Should we stop players from teleporting out of the KBD lair?
You should, I think doing so would add that extra element of risk and reward. You'd also be forced to rely on your peers for support getting back, you could even strategies ways of getting your loot back safely****: Have one person run the loot, and others act to suppress anyone who dare to interfere.
Should we add three new rune rocks to the Ice Plateau?
I don't see why not, the more rune to mine, the more attractive the location is to miners. Yes, they'd be able to gather rune faster to make their escape, but that appears to be an advantage to a miner that I wouldn't want to take away from them.
Should we add the Fountain of Rune to the maze area in the far East of level 50 Wilderness?
I'd prefer it in a less closed off area, because once you go to the rune obelisk it could prove difficult to get off (with only one way to do so). The risk seems too high for the trouble of going that far out, I'd rather go back to a safe zone in that case and do what I need to.
Once we have solved the issue of luring players into the Wilderness using the trade windows, should we remove the Wilderness Ditch?
I like the idea of the ditch, it safeguards players from crossing a threshold they may never come back from (without items at least). I think there should be some indicator to take the ditches place in the event you do remove it, so that players are aware they're crossing the threshold into dangerville.
Should we add a dungeon of God Wars creatures to the Wilderness?
While I don't like the idea of spreading players from the original GWD. Those who seek better rewards, without the risk of being PKed (unless outside of the dungeon) will be attracted to it, and I think it's a nice setup to have a spot with reward and lower risk among the many new features that see a lot of group and risk based business. The only question I have is will they be allowed to teleport out of the dungeon?
18-Jan-2014 12:27:56