Forums

Dev Blog: Wilderness 2 Thread is locked

Quick find code: 380-381-12-65435469

Main Flue

Main Flue

Posts: 13 Bronze Posts by user Forum Profile RuneMetrics Profile
Okay, so i must say i'm impressed with the ideas you guys have come up with, however theres some things that could be improved.

First of all, i think it would be really cool to make the furnace area (south of mossies) a complete multi area. I remember F2p fights in there were awesome, because you could clump up really well (thats what its all about in F2p).

Secondly, make F2p actually free to play! You might think it would stop people from paying membership, but the ones that are members now will most likely stay member. It will introduce a large amount of current Free to Play EoC players to try out the oldschool servers, but they just don't want to pay for it. This will also make F2p pking alot more active, and the people that do enjoy it will then subscribe to play the P2p servers. I remember thats what happened to me in Pre-Eoc. I was mainly a F2p pker, and fell in love with F2p pking, but bought membership for a month to see what it was like in P2p. I got into P2p pking which was even more fun, and kept buying membership because i enjoyed it this much. If you want to improve the current player base in Oldschool Runescape this is one of the things your main focus should be on. And heck, what if it doesn't have any impact? You can always revert it back!

I also believe that the Crystal bow should indeed be removed from any PvP area, because it is only used for ragging. I might be wrong here, but most of the people that rag with crystal bow protect item so they would keep the crystal bow anyways. It might be better to completely remove the crystal bow out of PvP areas, because its the main reason people stop pking, when theres a ragger constantly on you whenever you step into the wild. Perhaps even make it banable?

I like the idea of making untradeables drop in coins instead of just being able to pick them back up. The overpoweredness of especially voiders are ridiculous right now, so now they'd have to unskull,harder to find fights.

19-Jan-2014 10:52:45

Main Flue

Main Flue

Posts: 13 Bronze Posts by user Forum Profile RuneMetrics Profile
I ran out of words on my first post, but the above level 10 wilderness thing to get a kill is just stupid. The most kills you get are below 10 wilderness in the single areas, and thats what the kill death ratio should be based on, not on multi kills. Even though it would be cool to have a seperate option to see how many kills your clan has gotten and what the ratio is.

19-Jan-2014 10:55:16

ChinStar
Jul Member 2019

ChinStar

Posts: 1,348 Mithril Posts by user Forum Profile RuneMetrics Profile
I've thought about this again, And well Their's at least two places you have forgot about in the wildy. The stairs near mage bank that lead to a tunnel with fire giants at the end. and the stairs in the maze which lead to the black dragons and rune ore. the last one seems such a mission for very little reward. (These are two of the Old dungeons been around since classic)




my idea is to have a npc? called say Colin mcToken that drops random amount of reward tokens (with a cap obviously) for most of the mini games such as castle wars, marks, archery tickets, trading sticks, warrior guild tokens,Ecto-token, slayer point rewards, all Reward tokens from Temple Trekking/Gnome Restaurant, frog tokens, Brimhaven Agility Arena tickets, Sorceress's Garden juices, shade of morton keys, caskets and tokkul maybe even


Could be a drop off the npc or you get a key which opens a new chest next to the muddy key chest. (muddy key chest could be updated the drops are very very old.)


I'm sure I've missed some out but you get the idea these drops could be common to rare depending on the currency and it makes it harder to collect everything as the list is that big.

fighting the npc should be annoying so could he range with a cross bow and spear special attack you. (so you get stunned) you if you go to melee that way you would have to mage/range him to kill him easy which makes players bring ammo/runes risks.

the appearance should be large build with a pakyak backpack on his back (so very chunky) with mini game armours on like castle wars legs/ rune defender some cross bow random mini game crap.

:p

19-Jan-2014 12:35:29

petrik23
Feb Member 2024

petrik23

Posts: 5 Bronze Posts by user Forum Profile RuneMetrics Profile
Hey i really like the ideas but there is one point i have to criticize. The new mage weapon which is dropped by the kraken sounds really cool but i think its not really worth using it. On one side the costs of using it are way to high and on the other side the damage is too low when you consider that you can hit with melee easily 40s+ and you have a higher attack rate. So i think you should lower the cost for a charge a lot (~200 gp) and increase the damage. Or add an additional spell like charge which makes you hit higher on monsters of your slayer task

19-Jan-2014 12:52:20 - Last edited on 19-Jan-2014 12:53:02 by petrik23

RhiWasHere

RhiWasHere

Posts: 311 Silver Posts by user Forum Profile RuneMetrics Profile
Hey J Mods,
I personally love the new range and mage shield idea but isn't there a better already existing shield you can use with different colours to be the new range/mage shield? For example, why not using something like crystal shield layout as the look of the new mage and rrange shield with the different colours accordingly (the stats MUST stay the same as what you said above). The obby shield makes two very ineresting shields look... um.... ****... no offense. Or at least create a possible triangular looking shield with different colours to signify that one is range and one is mage but the obby shield look is just horrible. Also Cutting down the worlds is a HELL NO. Please do not even bother posting that question in next poll because that is nothing short of ridiculous.

X

19-Jan-2014 13:24:30

Koppex
Apr Member 2019

Koppex

Posts: 12 Bronze Posts by user Forum Profile RuneMetrics Profile
I have a concern with the Looting Bag. Does it prevent items inside it being used? I definitely do not want it to become a way for players to gain extra inventory slots for food or pots, for example.

I also have a concern with the items instantly appearing to all players when dropped by the owner - that would, in a way, be even more frustrating to the pker than the current system. You don't want some random person picking it up! I propose that the items instantly appear - but only to whoever has done most damage recently to the player who dropped their item. That way the person who actually did the damage gets the loot. If they don't loot the items, they should then appear to everyone else after a delay - as they currently do.

Finally I the tradable items turning to gold - why does it only apply in level 20+ wilderness? Why not just everywhere in the wilderness? I don't understand the logic here, surely it should be consistent throughout? I see no reason to only partially solve the problem, either implement it everywhere in the wilderness, or keep the current system.

19-Jan-2014 13:26:51 - Last edited on 19-Jan-2014 13:54:22 by Koppex

Nordein

Nordein

Posts: 124 Iron Posts by user Forum Profile RuneMetrics Profile
Instead of replacing the Red Dragons, what they could do is put a dungeon at Red Dragon Isle that will lead to the Lava Dragons.

And to get into the dungeon you have to kill the Red Dragons until you get a
Flaming Key
drop (and if it is wanted to, only those with
Ice Gloves
from the Heroes' Quest can pick the key up).

Then the key could be forever used and non-trade-able or have it be a one time use etc.

19-Jan-2014 13:39:33

Quick find code: 380-381-12-65435469 Back to Top