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Dev Blog: Rejuvenate the wildy Thread is locked

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12 Oz

12 Oz

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In regards to those who have said to just 'lose untradables on death ANYWHERE', that would deter competition in the wildy if anything. Would you risk a torso that take ~3 hours to get when you die several times an hour (in an ideal wildy, you should have numerous fights an hour.. death would be inevitable).
So if this were to happen, you could guarantee that players risking them would safe like crazy, never risk (leaving health low because you have the opportunity for a KO), would teleport much more often... Yes, it would deter [ideal] PKing conditions.


Yeah because getting a kill and having hardly any loot is worth the time because the guy you've killed had 2-3 untradeables on him. Yeah that's the way to go.

11-Jan-2014 06:35:12

pvtn

pvtn

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Original message details are unavailable.
Original message details are unavailable.
In regards to those who have said to just 'lose untradables on death ANYWHERE', that would deter competition in the wildy if anything. Would you risk a torso that take ~3 hours to get when you die several times an hour (in an ideal wildy, you should have numerous fights an hour.. death would be inevitable).
So if this were to happen, you could guarantee that players risking them would safe like crazy, never risk (leaving health low because you have the opportunity for a KO), would teleport much more often... Yes, it would deter [ideal] PKing conditions.


Yeah because getting a kill and having hardly any loot is worth the time because the guy you've killed had 2-3 untradeables on him. Yeah that's the way to go.

hopefully in wildy people won't bring those items deep. One of the reasons i didn't do the quest for veng yet is because like you said, everybody is in torso and firecape or void and there isn't any variation in gear with the pvp worlds.

11-Jan-2014 06:37:40 - Last edited on 11-Jan-2014 06:39:06 by pvtn

Routahauta

Routahauta

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9. There should still be loads of barren wastelands and empty space. Rather than adding new monsters that drop stuff, it's wiser to make existing monsters drop Dragon Pickaxe, particularly Chaos Dwarves. KBD and Chaos Elemental drops could be improved in other ways.

10. Rather than adding new runite rocks to the West, just add more runites to Lava Maze Mine, Lava Maze Dungeon Mine and Pirates' Mine. (while also halving timers in Wilderness, ore prices cannot be affected because of the rune item high alch values)

11. Red dragons should definitely drop onyx bolt tips and blood runes.

11-Jan-2014 06:42:19 - Last edited on 11-Jan-2014 06:46:20 by Routahauta

Plasma Aaron

Plasma Aaron

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Making ALL of the green dragon spawn areas multi-combat seems a bit excessive.

Cannoneers were bad enough in these places as it is, I can just imagine the scene if this were to be put into place.

Another thing, about preventing people from teleporting out of the KBD lair, seems unnecessary as well. Just the fact that a player could pop in and Tele-block you seems to be enough of a risk here. If this was to be put into place, at least move the lair a bit south to make the trip less cumbersome.

I love the idea about the leaked GWD creatures, although I hope that there will still be certain requirements to access this new dungeon, just to keep it from being incredibly crowded, of skillers and PK-ers alike. Not too-tough requirements, just some entry-level stuff that not everyday players will have. Maybe even a mini-quest related to the God Wars.

Also, on teleports. I know past 20 level wilderness, you cannot teleport at all.

But how about the idea of teleports to designated spots WITHIN the wilderness that you can teleport to? This would be useful for both PK-ers and skillers alike, and would give the skillers some type of chance to escape, and convince the PK-ers that they can't just go barraging into the wild all the time and expect an easy kill past 20 wild.

We could use the already existing ancient's teleports, as well as add some regular magic teleports.

All these teleportation areas would also be focal points for pkers to war around, for the hope of an unwary skiller or other pker teleporting to an unexpected fight, instead of an escape route.

11-Jan-2014 07:06:35

Elsword

Elsword

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The update sounds absolutely amazing! I have a question though. I love slayer as well as many others, and participate in many clue scroll runs. Due to the activity in the wilderness, clue scroll rewards 9/10 time will be not worth the trouble. Will there be a better reward for clue scrolls that make you go through the wilderness multiple times?
-Thanks

11-Jan-2014 07:47:44

Markipedia
Dec Member 2022

Markipedia

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I have to say that i like the idea of a god wars dungeon, dungeon. Not sure what to think about revenant, i myself can only remember them as annoying things that would try to kill you while you were killing drags or training agility

11-Jan-2014 07:59:06

Bsaunders0
Nov Member 2005

Bsaunders0

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Before my response is met with any negativity or flaming, know that I want PVP to get updates that are engaging and sustainable. PVP has been and is a major aspect of the game, and should be going forward. That being said, I perceive detrimental flaws in this outline to revive the wilderness.

Most glaring is the assumption that reviving the wilderness demands incentives for people who don't want to participate in PVP to enter the wilderness. The alternative should be an update that encourages people who do enjoy PVP (but choose not to because of its current state) to re-enter the wilderness in concentrated areas to meet others interested in PVP. In essence, this proposed update will convert skillers and bossers who wish to make use of the new content into cash cows for the disgruntled PVPers who bank no loot after using an inventory of supplies. I fail to see how skillers and PVMers need to be held responsible in the form of designing them to be victims with a competitive disadvantage (as they focus inventories and gear toward their respective activities).

Aside from my disagreement with the premise of the update, I'm disappointed in many of the proposed changes. In particular, I was looking forward to the implementation of the dragon pickaxe , but had hoped it would be released another way, rather than a hasty addition to arbitrary drop tables without any appreciable or discernible lore accompanying it. The proposed range and mage shields from demi-bosses that are weak to specific combat styles reeks too much of EoC for my taste. Other proposals like the Fountain of Rune are so useless in their current state they will immediately be dead content.

Additionally, I'm concerned with the impact on clue scrolls. There has already been a lot of dialogue about risk versus reward, and any player who does a wilderness clue scroll will assume a significant amount of risk for, on average, a scant reward.

11-Jan-2014 08:02:13

Final Feud
Apr Member 2014

Final Feud

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I have to say that i like the idea of a god wars dungeon, dungeon. Not sure what to think about revenant, i myself can only remember them as annoying things that would try to kill you while you were killing drags or training agility


I'm guessing they'll create a separate cave or dungeon for them like in the main game. Prior to FT/Wilderness return, they roamed openly in the wilderness on a patrol route simulating Pkers.

But I wouldn't mind them roaming the wilderness again, it was fun hunting those things.
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11-Jan-2014 08:11:13

Avlator

Avlator

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Jagex,

This is the first VERY promising devblog I've seen in a while. I think a lot of pkers would come back, and potentially skillers too as this in theory seems to be a fantastic idea. Make sure you read the comments players have wrote, there has been a lot of great ideas added that would make it even better.

11-Jan-2014 08:18:48

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