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Dev Blog: Wilderness 2 Thread is locked

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In Wild Only

In Wild Only

Posts: 2,522 Adamant Posts by user Forum Profile RuneMetrics Profile
Just adding some ideas from 13 years of wilderness play!



maybe add some banks or areas or something where people can withdraw items but not deposit items.. and vise versa.... pay attention to where these are placed so it doesn't affect economy impacts too much.

make EVERY skill trainable inside the wild.. you can do this by adding some shops..

a crafting shop that sells molds thread and needles

a couple more general stores other then the one at the bandit hideout

a tanner some where in the wild where people can take their hides (even if it is a far walk from the dragons.)

a shop that can buy and id herbs and sells water filled vials and buys and sells potions

a gem shop or stall that will buy and sell jewelry and gems

make a broken down city where players can *fix up or help repair the city* in return they receive noted planks to use for construction.

add a few more single obstacles that give xp and short cuts to areas only people with required stats have..

maybe add an area where all alters can be accessed from where the essence can be mined and walked a distance to the alter... (or an alternative way to train rune crafting)

add areas where you can raise animals in wild such as sheep pigs chickens cows and in return receive farming exp for it (or you could help wilderness farmers raise their animals for exp) by feading and taking care of them (crops aren't the only things raised on farms.)

add a wilderness slayer master for monsters only found in the wild that assigns monsters from wilderness only.

add more low level areas to train hunter and other stats..

As you stated notables are a great idea and I agree. I have a thread where I tried to live in wild hence my name "in wild only" and it is very hard to do since there is no way to train most of the stats I would love to see the ability to train all skills put into this update and I believe the wild will flourish once again!

You have done great things with 0ldschool so far keep it up!!

20-Jan-2014 14:03:27

EllingerMain

EllingerMain

Posts: 824 Gold Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Also, I would like to add, a spider as a boss sounds very weak. Instead maybe a Greek myth beast would sound more intimidating, like a minotaur, or a medusa. A bear and a spider just aren't interesting.


Absolutely 100% agree, as I love Greek mythology as is the new bosses should be something much cooler than just your basic bear and spider.

A minotaur boss would be very awesome, and actually you only see the small minos in like the first floor of stronghold of security in the entire game...that is it. They're not even scary but actually rather cute lol...the minotaur would make a second appearance here in its true form. Some lore could be involved, as maybe this could be the leader of the minotaurs perhaps?

There aren't medusa models, although idea is cool, maybe it could help tie together some of the current monsters that already turn you to stone in mythology like basilisks, cockatrices, or the stone gargoyles in a way lore-wise? It could make sense. This leaves room for medusas to be one of those new slayer monsters also, as well as the mirror shield being used at higher slayer lvls with them. Technically the whole mirror shield idea in the first place originates from Perseus and Medusa. Just thoughts, since nothing is set in stone yet (bad pun sorry).

The skeleton warlord does sound really cool and can fit in with one of the skelly places in the wildy already so I think that idea is great already! :)

20-Jan-2014 14:10:36 - Last edited on 20-Jan-2014 14:21:15 by EllingerMain

Kneel

Kneel

Posts: 97 Iron Posts by user Forum Profile RuneMetrics Profile
Can you please change the 2 new shield design.. and by change i dont mean create an entire new shield, just use another current npcs model and recolour it instead of an obsidian shield, it looks so budget and cheap re-using something we are so commonly use to...

Perhaps you could use the varrock guards shield? it would lookd 10x more interesting recoloured instead of an overused obsidian shield...

20-Jan-2014 14:13:38

T o m m i
Dec Member 2010

T o m m i

Posts: 3,190 Adamant Posts by user Forum Profile RuneMetrics Profile
Putting the revenants in the graveyard which is a single combat zone would suck... add a dungeon entrance there which leads to the revenant cave which is multicombat, the dungeon should be long and the revenants should be at the end of the dungeon to make escaping harder.

20-Jan-2014 14:16:15

Routahauta

Routahauta

Posts: 1,691 Mithril Posts by user Forum Profile RuneMetrics Profile
Great changes from the last week except that I
didn't even notice the shield defences being OP
,
instead the ranged attack is
:
+7
or
+8
would be more suitable for defensive shield like that. Thank you.

It's all about XP, therefore all about attack and strength.
- Wise Man

20-Jan-2014 14:24:10 - Last edited on 20-Jan-2014 14:38:48 by Routahauta

JuicyPutooty

JuicyPutooty

Posts: 319 Silver Posts by user Forum Profile RuneMetrics Profile
I really don't understand... are we all reading the same material?
"For a player with a Magic level of 75, which is the minimum for wielding the staff, the spell's max hit would be 17, increasing to 24 as the player's level rises to 99. Stat-boosts and stat-reduction effects would modify the max hit."

It clearly states the max hit is 24 and that stat-boosting items will modify the max hit. Several people have commented saying "22 is too low for a max." Read the material fully, seriously. It probably has a max around 32-36 with stat boosting items and potions...

20-Jan-2014 14:28:50

T o m m i
Dec Member 2010

T o m m i

Posts: 3,190 Adamant Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

It clearly states the max hit is 24 and that stat-boosting items will modify the max hit. Several people have commented saying "22 is too low for a max." Read the material fully, seriously. It probably has a max around 32-36 with stat boosting items and potions...


With 99 magic and a magic potion the max hit would be 25

20-Jan-2014 14:36:29

Mini Aurelia

Mini Aurelia

Posts: 3,815 Adamant Posts by user Forum Profile RuneMetrics Profile
The new staff is much better (20% faster casting speed) although still not enough to be worth using over a whip for certain tasks.

I would recommend increasing the max hit further to 38 at 99 Magic. This gives the staff a max hit of 43 on a slayer task which is much closer to the 54 that a whip can hit. A max hit of 24 at 99 magic just means it can hit 27's on task, that isn't high enough to justify using anywhere (except maybe metal dragons if you have low attack/strength). This is under the assumption that the black mask/slayer helm (i) actually do boost magic damage by 15%? (I'm not sure if they do because I haven't tested).

If the staff can hit 40+ on task at the same speed as a whip, it will become a viable alternative to whip for several tasks. Seeing as this staff can't be used in pvp, a higher max hit won't be "overpowered" , it will just make the staff actually worth using.

The cost could be increased slightly to compensate for this though.

A minimum hit should also be considered, considering the significantly lower max hit vs a whip that the staff will have either way.

20-Jan-2014 14:39:59 - Last edited on 20-Jan-2014 14:48:45 by Mini Aurelia

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