishing
Yanille: 50 Magic
Ardougne: 50 Thieving
Seers' Village: Completed Holy Grail
Lunar Isle: 70 Magic
Bandit Camp: 70 Thieving

Tirannwn: 70 Agility
Canifis: 70 Slayer
Eagles' Peak: Found every eagles' nest (Can't think of a better one.)
Oo'glog: 70 Hunter
Fremennik Province: 70 Strength
Karamja: Completed One Small Favour
Wilderness: 150 Combat OR Completed Spirit of Summer (Can't decide.)

With these requirements in place, lodestones would only be available to players who have (hopefully) experienced a fair amount of content in that location, especially with the quest ones. However, I do also support adding in a 30 minute wait to a home teleport to any location that isn't Lumbridge - that wait would be counted individually for each location."

YES... YEEEEEEEES, i totally agree. But there should also be reqs connected with the quests of these specific areas.

22-Jun-2013 16:06:33

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