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Dev Blog: Wilderness 2 Thread is locked

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whyruhiding

whyruhiding

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I think the fish should be changed. As it is now, the reward doesn't match the risk. For a fisher, you have to risk being pked and long bank runs for only 1 extra hp. Sharks you can safely fish forever in the fishing guild. I know there is a concern the new fish will instantly replace sharks but I see no reason to spend 20 mins to fish 20 of the new fish just to die by a pker.

I think the new fish should either have a higher heal, possibly 30, but have a time limit before eating again so sharks would still have better immediate heal.

or lower than 21 heal but have a passive hp regen,50 over 2mins, so it would benefit grinders or bossing but sharks would still be needed incase of high hits from boss.

or if u don't want to change the heal amount.
the fish should be caught a lot faster than sharks to allow fishers a chance to escape with a load. or be caught as a note so fishers could keep food or teles in their inventory incase of a pk.


Tbh don't do any of that. Some of it seems pretty far-fetched and overpowered.

Since Crabs are small fish, despite being higher level, they could make the catch rate somewhere between Shrimp and Lobsters. This means much faster XP and much faster full inventories.


But faster xp rates aren't the intention of the update..... The intention is to rejuvenate the wilderness..

20-Jan-2014 23:33:58

Ahura

Ahura

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In my opinion another high-level staff isn’t needed. There is already the master wand and the staff of the dead that wasn’t added so long ago. Perhaps the monster could drop an amulet instead that would increase your spell casting speed and give some stat bonuses?

I don't know if this is an oversight, but the Zamorakian hasta that you just recently added has defense bonuses. Which makes no sense as any other hastae don't have that, they actually yield negative defense bonuses. That’s also one of the differences between hastae and spears, a hasta is one-handed at the cost to give you some small defense penalties. Now there isn't really a reason to use a Zamorakian spear as it has no benefit at all over its hasta counterpart. I’m not talking about a huge defence penalty, just the small -10s in melee defences which all the other hastae have as well.

PS: cool ancient picture you used of the greater demons in the article :D

Edit: instead of adding ankous at the Forgotten Cemetery, maybe add allotment patches in that place, so that also some farmers will be attracted to the wildy. They've been kinda left out. :P
Feel free to take a look at my suggestions: 200m xp prestige

20-Jan-2014 23:38:05 - Last edited on 20-Jan-2014 23:46:18 by Ahura

Reminiscon

Reminiscon

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I think the fish should be changed. As it is now, the reward doesn't match the risk. For a fisher, you have to risk being pked and long bank runs for only 1 extra hp. Sharks you can safely fish forever in the fishing guild. I know there is a concern the new fish will instantly replace sharks but I see no reason to spend 20 mins to fish 20 of the new fish just to die by a pker.

I think the new fish should either have a higher heal, possibly 30, but have a time limit before eating again so sharks would still have better immediate heal.

or lower than 21 heal but have a passive hp regen,50 over 2mins, so it would benefit grinders or bossing but sharks would still be needed incase of high hits from boss.

or if u don't want to change the heal amount.
the fish should be caught a lot faster than sharks to allow fishers a chance to escape with a load. or be caught as a note so fishers could keep food or teles in their inventory incase of a pk.


Tbh don't do any of that. Some of it seems pretty far-fetched and overpowered.

Since Crabs are small fish, despite being higher level, they could make the catch rate somewhere between Shrimp and Lobsters. This means much faster XP and much faster full inventories.


But faster xp rates aren't the intention of the update..... The intention is to rejuvenate the wilderness..


It wouldn't exceed 50k-60k xp per hour ideally. That's ignoring the fact that pkers will be all over the place in these new spots.

And... really? You rejuvenate the wilderness by putting the best XP or Gold incentives into, well, the wildy. That's how you do it in the case of this player-base.
Long live the Wilderness. Long live risk vs reward in PVM. Long live 2006.

21-Jan-2014 00:51:27 - Last edited on 21-Jan-2014 00:52:10 by Reminiscon

whyruhiding

whyruhiding

Posts: 1,218 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Original message details are unavailable.
Original message details are unavailable.
Original message details are unavailable.
I think the fish should be changed. As it is now, the reward doesn't match the risk. For a fisher, you have to risk being pked and long bank runs for only 1 extra hp. Sharks you can safely fish forever in the fishing guild. I know there is a concern the new fish will instantly replace sharks but I see no reason to spend 20 mins to fish 20 of the new fish just to die by a pker.

I think the new fish should either have a higher heal, possibly 30, but have a time limit before eating again so sharks would still have better immediate heal.

or lower than 21 heal but have a passive hp regen,50 over 2mins, so it would benefit grinders or bossing but sharks would still be needed incase of high hits from boss.

or if u don't want to change the heal amount.
the fish should be caught a lot faster than sharks to allow fishers a chance to escape with a load. or be caught as a note so fishers could keep food or teles in their inventory incase of a pk.


Tbh don't do any of that. Some of it seems pretty far-fetched and overpowered.

Since Crabs are small fish, despite being higher level, they could make the catch rate somewhere between Shrimp and Lobsters. This means much faster XP and much faster full inventories.


But faster xp rates aren't the intention of the update..... The intention is to rejuvenate the wilderness..


It wouldn't exceed 50k-60k xp per hour ideally. That's ignoring the fact that pkers will be all over the place in these new spots.

And... really? You rejuvenate the wilderness by putting the best XP or Gold incentives into, well, the wildy. That's how you do it in the case of this player-base.

Actually the rejuvenation of the wildy consists of adding things that can make ppls bank. Xp boosts are irrelevant to topic and infact will actually repel ppl away

21-Jan-2014 01:06:58

Nex N Line
Sep Member 2017

Nex N Line

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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!

SMART!

21-Jan-2014 01:11:23

Panduh

Panduh

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Hey guys,

We've made some changes to the dev blog based on your feedback.

A reduction in the magic defence for the ranged and mage shields. If lava dragons bones are buried on the Lava Dragon Isle, you will get three times the XP. The cost and effectiveness of the new staff has been altered. A question about revenants has also been added.

Awesome, thank you! :)

21-Jan-2014 01:12:19

Co Rowe
Sep Member 2021

Co Rowe

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Dropping tradable items: I think that is a very good idea for the PKing aspect, but a very bad idea due to looters. I remember vial bombing Before the RS3 and EoC updates. I hated that. If there's a way to do both, by all means. If not, I think it should remain the same.

Teleporting out of the KBD lair: That sounds like a very good idea in PvP worlds alone. Making it impossible to teleport out of the KBD lair in all worlds will defnitely turn the PvM aspect of the boss into dead content. Due to the overwhelming amount of players ready to ambush anyone who comes up the ladder.

New slayer monster and staff drop: That sounds amazing, but I would also like to see an option to auto-cast the Saradomin strike spell on the same staff. You can auto-cast claws of Guthix with the void mace, and the flames of Zamorak with the staff of the dead. Let the mighty strike of Saradomin be auto-casted as well!

21-Jan-2014 01:17:06 - Last edited on 21-Jan-2014 01:17:52 by Co Rowe

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