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Old-school Wilderness

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Rayquazas

Rayquazas

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Wilderness PvP has been a long running thing in the game, and long time players like myself remember even Jagex removed it completely many years ago. Controversially, I thought that was a good move, but not pulled off correctly. Since the return of PvP in game, many issues have plagued the area, from it being used in luring scams, to even clans dedicated to griefing people trying to skill. I'd like to see one/some of the following implemented into the Old-school servers, due to those issues effecting many players, including multiple of my friends who have quit playing due to being griefed of hard work:

•Set up one (or a few) Wilderness safe-zone worlds where PvP is disabled, or where it operates like the duel arena where both players have to challenge each other in order to fight. (This will allow more casual players that don't Pk to skill/quest/boss with no worries, and help new/unsuspecting players not get lured)

•Make the chaos alter, hunting area, and other skill/boss related zones in the Wilderness PvP safe zones where players inside can't be killed, but the zone would need to be larger than the skilling area due to luring to help prevent it from happening

•Prevent clans from being able to set up camp outside skilling/bossing zones to grief players just trying to level

Why do I suggest these things? Well, pk'ers have often been deemed heavily toxic by my friends and myself as many of them laugh about doing these things to grief others, and on top of that, often are the ones insulting other players for not being into PvP in the game. (No offense to pk'ers) I hate that players wanting to skill often have to try and hire someone to protect them so that they can skill in peace, and just hope to God that the person/people they hired won't scam them by just killing them and taking the gp. I've played the game since February 2002, and have never been interested in PvP in the game, so why should players like myself have to avoid an entire section of the map?

16-Mar-2023 17:21:54 - Last edited on 16-Mar-2023 17:25:51 by Rayquazas

egirl4tboy
Oct Member 2022

egirl4tboy

Posts: 5 Bronze Posts by user Forum Profile RuneMetrics Profile
This gets a moderate no from me, even as someone who doesn't like PVP in ANY game.

The Chaos altar, hunting area, and areas like the GWD and bosses are much more profitable and effective training areas because they carry that implicit risk of being attacked by a player who's stronger or more skilled than you. If the chaos altar didn't carry some form of threat, there would be literally no reason to ever use anything else to train prayer. If the wilderness bosses were instanced or otherwise not in a PVP area, they'd need to have their drops retooled to be less lucrative. Everyone would get slayer tasks from Krystalia, since the 25 points and chance at Larran's keys would make her infinitely better than every other slayer master.

I agree with your assertions that PKing as a whole tends to be toxic, with clans intentionally griefing because they're bored. Many of the additions to the game over the years have greatly widened the skill gap between dedicated PKers and more casual players, however this isn't something that can be fixed by excising parts of the game. The wilderness at it's core has always been a place where you ONLY bring what you're willing to lose. If you bring more than that, that's a choice you've made.

Again, I do agree with a lot of your points about the current PVP landscape being awful and one-sided, but a more constructive angle would be considering systems or tools for players to properly defend themselves in the wilderness, but plenty of skill and social opportunities to do so already exist. Get a buddy who plays to carry 2-3 pieces of gear to serve as a scout and distraction, bring some runes to freeze/entangle pursuers, and come up with exit plans in case someone hops in. And, most importantly, make as much peace as you can with the potential of death. No PKer can take away your experience, and every setback is temporary. Dying is just one part of the journey!

Sincerely,

A GIM who's never killed a player since she started in 2006

17-Mar-2023 00:22:07

Zeffirino
Jan Member 2023

Zeffirino

Posts: 389 Silver Posts by user Forum Profile RuneMetrics Profile
I'd politely disagree with my thoughts being summed up accurately by Egirl.

That's not to say the wildy has issues which you correctly highlighted but taking away risk from specific areas entirely won't fix those issues.

I think the risk element must remain but perhaps the incentive of the wilderness needs to be raised so people who don't want to PvP believe the risk is more worth their while. It's a tough issue that even Jagex is shooting fish in a barrel over because its complicated as the nature of PvP has changed since the early years of the game.

17-Mar-2023 03:04:23

daedlus58

daedlus58

Posts: 1,530 Mithril Posts by user Forum Profile RuneMetrics Profile
The entire reason any of those skilling areas were put in the wild was to make easy money for pkers. Jagex has said there is no problem with what they call avarice lures, i.e. you only get lured because of your greed. They put the ditch in because people were using game mechanic to lure innocent people into the wild, which they do not like. Every thing they did to stop lures was because it was done without people making the choice to engage in risky behavior.

Even though I do not pk, or have any desire for it, I can not support having a safe wild.

Zeffirino said :
I think the risk element must remain but perhaps the incentive of the wilderness needs to be raised so people who don't want to PvP believe the risk is more worth their while.
They did that already. They pretty much destroyed skilling to make it more worth while to go to the wild, or pvm. Do you remember when rev dropped 1k noted coal every few minutes? It caused the price of coal to drop from 200 gp to 54 gp in a matter of days. Coal has never recovered. Before the update, you had to fight over good coal mines, but now, you have your choice of good location. The only times you have to fight for it is when you are doing magic mining, i.e. using superheat spell to smelt coal and an ore that spawns nearby. Mainly this is with addy in the mining guild.

Otherwise, you almost have no competition to mining coal or gold. Logs, sharks and other things are just as bad. Sharks used to go for 1k, but now they barely get over 400. Magic logs used to be 1200 and sometimes you cant even get 1k for them. All because pkers complained that they could not make 10 mil per hour.

18-Mar-2023 15:33:31 - Last edited on 18-Mar-2023 15:48:46 by daedlus58

Zeffirino
Jan Member 2023

Zeffirino

Posts: 389 Silver Posts by user Forum Profile RuneMetrics Profile
daedlus58 said :


I completely agree with you that it's devalued skilling in the way you described, in fact I started a thread about it a short while back ;)

It's a tough issue with respect to the wildy isn't it? I do believe things like chaos altar and black chins are fine with respect to drop tables and making other content less desirable though.

In saying that I feel like the focus on wildy only weapons requiring ether to charge them is a good start.

19-Mar-2023 05:18:25

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