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Dev Blog: Rejuvenate the wildy Thread is locked

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Zynk

Zynk

Posts: 465 Silver Posts by user Forum Profile RuneMetrics Profile
Don't make a fenced off area with high-level resources. Instead, spread out the resources across the high-level Wilderness. For example, put runite rocks at the Pirate's Hideout mining site and Magic trees along the outside of the Deserted Keep. Put high level fishing spots on the shores of the deep Wilderness as well.

I like the idea of adding golems that turn into rocks on death. How about these rocks giving 2-3 ores instead of one, because of the effort players would need to put in killing them?

Some other ideas: Adding NPC's who will note your ores near the Hobgoblin mining area and the skeletal mining area. I think that would offset the annoyance of monsters attacking players and attract skillers (and subsequently pkers) to those areas.

10-Jan-2014 22:06:38 - Last edited on 10-Jan-2014 22:07:15 by Zynk

Diane Meyer

Diane Meyer

Posts: 856 Gold Posts by user Forum Profile RuneMetrics Profile
Well first off I don't really support these changes? I mean it is just too much. Like maybe build upon it over time but I'm concerned that with ALL these things added at once it will just affect too many different markets and aspects to the game/economy.

I am all for the Wilderness getting busy again but.. just be wary of implementing too many changes all at once. I can see there being a huge surge in the beginning and than dying down to dead content because there is just too much stuff.

Other than thinking there is too much at once and it may affect the game too drastically the only other main things I thought of while reading it are:

1) The new GWD dungeon thing will be part of the PKable wilderness correct? Otherwise bots will gain tons of cash at avansies without having the risk of being killed. I know I for one love killing bots and I would go kill them regularly.

2) Lower level skilling accounts literally gain nothing from this update. In fact they lose because their "non-wilderness" methods of training are considerably less profitable than "wilderness" methods of training.

3) I am for untradeables being lost on death,but is turning them to coins the solution? It may cause a lot of extra GP to enter the game.

4) Resource dungeon needs a high cost to enter I think. Otherwise every world has a ton more resources which are much more profitable for high level skillers than non wilderness options.


Other than that just be careful polling and inputting all these things players and mods. Think about how it may affect every aspect of the game.
Make these developer blogs less busy! Too many big things are being offered at once!


-Diane Meyer


Remove Teleport to Minigame!
STOP THE NEW CONTENT!

10-Jan-2014 22:08:03

Philphish

Philphish

Posts: 38,575 Sapphire Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
The 'swag bag' has a two problems.

1. change the name.................................
2. It could be very Over powered, if people are able to open it at the bank/wildy, couldn't they deposit more food, in the bag giving them a better chance? Also that will degrade the prices of the new fishing area that may be introduced due to people being able to get x48 fish per trip instead of 26.


they can't withdraw items from the bag, so no

and people who take a bag full of fish are taking significant risks. It's like getting a full inventory of runite ore in the wilderness, the increased risk often isn't worth it

10-Jan-2014 22:08:31

Norne
Jan
fmod Member
2012

Norne

Forum Moderator Posts: 76,250 Emerald Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Oh and watch this punk ass skillers ruin the votes when they pop up. Lmfao.

Should honestly be a kills requirement on the next poll to be able to vote, happy days.


Uh, this affects skillers too - why shouldn't we get to vote? If you think the idea wont pass perhaps its time to modify it so more are happy with it. ;)


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10-Jan-2014 22:09:26

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