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Rudy V2

Rudy V2

Posts: 1,217 Mithril Posts by user Forum Profile RuneMetrics Profile
Currently smithing is a worthless skill to train, it would be really nice to throw in a way to make smithing a worthwhile skill to train. here is my idea.

Allow the new level 78 armor to degrade to zero and from there you can go to evil bob to repair it but he will only have a 25% chance of success in repairing your ancient armor. If you train construction and use the workshop you can repair barrows armor for up to 50% less GP than it costs bob, so why not use the same logic for repairing the wilderness armor, if you are 99 smithing you can have a 75% chance of repairing the armor and will have a 25% chance of it degrading to nothing.

It would give more incenitve to train construction and train smithing while also increasing economic benifits as well.


On a different topic:
I think most players just dislike the melee weapons because melee already has an AGS special and a multitude of other melee weapons that that can hit well and have a variety of uses. Mage staffs are pretty limited towards the upper tiers and range is almost completely useless in terms of variety. Variety is the spice of life and melee has tons of variety but range has almost none and mage is nice but still lacking.


A few other ideas i think would be nice:
A shortbow that can fire dragon arrows (perhaps morigans shortbow?)
Range is really lacking in the speed + damage catagory.

Zuriels wand/staff - buffed up master wand/staff of the dead,
- both would be charge-able and give access to a new spell that with the staff can hit up to 38 and with the wand can hit 33 or something. less runes in inventory = easier mage pking.

zuriels book - same as a mage's book but it can store runes in it (up to 1000 of each rune). It would be benifical to mage pking as well

Dark Ring: Increased chance of rare loot while in the wilderness, lasts for 4 hours and degrades into a (Exausted) ring that can be recharged by a wandering NPC (IN THE WILDERNESS) for 50k coins.

18-Mar-2014 20:50:31 - Last edited on 18-Mar-2014 21:23:08 by Rudy V2

trojan eh

trojan eh

Posts: 11 Bronze Posts by user Forum Profile RuneMetrics Profile
alright with this first string of wildy updates i was really excited pvm with my clan and get things done in an empty world, apparently we were wrong the multi pk sections of these harder monsters is far too risky. and i am level 115 combat in osrs so when me and a couple of friends to decide to do spider boss venenatia and lure to multi gg your'e done. i understand that you have to risk pvm but you would need to go huge clan vs clan pk battles why not make it to where there's less pvp clan related activity the multi combat areas are far too vast now and its hard to run to non multi. its one thing to fight someone one vs one, its another thing to get get stomped by 100+ people at one time. the only boss i ever fight in wildy is non multi combat boss ex. [archaeologist] because its not hard to fight a boss and one pker @ a time trying to run back to edgeville or fally from 20-25 wildy, but in a multi zone you don't stand a chance. please don't let this string of votes be a let down again i like almost all the ideas posted in blog, except that huge player vs player clans are going to be getting all the loot from the hard workers :( :( :( :@ :@ :@ :@ :@

18-Mar-2014 20:51:39

Diane Meyer

Diane Meyer

Posts: 856 Gold Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Regarding noting, They could always make the cost resource specific. SO iron requires 35 gp, coal 75, mith 100, addy 300, rune ore maybe around 3k so you still make profit while mining. Only problem here is the risk of taking large amounts of cash if noting rune ores etc.



I would say thats the best option. I thought of putting something about that but then thought since there is no market to be able to tell the prices of things it may not work.

18-Mar-2014 20:54:02

Bondwhale

Bondwhale

Posts: 448 Silver Posts by user Forum Profile RuneMetrics Profile
Disappointed with Dragon Platebody being the high level slayer monster 'reward'.

Something useful would be much better in my opinion, like an upgrade item to whipvine, or an upgrade item dragon defender. Both could be rare drops, trade-able, and require 80+ slayer to use.

18-Mar-2014 20:54:47

I Ate My Dds

I Ate My Dds

Posts: 20 Bronze Posts by user Forum Profile RuneMetrics Profile
In regards to the Fountain of Rune, I would like it to function similar to the ZMI alter, giving runecrafters somewhat higher xp, at the cost of high profits. In order to make it risky to do so, you would either need a glory, or a new tiara with a fair alch value only dropped by the new bosses in order to use the FoR as an alter.

18-Mar-2014 20:55:56

Mila of 2013

Mila of 2013

Posts: 3,197 Adamant Posts by user Forum Profile RuneMetrics Profile
Jagex forgot to add Skills necklace(Dragonstone necklace) onto poll! Literally no one sacrifices their dragonstone gem for this necklace, Zybeez is proof of how uncommon it is.


Currently it's only purpose is 4 different teleports to the following places:

Crafting Guild
Mining Guild
Fishing Guild
Cooking Guild

It should have a passive effect like glory amulet when mining rocks which results in getting uncut gems. Currently it doesn't provide *ANY* combat bonuses.

Effect for Skills necklace suggestion:

- Random extra log while woodcutting (any tree)

- Random extra raw fish while fishing (any fish)

If the passive effect doesn't pass, how about more teleports like Legends Guild, Feldip Hills and lastly Tai Bwo Wanni village.

18-Mar-2014 20:58:33 - Last edited on 18-Mar-2014 21:06:04 by Mila of 2013

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