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Wilderness Rejuvenation II Thread is locked

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BelleDelphne
Aug Member 2021

BelleDelphne

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Angel2D4 said :
Thank you jagex.. this poll is exactly what I like to see.. no confusion or thinking about it.. I can vote no to all of it without giving it ANY further thought. =)


That's not fair to the PK Community at all, PvM/Skill updates we always vote yes to and really consider. Please do not be one-sided, this update is actually needed.
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25-Oct-2017 23:39:12

Angel2D4

Angel2D4

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BelleDelphne said :
Angel2D4 said :
Thank you jagex.. this poll is exactly what I like to see.. no confusion or thinking about it.. I can vote no to all of it without giving it ANY further thought. =)


That's not fair to the PK Community at all, PvM/Skill updates we always vote yes to and really consider. Please do not be one-sided, this update is actually needed.


So you believe it's not fair to the pk community if the skillers say NO to adding more skilling content to the wildy?

You "always vote yes to" the pvm and skill updates? All the more reason for me to vote no to this. =)
"Nothing in all the world is more dangerous than sincere ignorance and conscientious stupidity" -Martin Luther King Jr.

25-Oct-2017 23:42:43

Blade Nova
Aug Member 2023

Blade Nova

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I think most of this is a horrible idea and i am definatly going to vote against it...

I dont think the wilderniss needs a update at all. And if it would, there's plenty of dead content inside of the wilderniss wich could be revamped instead of adding new stuff.

The altar might be decent, i could vote yes on that.

The idea to add a upgrade on mage capes is decent, but i definatly dont like the way it's worked out in this post so no on that.

I dont like the idea of the PvP armours at all, a big no there.

And revenant caves, god please no that really seems like such a bad idea.

How about reviving some other dead content instead, there's plenty everywhere. Also in the wilderniss.

If i could give one suggestion for the development of OSRS i feel like it should be focussed on improving and/or changing dead content alot more over adding anything new.

Yours truly.
Scaping since 2002.

26-Oct-2017 00:16:56 - Last edited on 26-Oct-2017 00:27:46 by Blade Nova

BelleDelphne
Aug Member 2021

BelleDelphne

Posts: 321 Silver Posts by user Forum Profile RuneMetrics Profile
Angel2D4 said :
BelleDelphne said :
Angel2D4 said :
Thank you jagex.. this poll is exactly what I like to see.. no confusion or thinking about it.. I can vote no to all of it without giving it ANY further thought. =)


That's not fair to the PK Community at all, PvM/Skill updates we always vote yes to and really consider. Please do not be one-sided, this update is actually needed.


So you believe it's not fair to the pk community if the skillers say NO to adding more skilling content to the wildy?

You "always vote yes to" the pvm and skill updates? All the more reason for me to vote no to this. =)


I see your point, it must be frustrating for others like you in those situations - However, like I've stated players can choose to PK single-handedly or they are welcome to adopting PvM/Skilling. Or vice-versa It's a game after all. Updates for the well being of each community is important. Of course, a fair bit of High profile skilling would be risk-based though, Rune ores was an original concept of this. Everything needs a balance. I ask of you to reconsider before voting is all, thank you.
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26-Oct-2017 00:23:18

Odens origin

Odens origin

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The amulet of perish seems a bit far fetched and don't like the concept of it at all.
Unsure about the key scroll idea though. I'm kind of interested to see how it'd turn out.
The mage arena II capes shouldn't be +20 in offensive/defensive. +15 would be ideal.

26-Oct-2017 00:29:59

BelleDelphne
Aug Member 2021

BelleDelphne

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Mage Arena II Tweak:

"Mage Arena II is the next step in this miniquest series and offers challengers a brand-new best in slot magic cape! Getting hold of such an item won't be easy though. For anyone that has completed the original Mage Arena and unlocked the ability to cast all God spells outside of the Mage Arena, Kolodion will task those with 75+ Magic to track down and defeat 3 brand-new bosses, found in random locations within deep multi-combat Wilderness and only being damaged with specific God spells."

My proposal is to bring a 4th Mage cape into the game, The Zarosian Mage Cape


The cape itself would be an end result of killing 1/3 bosses and receiving a "Shadow heart" This heart would be (Zarosian Based) and would be accepted by Kolodion, with 2 other regular heart pieces. I do recommend having this be somewhat of a rare drop while completing the new mini-game.

If this seems a bit too quick, the heart can always be broken into 3 pieces itself. Roughly the same concept, while killing all 3 bosses for their hearts. A "Shadow Heart Shard" would be dropped as well with 1 of the hearts. Combining them all together would result in a Shadow Heart which could be traded to Kolodion by itself for a Zarosian Mage Cape.

The purposes of this cape would allow you to cast ancient magicks with a Staff of The Dead and Toxic Staff of The Dead. This could be taken into consideration with both the toxic/normal Tridents as well.


A lot of players do tend to use ancients with these weapons whether it is in multi fights, single fights. However, there is no auto cast option on them. The cape would simply allow that to be possible. No improved damages aside from what the cape already consists of, or Stuns, Venoms, etc.

Personally whenever I PK I am always maging and I always use a staff of the dead (Toxic), and i always thought to myself "I wish we could autocast with this" and still do, due to certain things that occur in fights
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26-Oct-2017 00:40:15

A Duh2
Sep Member 2012

A Duh2

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This needs a revision for sure. A couple things are wrong, at least to me.

1. Why do the new capes need to be in multi? Clans will be a huge problem to get the new capes. Like another person suggested put them in a non-wilderness area to fight but in order to get to that area you have to traverse the wildy. You could still use the Hot/Cold device to locate a hidden staircase/dungeon to fight them in.
- Side point, if we are going to lose the capes upon death how about each boss killed with the correct God spells should be counted for the kill to upgrade the cape. That way getting the capes again wouldn't be as much of a pain; to me killing 9 of them in random locations in multi zones doesn't sound fun for 3 cape upgrades.

2. 40 def for a pair gloves that are supposed to be close Barrows gloves?? That seems a little odd. Make them have a ranged and higher defense level to wield if your going to ignore all the quests needed for the Barrows gloves.
"I know who I am; I'm a dude playing a dude disguised as another dude."

26-Oct-2017 00:44:41

Aux 126
Feb Member 2023

Aux 126

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"The Revenant caves will be multi-way combat throughout"

Previously the Revenant caves had a small area near both entrances on the inside that was single combat, will this still be in place with the new rev caves? The rest of the caves throughout were however Multi Combat

26-Oct-2017 00:48:45

Pernyx
Nov Member 2020

Pernyx

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I'll be voting 'NO' to the PvP equipment, for 2 reasons. I don't think the armors are a very good update for the same, as the PvP armor was almost always 'staker tier' equipment that nobody in the right mind without loads and loads of money ever used. Also, don't want the armor if there's no weaponry to go with it.

If the weapons were polled, I'd vote yes to those for sure. The weapons were actually usable by average players as spec weapons. The decision to not even poll the weapons is the first choice the OSRS team has made in a while that I strongly disagree with.

Also, I really think the Mage Arena update should introduce a new Zaros God Staff, Spell, and Cape, rather than just upgrading the current cape.

Finally, this update overall just seems really half-assed compared to the first Wildy Rejuv. update.
ROLL TIDE ROLL

26-Oct-2017 00:52:53 - Last edited on 26-Oct-2017 00:58:27 by Pernyx

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