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Dev Blog: Rejuvenate the wildy Thread is locked

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Fatal Scars

Fatal Scars

Posts: 85 Iron Posts by user Forum Profile RuneMetrics Profile
I love these ideas! why didn't you do these back in 2007 ? :(

Nevertheless all of the ideas are fantastic, the only ones I have problems with are making Green Dragon pits/areas Multi combat, I think this would push away Dragon Slayers and PKers alike.. other than that it's great. Well done guys.

On another note, you have highlighted the entire east reason as 'Existing multi area' Most of the way leading up on the far east is single and a popular PKing place. Is this a mistake?

10-Jan-2014 20:00:14

Magyk

Magyk

Posts: 7,261 Rune Posts by user Forum Profile RuneMetrics Profile
If you read above you'll probably see I hated most of the new updates. Here I'll try give compromises or just flat out no's.

The addy bars would probably affect the economy quite a bit due to them being used for smithing and fletching. If you were to make noted addy bars a drop, I would suggest this. If the drop rate for addy bars is 4%, make it 2 or 3% chance of dropping unnoted bars, and 1-2% chance of noted. Don't just make it completely easy, add variation.

Green dragon update, my opinion is above, make 1/2 multi, half not. If it's all multi I bet green dhide will skyrocket because who would wanna train on green drags when you could get clan bashed any minute all the time? A lot less people.

Chins in the wildy. Just no. Dont see a way of improving what was suggested.

New fish. Again I'm against. Don't see a need for higher level fishing content, or a higher tier food.

Fountain of rune. Please no. Just no.

Resource area? Not a fan. I like the idea of a rune golem. Maybe have a few roaming the wildy (if possible) with no set area. This would make peope hunt for them, not make it constant, and give people a reward for being sly round the wildy with their gear.

Untradeables. I would probably vote no on current suggestion. There doesnt seem to be many money sinks and many people bring untradeables into wildy. Not sure it would have a huge impact though as I don't have the numbers. HOWEVER, I like the idea of the untradeable becomes a dropped item which acts like a crystal item. It deagrades over time for the person who picks it up. It would also be non-tradeable and once fully degraded (after 5 hours maybe, 10 installments of 30mins) it would vanish. Stats decrease as the item degrades of course. No added money into game, people can't rely on keeping untradeables. Just an idea.

Swag bag. I hate this idea to be honest. I can see it's uses. I realise that skilling in the wildy will be a lot less without it, but I just hate it. Just feels like an /easy/ update..

10-Jan-2014 20:00:31

RebornAgain
Dec Member 2022

RebornAgain

Posts: 251 Silver Posts by user Forum Profile RuneMetrics Profile
One thing I do think would be useful for the forums in general I think would be a like button (I know its not facebook) or a bump sort of thing so you can see how many people agree with other peoples comments, I think that would definitely be a good way to get feed back from a lot of players

10-Jan-2014 20:00:48

whyruhiding

whyruhiding

Posts: 1,218 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

Mat can we get the amount of worlds reduced? Everyone wants it to happen.. There should be at least 500 players on each world, maybe


Lots of people want this im not even sure why it hasnt been fixed yet to be honest. It is kinda ridiculous seeing the average world only have 100 ppl on the worlds.....

10-Jan-2014 20:04:00

Discomint
Apr Member 2022

Discomint

Posts: 1,388 Mithril Posts by user Forum Profile RuneMetrics Profile
-What about adding mummies or higher level zombies in the "ruins" that would drop ancient staffs?

edit:

-cater to players who just want faster xp and don't care about gaining wealth from wild by giving a 5-10% xp bonus to skilling in the wild?

-When killing ents can there be a umcommon/rare chance they drop tree seeds as well?

-magic trees in wild should drop more bird nests more frequently than the ones outside of wilderness with good tree seed drops.

-can exclusive slayer monsters be implemented in wilderness/wilderness dungeon to force or promote more PvM players?

-thieving chests should have a rare chance to get loop/tooth half keys and or dragonstones if not already

-runite ores should have an uncommon - rare chance to give the players uncut dragonstones.. or even all of the mithril tier + ore

-exclusive skill resource items only obtainable in the wilderness

-if skillers are still unwilling maybe add more space to swag bag so skillers won't have to bank so frequently and will feel more motivated to use the wilderness for skilling

-Can monsters and Chaos druids drop food somewhat often and uncommon potion drops as well to extend the players time in the wilderness?

-Demons in wild can drop demonic ashes for just as good prayer experience than dragon bones?

-Can some sort of magnetic rare thingy be dropped to give the fire cape arrow saving abilities like ava's accumulator and animal magnetism would be a quest requirement to receive the drop?? I don't like wearing the accumulator... the fire cape should be helpful to rangers and magers just as much as it helps melee!

-will this apply to the wilderness in every world or just a few worlds?

-can the amount of worlds this takes place in be reduced to increase the chance of player interaction in the wild?

sorry for the repeated message I missed a few things out

10-Jan-2014 20:05:30

BUSHDlD711
Mar Member 2024

BUSHDlD711

Posts: 329 Silver Posts by user Forum Profile RuneMetrics Profile
This is like a dream come true! I love all of it, i would literally scream like a little girl if i saw a massive amount of people pking again. One suggestion though would be to add skills for EVERY side of the spectrum, im talking things like this....

1. Add farming patches that yield a higher chance of producing more herbs, and less chance of disease.
2. Add a smithing pool of lava or something along those lines. This will allow players more smithing exp while smithing in the wilderness.
3. While mining rocks such as runite, give a chance that players can recieve an uncut dragonstone while mining IF they are wearing an amulet of glory.

4. Make it so that certain slayer tasks in the wilderness provide a slayer exp boost and possible enhanced loot, if you are to venture out there to kill them.

Pretty much everything here I would like to see, some is probably not needed but would be nice. Oh and one more thing....

5. BE CAREFUL HOW YOU IMPLEMENT THIS UPDATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I cannot stress this enough, although it is a marvelous update, if there is not enough pkers to weed out the skillers and create a serious problem from them while skilling in the wilderness, it's definately going to ruin the economic side of things...as skillers will be able to run free and experience no trouble in collecting thier buffed resources. Not to mention bots 0.o

10-Jan-2014 20:08:36

Magyk

Magyk

Posts: 7,261 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

-When killing ents can there be a uncommon/rare chance they drop tree seeds as well?
-magic trees in wild should drop more bird nests more frequently than the ones outside of wilderness with good tree seed drops.
-thieving chests should have a rare chance to get loop/tooth half keys and or dragonstones if not already


Just saw these.

These are good ideas. Take note.

Instead of giving noted logs from ents. Give rare chances of decent - amazing tree/herb/fruit tree seeds whilst woodcutting on them (after defeat)

Gives a clear reason to woodcut them. However, isn't op such a noted logs.

Higher rates of current items instead like bird nests or same rate of nests but high tier seeds, rings are more common. Not over the top but gives incentive.

Thv chest. Adding rare rewards from these in wildy would be a good incentive too. I think it would be likely that this, although a good idea, would become dead content but adding these little rares, maybe shield half, dstones, key halves or something would make people want to try their luck and avoid it becoming unused.

Very good ideas from whomever I quote.

Now I've wasted over 5k characters on this thread alone about these updates. So I'm gonna leave now :P

Hopefully we will see incentives which are decent, but not over the top. Will make people want to train/ go to the wildy more, but not make it devalue other aspects of the game. Demi-bosses, good. Swag bag, bad. D pick, good. Noted skilling items, bad.

Basically those are my opinions.

10-Jan-2014 20:08:50

[#S827J5K6H]

[#S827J5K6H]

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
Ill make my opinion as simple as possible.

1) Yes to beefed up monsters, revanents(however, please dont re-release vesta, morrigan's etc, it was extremely OP and will ruin PVP even further) and aviansies dropping addy bars noted. This is a nice change.

2) No to resource changes in the wild. Theres so many worlds where there is no one in the wilderness. Adding resources wont bring more people into the wild in these worlds where the majority of players are bots. It will just lower prices and boost xp rates. THIS IS A BAD IDEA.

3) I like the new bosses, seems good.

4) Please dont re-release dragon pickaxes. PLEASE. Rune is so nostalgic, dragon is bleh.

5) Swag bag is a ********. If pkers want to pk resource farmers, they are killing them knowing they want resources. If they don't want to eat a shark to take a runite ore, then they shouldn't have pked them. A swag bag will just make it harder to kill pkers. You have to make a sacrifice, extra loot, or extra food. Thats what makes the wilderness exciting. Not extra inventory slots....

10-Jan-2014 20:08:51

Maxed Alpha

Maxed Alpha

Posts: 78 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
How many people actually trained agility very much at wilderness course? It is easier for a "skiller" to do monkey madness and rfd and do ape toll or just barbarian fish and train agility, str and fishing all at the same time.

How many actually go up to kill green dragons? Blue dragons and black dragons after rfd are easier to kill without risk of being pked.

Coins dropped is not a good idea for nontradable items. How about a different conversion? nontradable items are converted to elite clue scrolls that can be traded? And make the clue scrolls give decent items, like saw mill tele, and other such things that people would do or a bag to help carry more logs to the saw mill or a bag to help with smelting/smithing training?

Just adding resources or monsters to wilderness won't attract people who don't normally go to the wild. Reward has to be greater then risk+time and much of what you lay out, while promising, does not make the reward greater then risk+time.

"how many actually go up to kill green dragons? Blue dragons and black dragons after rfd are easier to kill without risk of being pked."

ROFL, have you seen green drags today? You know most of the produced bones are not even players. Its Bots... Making all green drags multi (+buff the drops) will
stop ALL green drags bots
, finally.

10-Jan-2014 20:10:10

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