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Reminiscon

Reminiscon

Posts: 3,528 Adamant Posts by user Forum Profile RuneMetrics Profile
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The question whether skilling in wild is profitable enough to make this update work is a pretty crucial thing. If there is a balance between making it timeworthy for the pkers and profitable for the skillers (with armour and combat stats) this could work. In addition to this I would like to propose an idea which would help both the skiller and the pker to maybe make it even more interesting.

Idea:

My idea is to add some kind of bank deposit boxes into the wild, close to these new resources and which you can only use to bank your items for a certain fee, but this has to be in multi combat areas and it also shouldn't be too expensive for those gathering unnoted resources. (I'm pretty sure there could be a good balance of the cost of the fee.)
The chance of a team/pker being at those "deposit spots" to kill you would be greater than the longer non-multi route to the bank, which makes it way more risky and exciting.
On top of that, these spots would become a place where one team would most likely find another and start an epic teamfight. And if you are a solo pker you could still try to kill those skillers alone, because they probably brought some cash to pay the fee.

A lot of you might not like the idea, but please give me some feedback on this :)


I can't really see any downsides to this. It should be taken into consideration for sure.
Long live the Wilderness. Long live risk vs reward in PVM. Long live 2006.

18-Jan-2014 07:47:41

I Joshua I

I Joshua I

Posts: 3,978 Adamant Posts by user Forum Profile RuneMetrics Profile
I love everything except for the fact that it costs so many runes to do a spell on the new staff, 3 death runes 2 chaos 5 fires? That's almost 1k per cast for only a max hit of 22? The spell should be like 1 death rune 5 fires, that's much better.

18-Jan-2014 07:48:49

Nac Nak
Feb Member 2021

Nac Nak

Posts: 1,141 Mithril Posts by user Forum Profile RuneMetrics Profile
The mage and range shields are considered mid-level but their stats don't reflect this currently. I understand the stats were derived directly from the obsidian shield itself, but range and mage are two completely different skills with different values attached to the gear used in those styles. So obviously 65 mage defence is way too high, but halving his value doesn't make the shields more balanced; mage isn't exactly half the value of melee and/or range bonuses.

I would say +30 mage defence is more roughly closer to about +80 range defence at least, and because range defence is so much easier to come by it's probably closer to +100. There's much more that needs to be considered than copy pasting stats from another shield into different bonuses on another shield. (I'm still referring to the halved values as mirror stats of the obby shield because it is half of that value and all the other stats are very similar) As we all know, obby shield doesn't have +100 range defence; chaotic came pretty close but it was a lvl 80 shield. Obby doesn't even have 80 ranged defence, Crystal does but it's degradable and lvl 70. Obby shield has +65 range def and is a lvl 60 shield.

The range shield should have: +15 to +20 mage defence, allowing you to add a small melee defence bonus if you so choose without breaking the shield. I also don't think the offensive stats should beat zammy book.

Other shields that did it better at the time:
Spectral (Lvl 75 def/pray): +53 stab defense, +55 slash defense, +73 crush defense, +30 magic defense, +52 range defense. (So obviously it should be lower if it's a lvl 60 item with offensive stats)
Eagle Eye (Lvl 80 +4 range att/+25 mage def)

The mage shield should have a +5 to +10 mage defence.

Other shields that did it better:
Arcane (Lvl 75 def/pray): Same stats as Spectral except +20 mage attack and+2 magic defense.
Farseer kiteshield (Lvl 80 def +17 mage att/+5 mage def) and Mages' book (Lvl 60 mage +15 mage att/def ONLY) as well.

18-Jan-2014 08:03:59

NovyPirat

NovyPirat

Posts: 76 Iron Posts by user Forum Profile RuneMetrics Profile
Question: Should we remove 10 worlds from the world list to boost activity on the other worlds?

Def no, better make 10 worlds to be able to use all those new future updates but def not removing 10... It will affect godwars, resources etc...

18-Jan-2014 08:26:39 - Last edited on 18-Jan-2014 08:32:15 by NovyPirat

Xhanti

Xhanti

Posts: 26 Bronze Posts by user Forum Profile RuneMetrics Profile
Question: Should a player be able to see how many times they have been killed in the Wilderness, how many players they have killed in the Wilderness and the ratio between them?

"We would need to add some protection to stop players farming alt accounts or friends. So, you will only be credited with a kill if the player dies above level 10 Wilderness."


And just to clarify, if I were to die below level 10 wilderness it would or would not count as a death?

18-Jan-2014 08:27:22

Ibrahimovic
Apr Member 2013

Ibrahimovic

Posts: 1,391 Mithril Posts by user Forum Profile RuneMetrics Profile
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omg polllll old lesser + greater demon graphics please!!


and all other old graphic models!!

~CR0W
3 Word Game , Invasion , Necroancy and combat Pets , Barrows expansion , Snow Ball Arena , Lock Down Server(s) , The Trade Island by CR0W and McGee , Clan Update And Max Levels . ~/Sig


yessss


I support. Please poll old graphics for demons, dragons, etc.


THISSSSS

I paniced when i saw the old greater demon on the dev blog, so nice

18-Jan-2014 08:44:25

KeithCharles
Apr Member 2020

KeithCharles

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
I still don't understand why you guys can't split the first question up into multiple sections. It will literally take 5 minutes of your time and allow a more accurate poll.

I believe more attention should be given to the wilderness in terms of scarcity. That is, if players are able to world-hop to a world with literally nobody in the wild, then these resources will not be as rare as intended. This may not be a problem, but it should certainly be watched.

For example, I agree with everyone else that both the new shields are overpowered for old school Runescape. And considered mid range at that!

As a design tip: Stay away from 1 size fits all gear. A shield that gives magic bonus and magic defense is a no brainer for a mage. A mage should have to choose between offense or defense. This is why we have splitbark and mystic, for example. The only exception is Ahrims, a super high-level rare degrading armor set.

My suggestion: Either delete these shields or rethink them. The magic shield should not give any magic bonus, but rather give a 0 bonus (most defensive shields have a negative magic attack, so having a 0 is actually good) and provide about 8 magic defense (better version of elemental shield - a shield designed for magic)

Same theory goes for range. A shield that increases range bonus will leave bows in the dust. This is an unfair balance change. Do not add a range attack bonus to the shield. Make it a very strong range defense shield. (See: granite shield)

I appreciate the ideas, but please, let the players have a real choice. Do not group these updates together. They are not all universally accepted and I find it odd that you would assume they are.

18-Jan-2014 08:53:43 - Last edited on 18-Jan-2014 08:58:37 by KeithCharles

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