All wilderness rejuvenation attempts in both games have failed for the same reason: they are not targeted at players interested in pvp. The goal has always been to lure skillers and pvmers into a dangerous area where the people interested in pvp can destroy them. You are setting yourselves up for failure. People do not want to enter the wilderness because they do not want to die. These proposals will not change that. Even if you release something gamebreaking, it will be the bots who benefit.
You should be encouraging pvp. Read: player versus player; two or more players fighting one another. You should not be encouraging one-sided mercy killings in which you have the player who is forever put off from the wilderness and the player who runs out of cheap targets to get their thrills on. This should be done by making pvp part of the core gameplay of whatever you add, not a side effect of crowding players together.
For example:
Add something resembling the old volcano with a safe banking area, but have a very difficult boss inside. Anyone who enters the volcano is made an anon inside and works together to mass kill the boss; pvp is not enabled before the boss dies. The boss drops an exceptionally generous amount of loot to the top dps and everyone is told who got what. All hell breaks loose as temporarily alliances are made on the fly and pvp is switched on, with everyone trying to steal the loot without knowing usernames, clan affiliation, etc. The one with the loot tries to flee, the others try to kill them. Whoever kills the loot carrier is given the loot, with 10% of the loot having been deleted each time it changes hands.
In the example I gave everyone who takes part necessarily must be willing and look forward to taking part in pvp if they want to be rewarded. It is directed squarely at pvpers. You can also try a skilling angle such as warband instead of the pvm example I gave. But please, by design either direct the content at clans or against them.
27-Oct-2017 23:57:23