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Dev Blog: Wilderness 2 Thread is locked

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redwaller

redwaller

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The wilderness since classic has had item spawns scattered throughout, with the best probably being a steel platebody. With the upcoming update, I think it would be cool if there were more items scattered about the wild.

Suggestions: Iron halberd
mithril war hammer
bronze boots
yew logs
noted acorn

19-Jan-2014 23:33:27

Discomint
Apr Member 2022

Discomint

Posts: 1,388 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
NOOOO.. WTF stop making a **** update to make player leave again ... come onn jagex


the osrs population is actually continually increasing

also lots of suggestions already regarding dragon axe being changed so its special pertains to woodcutting not combat i just thought i'd mention it again so jmods can see

19-Jan-2014 23:34:51

Lorehold
Oct Member 2022

Lorehold

Posts: 15 Bronze Posts by user Forum Profile RuneMetrics Profile
Why is clan wars still not being polled? It's what the clanning community needs right now to boost activity midweek.


Also that "looting bag" is a horrible idea. People are just gunna take about 20 brews in there inv and put all the noted resources they farmed into the bag, and it's not exactly hard to tank down to level 1 with a full inv of food/brews.

If the loot on the floor isnt worth more than eating/dropping a 700gp shark to make room for it, then it isn't worth picking up. Just complicates things and is ratarded.

19-Jan-2014 23:38:41

Sk8r Dan Man
Feb Member 2013

Sk8r Dan Man

Posts: 374 Silver Posts by user Forum Profile RuneMetrics Profile
In regards to the "basic level upgrade", there are still a few things I'm not fully on board with. Some of these I mentioned in my post on the first thread, which you can see if you check my latest posts.

I still think that the dragon pickaxe would be better as a rare drop from rock golems, but I'm sure most people are more concerned with whether it's in the game or not, rather than where it comes from. Even so, I think that having all 5 wilderness bosses drop the dpick is too much. If you want to make a few of them drop it, that's fine, but for the others, you should add a dragon warhammer or some other new item. It seems a little strange for the 3 new bosses to all drop the same rare item. What reason do players have to kill more than just whichever is the easiest or fastest to kill? They should each have exclusive drops that make them worth killing. Nobody would fight Kree'arra if you could get Armadyl items from General Graardor.

As for the Demi Bosses, the "Chaos Fanatic" should be moved to the lava maze. That altar is already a popular hot spot in the wilderness for players to recharge their prayer, and putting a boss there would probably deter more players than it would attract. As the range weak boss, I presume he would be some sort of mage, so the terrain in the lava maze would be perfect. He could effectively safe spot any meleers as they try to get to the center of the maze to kill him, making ranged combat the obvious choice. Nobody ever really goes to the lava maze otherwise, and it makes sense to me that the Chaos Fanatic would be guarding the Muddy chest which can only be opened with keys from Chaos Dwarves. Do you see where I'm going with this? It's perfect.

The kraken idea you mentioned could be cool, but I see little benefit to a lvl 75 staff that does less damage than other spells of the same level, and for around the same price as ancient spells that do more damage also.

Continued below…

19-Jan-2014 23:38:51

Sk8r Dan Man
Feb Member 2013

Sk8r Dan Man

Posts: 374 Silver Posts by user Forum Profile RuneMetrics Profile
…Continued

I still don't see what the appeal is to the Resource Area. Why would I want to gather resources from a place that's far from a bank, costs money to use, and puts me at risk of death from a golem and pkers? An entrance fee would do nothing to keep me safe, because if I can profit from gathering there, so also would a pker profit from coming in to kill me. I like the idea of the runite golem, but if he only gives you 1 or 2 ores, then he’s no better than a runite rock that hits back. Mining him should yield around 5-10 ores.

I also don’t see the red chincompas getting any attention. Even if you can lay 1 extra trap, you’re going to have to sacrifice your larupia camo gear for armor if you want to stand any chance of survival against the nearby moss giants and the constant threat of pkers, and that’s going to slow down your catch rate too much to be worth the trouble.

I’m totally on board with the new fish, but something should be done to fix fishing trawler. It’s already unpopular, and this new fish would kill it completely.

I like the Ents idea, as long as the rewards are good enough. It has to be worth the time spent killing the ent and items risked for the extra logs. You should also make sure to throw in some explanation as to why chopped logs become noted.

I have low expectations for the thieving chest. None of the existing thieving chests are popular. They are far too slow xp for training, and the loot can be obtained much more quickly elsewhere. If this wilderness chest is going to draw any attention, it’s going to have really good loot, or at least yield competitive xp rates.

Realize that you’re effectively luring players out to the wilderness as bait for pkers. Players don’t gather resources for the thrill of it; they do it for xp, or to use/sell the items. The xp and/or item rewards have to be better in the wilderness than anywhere else if players are going to risk it.

Continued below…

19-Jan-2014 23:39:04

Sk8r Dan Man
Feb Member 2013

Sk8r Dan Man

Posts: 374 Silver Posts by user Forum Profile RuneMetrics Profile
…Continued

Lastly I want to explain the problem with the Looting bag. I don’t have a problem with players collecting more loot off their victims. The problem is that if their victim also has a loot bag full of items, the result is really only more of the same problem: too much loot, not enough space. I suggest making it so that when a player dies with a looting bag, it magically notes everything that it was holding. This way all of those ores, dragon bones, or whatever else that your victim was gathering and stuffing in their loot bag won’t take up a ton of space in your bag. Furthermore, especially if dropped items become noted, the bag size should be reduced to around 10-15 slots.

All this considered, I’d even say that these loot bags should be usable outside of the wilderness, if they’re degradable. After having held up to 100-150 items, the bag will be destroyed. You could still only empty them at a bank, and would have to go kill things in the wilderness to get them because they’re untradable. You could have multiple bags, but could only store items in one of them at a time. This alone would be enough to get the resource gathering skillers out in the wilderness, to collect some loot bags. Higher level monsters should drop them the most frequently.

P.S. I vote we call it a bag of holding.

19-Jan-2014 23:39:18

joe poop

joe poop

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Original message details are unavailable.
or... or... instead removing those worlds, make them f2p? getting rid of em= less money spent on server hosting... but if ur going to get rid of them, might as well make them f2p?

trust me u will get more income and players like this, due the fact people will want to try it out


Support with that statement, this is true since the player base will rise and there will be more F2P to join OSRS. I don't think getting rid of worlds will be good because I think might be a waste of time. Its just my opinion :)

19-Jan-2014 23:43:49

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