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Dev Blog: Wilderness Feedback Thread is locked

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TorBlueJays

TorBlueJays

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All I am saying is to minimize the addition of new armour/weapons but make the new bosses drop items that can be used to upgrade existing items. This will give incentive for people to visit the forgotten bosses such as kq, kbd etc while releasing new content into the game.

18-Mar-2014 17:59:50

Fatcav2
Jan Member 2015

Fatcav2

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Original message details are unavailable.
Please fix 1iteming/3iteming etc.

I am somewhat pleased you are (attempting) to address the activity side of things by increasing the incentives to enter the wilderness but the updates continue to favour the non-PKing community over the PKing one.
It's all well and good bringing people into the wilderness but there is absolutely nothing for PKers to gain if players are continually allowed to get away with taking nothing into the wilderness leaving them with nothing to lose.

As people have suggested in the past:
- Skull on entering the wilderness.
- If that's too unfair then skull on attacking the bosses.

You want loot? Risk something.


^

Was gonna post my own rambling version but this will do nicely.

Risk = reward doesn't work when there is no risk involved. Right now there is no risk involved because people can easily farm bosses 1/3 iteming. Add to that the fact that people can log out on sight of a white dot in addition to monsters in the wilderness pjing you during combat it's next to impossible for PKers to gain anything out of this in its current state

Skulling after attacking a monster would be a good solution to some of these problems.

18-Mar-2014 18:01:00 - Last edited on 18-Mar-2014 18:02:47 by Fatcav2

[#ZKQBOC1P3]

[#ZKQBOC1P3]

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Original message details are unavailable.
Original message details are unavailable.
ALSO - the world map is REALLY outdated, please update it :P


KK - we've been working with a couple of players to put together an updated one.
Alright thanks :)

18-Mar-2014 18:03:00

Reminiscon

Reminiscon

Posts: 3,528 Adamant Posts by user Forum Profile RuneMetrics Profile
My Feedback on each aspect:

1) Demi-Bosses: Not sure on these.. I suppose they're small harmless incentives, although I prefer to keep pets out of this game. 5/10.

2) Fountain of Rune: Excellent idea. 9/10.

3) Bosses: Oh... this is tough. You're right, I'd have more of a problem with the weapons. Can we change the names of the armour please? Like how we did it with the Staff of Light versus Staff of The Dead? I don't think it is proper to directly copy things from Pre EoC. 7/10 currently, 9/10 with name changes.

4) Lava Dragons: I see how you got around the fact that Super Antifires didn't pass, and it is impressive. I still think a Prayer boost from 85 to 108 would be appropriate, as well as allocating the extra combat levels to their Strength instead of their Defense. 8/10.

5) Resources and Rewards: Overall 8.4/10
Noting Items: Yes, fantastic money sink and still worthwhile at 50gp. 10/10.
Ents: I think these need their own regular drops, but good addition. 7/10.
Dark Crabs: No, keep them 22 HP but let them be fished faster. 5/10.
Black Chinchompas: Excellent. 10/10.
Rogues' Castle: Great idea, and combines nicely with the God armour buff. 9/10.
Ecumenical Keys: Seems like a harmless change. 8/10.
God Dragonhide/Rune: Yes, definitely. They NEED this. 10/10.

6) Other Wilderness Changes: No to PvP Worlds (please delete them instead), yes to Dragon Hatchet's special attack. 5/10.

7) Smoke Devil / Dragon Platebody: I love this idea! It's new, yet reminiscent of the old at the same time. However, the drop should be an upgrader used on the Dragon Chainbody so that that it isn't devalued. 9/10.
Long live the Wilderness. Long live risk vs reward in PVM. Long live 2006.

18-Mar-2014 18:03:35 - Last edited on 18-Mar-2014 18:10:53 by Reminiscon

Lil rs hussy

Lil rs hussy

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I'll drop this since a handful of jagex employees made the decision on rogues chests and regardless of players wishes they won't change it, but I want to point this out as a final note:

Changing the rogues helps DI more than it helps skillers. If you support the change to rogues chests, you condemn skillers dying to us more often. Right now it takes 5-10 minutes of "set up time" where you can't log. you'll NEVER be able to log when this fix is applied.

Thanks for the pray pots

Love,

Damage Incorporated.

18-Mar-2014 18:07:04

x Lutroo x
Sep Member 2022

x Lutroo x

Posts: 1,017 Mithril Posts by user Forum Profile RuneMetrics Profile
Lots of people are debating adding new items to the game vs. making additions to new items. The issue that is really being faced here is the balance between PvP and PvM equipment. The better and stronger bosses and monsters become in game, necessitates higher hitting and higher tiered weapons and armor. However, players can only have get 99 def and 99 hp, which is perfect and doesn't need altered.

What may be a solution to this is and keep economy on existing content as well as provide economical benefit to new content is area bound equipment.

For just a very brief and quick example. Say we put a new boss in the game, highest hp def, whatever. We need a weapon and or armor that can make it better/more efficient for players to kill it. However, how do we introduce these items without messing PvP, the economy and completely devaluing other good items. I think the solution lies in a similar concept as the Ferocious Ring. It gave a damage bonus only in Kuradels dungeon in RS3. I'm not saying bring that ring back exactly, but maybe take this idea and start applying it to higher tiered armor/weapons?

I'm also not saying that every single high level item should be this way, high level gear usable anywhere can also be beneficial and good for the game. This suggestion just helps us put some of the OP ideas we kind of want to see in some situations usable with ideally minimal impact on everything we know in the game.

Just some thoughts.

18-Mar-2014 18:09:14

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