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Kourend Rework 2: Hosidius

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Squatngopnik
Apr Member 2023

Squatngopnik

Posts: 714 Steel Posts by user Forum Profile RuneMetrics Profile
only thing wrong with this is removing the bank that is right next to the river which has the access point to the catacombs where the king sand crabs is other then that, the new design is really good, makes the house not look like a mess.

02-Oct-2018 10:39:05

Rick Favian

Rick Favian

Posts: 14 Bronze Posts by user Forum Profile RuneMetrics Profile
I don't really have much feedback to give since i've never really been that interested in Zeah, the only wish i have is that you cut down on it's size, it just seems abnormally huge and lots of unused space that just seem wastefull.

02-Oct-2018 12:24:52

Zmancool

Zmancool

Posts: 25 Bronze Posts by user Forum Profile RuneMetrics Profile
Mod West, I love this!

Would be great to see some other areas of kourend looked af at well. Such as the piscarilius and arceuus houses.

As far as hosidius house goes, I think we would prehaps go even further and introduce some other unique farming methods. Maybe we introduce an abbandoned farm that through a quest unlocks the players ability to take control over the land area. Inside the farm, players could use construction to build buildings and equipment on the property which would be an instanced area. Players would use the farm to raise animals as well as grow large crops such as wheet, corn, etc which could supply food for the animals. Animals that can be raised would have 2 classes: 1 of which could be chickens, cows, goats, sheep, etc which could be used to get large quantities of food, hides, feathers, etc. The second class of animals could contain follower type creatures, such as wolves, monkeys (with completion of monkey madness), god birds, baby dragons, etc. Raising of animals could be a feature of farming or could be considered its own separate skill.

02-Oct-2018 14:41:42

My Cave Now
Dec Member 2023

My Cave Now

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
https://oldschool.runescape.wiki/w/File:Kharedst%27s_memoirs_-_Hosidius_teleport.png
Bring's us very close to "new" Glade's teleport can't you just keep it at Where ruin's would be,it's very useful for getting to crabs ,also useful for herb farm runs among few little other things.

02-Oct-2018 15:41:41

Packyff
Dec Member 2006

Packyff

Posts: 540 Steel Posts by user Forum Profile RuneMetrics Profile
Really happy that you're doing this; this is much needed.

I have a suggestion that I don't think would add any significant work. It seems like all these changes are being done with the idea of pretending it always will have looked this way i.e. sweeping the old Hosidius under the rug. For example, the lore behind the old fort is that it's been left abandoned there for a long time, yet we all know there was a bank there before.

Obviously if this would take any amount of time it wouldn't be worth it, but would it be possible to have some small in-game explanation as to these updates? Even something as small as the Varrock makeover being forever immortalized in the never-changing newspaper.

It sounds like eventually all of Zeah's boroughs will be getting updates; I think it would be a shame for them to all just feel like usability/software-updates. At the end of the day, this is still an RPG. As much as the playerbase has grown up, I still believe we'd rather see in-game reasons for change rather than a screenshot of your Jira board.

03-Oct-2018 14:01:51

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