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Dev Blog: Wilderness 2 Thread is locked

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Nex N Line
Sep Member 2017

Nex N Line

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when I started there was no member worlds and only f2p worlds. Members came later after the popularity of the game grew... I wonder if that's the way to grow a larger player base? I think Andrew Gower knew once he had a large player base that loved the game that he could then add membership content to the game to gain profit. Right now tho it seems that Jagex has tried to go the other route which makes no sense at all.


Open f2p to grow a larger player base and bring in new players. don't take away more worlds from the current group of players. if you have them do something with them

21-Jan-2014 02:45:10 - Last edited on 21-Jan-2014 02:46:10 by Nex N Line

[#ZQ54IY524]

[#ZQ54IY524]

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Question: Once we have solved the issue of luring players into the Wilderness using the trade windows, should we remove the Wilderness Ditch?
--
Solution to this would be: If you send someone a trade request outside of the wilderniss and walk into the wildy and the other player accepts the request he wont be able to trade him (running to him into the wildy) but if both are already inside the wild they are able to trade as usual.

this example will stop players from being lured into the wilderniss.

21-Jan-2014 03:07:29

[#ZQ54IY524]

[#ZQ54IY524]

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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..


So wouldnt faster exp ''rejuvenate the wilderness'' ?

21-Jan-2014 03:13:09

Ghosttalon
Oct Member 2020

Ghosttalon

Posts: 6,596 Rune Posts by user Forum Profile RuneMetrics Profile
Most of the Basic upgrade, I'm quite happy with. I'm still a bit reticent to see the amount of resource spots you're proposing. And I'm still completely unhappy with the crab at the wilderness fishing spot, as I'd rather you do something to 'rejuvenate' Trawler for high-level fishers. Still, I'd probably vote for the Basic.

I'm glad to see you've changed your minds about having green dragons all in multi areas. I'm surprised that you've not put any of them in multi, but I suppose that could be revisited in future.

There are a lot of the controversial topics, that, given the information available, I'd vote no on presently. Revenants, possibly yes. But depends on drops, and while restriction is needed, limiting them to the Graveyard only seems a bit too restrictive. One thing that made the Forinthry Dungeon unpopular was that all the revenants were mashed together in a far-too-small space, and you couldn't just fight one without taking lots of damage from the others so nearby. Could be handled with randomizing spawns and offsetting spawn and roam times, though that means you might have to spend a fair amount of time to run across one the level you're interested in. Simply put, I'd rather not see a copy of Forinthry on the surface, with static spawns.

I am opposed to increasing the availability of rune spawns, especially if we're going to have to live with the runite golems in the Basic package. And I do not like the 'Fountain of Runes' idea at all.

Looking forward to this poll. Thanks for the time and effort you're putting into this one.

21-Jan-2014 03:24:25

whyruhiding

whyruhiding

Posts: 1,218 Mithril Posts by user Forum Profile RuneMetrics Profile
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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..


So wouldnt faster exp ''rejuvenate the wilderness'' ?

It wouldn't rly rejuvenate the wildy as this isn't rs3.. its just simple that it wont bring peoples attention that great if it were to be xp as the objective, the game is massive risk massive reward and people are usually looking for bank not some dumb pixelated xp that does crap for people.

21-Jan-2014 03:38:47

C o d y
Jun Member 2022

C o d y

Posts: 938 Gold Posts by user Forum Profile RuneMetrics Profile
------------------------------CRANKED----------------------------


Jason Statham bot (wild ditch) offers you a chance to get cranked. You must talk to him before every attempt. Your skull starts to fill with red blood after each kill until 4-5 kills. Once cranked, god mode starts....

Any potions you drink stay boosted while you are cranked ( in the wilderness).

Once you get 5 kills with out dying or leaving the wilderness, for every kill afterword's, you have a 1/15 chance of receiving a corrupt weapon. These players must be new and cannot be the same player. They must also be risking 300k or more.

Kill someone that is cranked and they automatically drop 500k coins + the loot.

This idea is in no way profected yet...but the ideal choice would to be of course make it not 25/76k trick able.


Combat level must me 50 or higher.
"Who are you really? deep... deep down... far far in... Once you figure that out you will laugh your self Silly!" - Alan Watts.

21-Jan-2014 03:56:23 - Last edited on 21-Jan-2014 03:57:50 by C o d y

whyruhiding

whyruhiding

Posts: 1,218 Mithril Posts by user Forum Profile RuneMetrics Profile
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Can you increase the alch value of fire cape slightly to make it protect on death over barrows gloves just because you spend much time to get the fire cape back as the barrows gloves you just need to buy another one.


no thx the fire cape is supposed to be something hard that you earned on your own. And to take the time to get it is why the fire cape actually has value on old school rather then on rs3 where it just has junk stats so it has no meaning but cosmetic..

21-Jan-2014 04:01:41

Marcftw

Marcftw

Posts: 883 Gold Posts by user Forum Profile RuneMetrics Profile
Teleporting from the K*D
To add some extra risk and to stop players using the KBD lair as a quick exit from the Wilderness, we would like to stop players from teleporting out of the KBD lair.

Question: Should we stop players from teleporting out of the KBD lair?


I totally disagree, I think it's unfair for pvmers to go to kbd which normally leave once they're out of food; this means they would have to run 24levels in the wilderness before being able to teleport and risk their gear/loots without having food or just a little bit.

''But it's sad when pkers use this as a teleport!''

Well a solution would be that you can't teleport out of the King Black Dragon lair if you have been attack by another player within the past 10-15-20minutes. Would make it fair for pvmers that could still teleport once they're out and pkers wouldn't have this option to use this kbd lair to teleport away from their fight.

21-Jan-2014 04:29:24

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