I've got a great idea for incentive for skillers to skill in these PVP worlds. Instead of offering an "xp boost", you could simply recolor or make slightly variations to the existing models for the most popular methods of skilling and/or item collecting.
As we all know, people have their own training methods. Some value the fastest xp/hour, while others want the most profitable way to train a skill, while others want a balance of both.
Pvp worlds for skillers must offer additional rewards for the risk of being pked. Pvp worlds will offer "optimal experience per hour, profitability, or a balance of both" but only for those players who are truly cunning and skilled at the game who are willing to sneak around the world, and have the ability to elude the pkers.
My idea explained:
Creative descriptive word- popular resource name here, with changes made to color, etc with slightly higher level requirements then non pvp resource that offer slightly higher xp/hour which can be made into weapons, armour, etc that have slightly higher stats then their "normal" counterparts. They also look more aesthetically pleasing for the most part.
For example, "fine yew logs" at level 65 woodcutting on PVP worlds could offer slightly higher xp/hour rates then chopping normal yew logs on a non pvp world, and they'd offer higher firemaking, and fletching xp /hour for the logs. To fletch "fine yew bows" you'd need "fine flax" which could be made into "fine bowstrings" etc.
For fishing going the "profit route" on PVP worlds, you'd have giant lobsters that give more cooking xp so therefore can be sold for more, and they heal slightly more then regular lobsters. For the fastest xp, I'll use barbarian fishing as an example, you would catch "leaping rainbow trout", and "giant leaping salmon", etc that would offer slightly higher xp/hour rates on PVP worlds only.
This content would need to be balanced to ensure that it doesn't become "dead content" or overpowered, but it could work
04-Oct-2013 22:19:21