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Dev Blog: Rejuvenate the wildy Thread is locked

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skillorak
Mar Member 2024

skillorak

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I strongly disagree, the wilderness is meant to be a dangerous place, and is the only place where you can player kill, when people are pvming monsters in the wilderness they should be taking a risk, and not just be able to run amongst monsters to avoid the player killer, you want to pvm? stay out of the wilderness , when attacked by a player in single target no monsters should be able to interrupt , even if one of the people isn't attacking back.


It's a legitimate tactic. You make pkers odds of winning a fight much greater than a skiller's chance of escaping then this update won't last long.


Yes it is, But remember you're in the wilderness, if you didn't want to take a risk then don't go there, simple.
Players should be able to fight someone without being interrupted by a nearby monster because the other player is running away.

The wilderness is meant to be mainly PVP, and i think that PVP should have authority over PVM in the wilderness.

13-Jan-2014 20:24:47 - Last edited on 13-Jan-2014 20:30:35 by skillorak

Discomint
Apr Member 2022

Discomint

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mod mat k if you're still here i was also thinking that the same thing should be done with the dragon hatchet special and more passive effects while woodcutting in the wilderness with it... increase amount of bird nests obtained, faster logs etc

If the special attack was no use we probably should look at that sooner rather than later.

He said this which was in response to me asking if he could fix the D axe spec I THINK, so we will probably see a poll soon about it.


oh i do hope!

13-Jan-2014 20:25:21

Capt McGee

Capt McGee

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Yes it is, But remember you're in the wilderness, if you didn't want to take a risk then don't go there, simple.
Players should be able to fight someone without being interrupted by a nearby monster because the other player is running away.

The wilderness is meant to be mainly PVP, and i think that PVP should have authority over PVM in the wilderness.


Yeah it is risk vs reward, but again, there needs to be things in the wilderness to help the prey out. Aggressive monsters and thick woods are great.
Everything stated here is forwarded from a major corporation. Nothing here is my opinion. Enjoy your salad.

13-Jan-2014 20:30:57

skillorak
Mar Member 2024

skillorak

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Yes it is, But remember you're in the wilderness, if you didn't want to take a risk then don't go there, simple.
Players should be able to fight someone without being interrupted by a nearby monster because the other player is running away.

The wilderness is meant to be mainly PVP, and i think that PVP should have authority over PVM in the wilderness.


Yeah it is risk vs reward, but again, there needs to be things in the wilderness to help the prey out. Aggressive monsters and thick woods are great.


Woods, rocks, anything stuctual is A-OK in my books, say weaving in and out of objects, perfect, maybe SOME monsters can have interrupt like bosses, but i still disagree that any monster can just PJ you , its stupid and shouldn't be a skillers only line of defence, quite frankly if that's the only means of escape you have in mind when risking it in the wilderness, you probably should get pked. you meaning anyone who's only method of escape is getting the pker pjed by a monster.

13-Jan-2014 20:35:46 - Last edited on 13-Jan-2014 20:36:29 by skillorak

skillorak
Mar Member 2024

skillorak

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I say that the ditch should stay. It has a valid purpose, keeping mean-spirited lurers from tricking people into going into the Wilderness.

The Wilderness is NOT a place you want to find yourself in by accident. The ditch (or the wall) is a good way of making sure people don't just accidentally stumble in after missing the warning messages due to too many clicks.

So I'd say keep the ditch/wall where it is so people don't end up in the Wilderness by accident and get attacked by the sort of PK'ers who will go after anything that moves.


Yes the ditch should stay, nothing wrong with it. :)

13-Jan-2014 20:38:18

skillorak
Mar Member 2024

skillorak

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although i agree with most of this i have to disagree with some here are my issues:

1. teleporting out of kbd - running out of there with loot is suicidal and would leave no chance of the boss slayer to keep his loot safe from pkers. making the items of the kbd skyrocket in which case nobody would want to attack him.
my suggestion-keep the ability to telly out.

2. fountain of rune - great idea minus the no xp part you would be crazy to alch in the wild without xp even if there is no runes required.
my suggestion- allow xp also otherwise its not skilling

3. theiving chest- if there would be no teleport , at least make a run restore area or something pehaps teleport to 20 wilderness or something. too far too hard

4. swag bag - wonderful idea i just want to know if skillers can obtain it and use it too?!?!?

5. the fishing bait - keep it simple to obtain the bait for the 22 healing fish its going to be a monopoly for pkers to kill someone getting the bait and selling the bait to skillers then also killing them for the fish.
my suggestion- keep the bait fishing bait please

you had asked what the revs should drop if included.
to make it even more enticing i say a telly out of any level wilderness tablet this way it would
still bring people to the wild
cost a ton because some skillers would shuck out some mega gp for these
makes it a challenge way worthwhile!


In response to your list are my thoughts:

1. I agree, teleporting out of kbd lair should stay as is.
2. Fountain should have xp 1/3 to 1/2 Definitely not full xp for casts.
3. Chest should have a method of escape nearby, but nothing too overpowered.
4. Agreed, it should be available to anyone, not just pkers.
5. I actually really liked the idea of fishing bait spawning in the wilderness, just make sure the area it spawns in has areas to escape from pkers, but once again nothing too one sided.

13-Jan-2014 20:42:50

skillorak
Mar Member 2024

skillorak

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Mod Matt K-

I mentioned this topic in one of my previous posts, however, I am restating it in order to get some more feedback. The 2007 player base was about 10X larger than the one we are currently dealing with. Having 78 worlds for a population that currently doesn't warrant their use is not only a waste of money for jagex, but it also presents a structural problem for the game. The 2007 population is simply spread out far too much. We often hear people complaining about the wild being empty... or even the worlds in general being empty (I am included in this population). Servers that can hold roughly 2000 players are only holding around 200 at a time ... (this is only 1/10 of the servers capacity). In order to correct such an issue I think the development team should seriously consider removing some of the worlds in order to concentrate the player base.

The benefits are twofold:

1) increases the instance of player to player interaction both inside and outside of the wild.

2) Limits resources for bots and gold farmers

My previous response which was similar in structure to this one received some support, but also some negative feedback. Most of the negative feedback came from those who said, "concentrating the population will only limit resources for legitimate players."

My response to those concerned with this issue would be as follows:

Bots do not react quicker than humans. A legitimate non-bot player 9/10 should be able to out click a bot. In essence concentrating the population will limit resources for bots.

What made 2007 such a special time was the community. Wether you enjoyed pking, skilling, pvming.... you name it.. the commonality that made all of these aspects special was the COMMUNITY. I hope you take the time to truly consider this suggestion. I am interested to hear your feedback.


Agree with everything you've stated fully.

13-Jan-2014 20:50:29

Discomint
Apr Member 2022

Discomint

Posts: 1,388 Mithril Posts by user Forum Profile RuneMetrics Profile
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Mod Matt K-

I mentioned this topic in one of my previous posts, however, I am restating it in order to get some more feedback. The 2007 player base was about 10X larger than the one we are currently dealing with. Having 78 worlds for a population that currently doesn't warrant their use is not only a waste of money for jagex, but it also presents a structural problem for the game. The 2007 population is simply spread out far too much. We often hear people complaining about the wild being empty... or even the worlds in general being empty (I am included in this population). Servers that can hold roughly 2000 players are only holding around 200 at a time ... (this is only 1/10 of the servers capacity). In order to correct such an issue I think the development team should seriously consider removing some of the worlds in order to concentrate the player base.

The benefits are twofold:

1) increases the instance of player to player interaction both inside and outside of the wild.

2) Limits resources for bots and gold farmers

My previous response which was similar in structure to this one received some support, but also some negative feedback. Most of the negative feedback came from those who said, "concentrating the population will only limit resources for legitimate players."

My response to those concerned with this issue would be as follows:

Bots do not react quicker than humans. A legitimate non-bot player 9/10 should be able to out click a bot. In essence concentrating the population will limit resources for bots.

What made 2007 such a special time was the community. Wether you enjoyed pking, skilling, pvming.... you name it.. the commonality that made all of these aspects special was the COMMUNITY. I hope you take the time to truly consider this suggestion. I am interested to hear your feedback.


Agree with everything you've stated fully.

13-Jan-2014 20:53:19

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