Forums

Rejuvenating the Wilderness Thread is locked

Quick find code: 380-381-23-65435491

D-Block

D-Block

Posts: 17,856 Opal Posts by user Forum Profile RuneMetrics Profile
TBH, the new bosses (not the demi ones) should have someone, anything other than a D Pick drop. I can't see the demand for a dragon pickage to be very high, especially without something like the LRC's in OSRS. You could say "well Dagganoth Kings drop the Hatchet and they are good money" but they also drop the Fremmy Rings which are very useful.

My own suggestion, is maybe each of these bosses can have their own special amulet, like the Saradomin's Hiss, Murmur, and Whisper- A Range amulet, a Mage one, and a Melee one. Perhaps make them have stats either between the Glory and Fury, on par with the Fury(for their respective class), or higher than the Fury, but keep the Fury as the most balanced amulet in the game.

Could maybe just make them purely offensive amulets with stats slightly higher than the fury's(in their class), but have no defense or prayer bonus. Obviously just a random suggestion any other feedback from others would be appreciated.
Vita non est vivere sed valere vita est.

14-Mar-2014 17:42:17

Fatcav2
Jan Member 2015

Fatcav2

Posts: 5,271 Rune Posts by user Forum Profile RuneMetrics Profile
To buff boss drops the bosses themselves need to be buffed or altered in some way so that not any 100+ or w/e can farm them 3 iteming with ease

Risk = reward doesn't work without the risk. There won't be any if there is no reason for people to actually risk anything other than a few sharks

14-Mar-2014 17:43:12

Warky

Warky

Posts: 430 Silver Posts by user Forum Profile RuneMetrics Profile
I'll preface this by stating that I'm a PKer.

First and foremost, you need to fix 4 or 1 iteming. It completely ruins PKing. Whether this be completely restricting coming into the wilderness without a full compliment of items, or tailoring content in such a way that it cannot be 4/1 itemed (perhaps a mechanic whereby the boss will do less damage to those in more items - more so than the +Def stats because that's terrible).

Please test things better in the future. You playing with a magic potato is clearly not how we play and you cannot balance the game based off this information. Placing bosses near trees is also likely to lead to safe-spotting (i.e. Callisto).

Please recruit someone who has a clue about the PKing/Clan communities.

The resource arena was a decent idea, but in practice it is terrible. The 7.5k entry fee immediately takes away from any profit possible with the arena, especially considering you cannot remain in the arena to hop worlds i.e. for addy/rune mining.

The process concerning rejuvenating the wilderness must take into consideration the rejuvenation of skills as well.

Consider how awful the Runecrafting skill was before the Abyss was added into the game. The Abyss gifted Runecrafters the opportunity to massively increase their XP/h and therefore GP/h, but at the risk of being killed. The Abyss as I'm sure you all know penalises users by skulling them on entry as well as dropping their prayer to 0, making them a prime target for PKers in the lower level wilderness.

I'm not here to do your job for you, but take the logic used in the improvement of the Runecrafting skill (which I'm sure all RCers can agree worked) and apply it to another skill (or two, or three).
As Teemo said, we should be rewarding people for entering the wilderness, not penalising them. XP rates should be higher here, drops should be worth more here because after all, we might just kill you.

edit: Props on the looting bag though, great addition.

14-Mar-2014 18:01:25

whyruhiding

whyruhiding

Posts: 1,218 Mithril Posts by user Forum Profile RuneMetrics Profile
[quote id=317-318-909-65322709-222-330430236] As Teemo said, we should be rewarding people for entering the wilderness, not penalising them. XP rates should be higher here, drops should be worth more here because after all, [b]we might just kill you.[/b] [i]edit: Props [/quote] yayy lets increase xp rates and make people quit it sounds like a plan.. first the nmz then agility roofs, then lets add more worlds, and lets make it 100billion xp a hr in the wildy this is going to be intense.....

14-Mar-2014 18:27:53

Mila of 2013

Mila of 2013

Posts: 3,197 Adamant Posts by user Forum Profile RuneMetrics Profile
@Pahw*ik Ezas,

You're alone on this one. There's plenty of people complaining for *NEEDED* changes, there's no one saying it's perfect as it is now. Exactly why Mod Mat K is taking feedback over the weekend to improve what needs improving.

14-Mar-2014 18:48:27

whyruhiding

whyruhiding

Posts: 1,218 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
@Pahw*ik Ezas,

You're alone on this one. There's plenty of people complaining for *NEEDED* changes, there's no one saying it's perfect as it is now. Exactly why Mod Mat K is taking feedback over the weekend to improve what needs improving.


actually nope i definally am not alone on this one no one is supportive of changes to xp improvements everyone hates the amount of worlds, and no one cares for the nmz and wants it nerfed and the issues with agility courses have not been fixed yet i dont find that to funny..

14-Mar-2014 19:49:52 - Last edited on 14-Mar-2014 19:50:38 by whyruhiding

Im Nate

Im Nate

Posts: 1,638 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Original message details are unavailable.
From what I've seen it looks like you need to increase the rewards, most of the stuff isn't better than money making methods outside of wilderness so why risk stuff for mediocre rewards? I'm talking 750k+ for it to be worth it, things like the dark crabs should be fished at trout/salmon speed. No one is going to sit there for 20 min at 99 fish for an invy of these that will sell for like 1-2kea.


750k would be way overpowered..... the wilderness is here to give a very good reason to go into to make millions decently fast, but not to overpower to much things by making the wilderness the only player choice for trying to make money. 750k would devalue a bit to much of a lot of thing.. it would also devalue runecrafting which is the best money maker in game lol..

a 250k-350k maybe even 400k i think is fair since you do have a chance of dieing i will agree it needs to be decent but not crazy overpowered hrly profit.

250k-350k? You can already make 500k easily an hour outside of wild with no risk and not too much requirements.
Maxed Sept 24th, 2015 - 134th to max

14-Mar-2014 20:25:37 - Last edited on 14-Mar-2014 20:26:23 by Im Nate

Quick find code: 380-381-23-65435491 Back to Top