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Wilderness Teleport Limits

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Roddy Piper
Jan Member 2011

Roddy Piper

Posts: 13,751 Opal Posts by user Forum Profile RuneMetrics Profile
They could make it so when you are at the highest threat level you unlock a chance to receive a tradeable teleport item on the drop table. (like 1/100)

So if you get one you can just teleport away, or run out manually and sell it.

04-Oct-2022 13:54:53

Sylvanheart
Oct Member 2023

Sylvanheart

Posts: 222 Silver Posts by user Forum Profile RuneMetrics Profile
Ghosttalon said :

My initial reaction to much of what you're suggesting is that these would take "mob-griefing" to a whole 'nother level, will make the wilderness even more annoying, and put any content out there even more out of reach than it is currently to lower levels. It would become even more dead. To make these feasible, I think more would have to be done to match pop-up mob to the player's level and offer some pretty darn good rewards for those that choose to stop, fight, and manage to defeat these dangers. There is some good potential for some one-off type PvM encounters especially if reward for the risk is worth it.

Question (keeping in mind I've been back in game for only a few days): Under what circumstances would you want to intentionally add to or maintain 'threat'?


Mmm... I forgot to mention that I also think that the current system of loosing ambushes on the player with mobs they can't even fight back against is silly and needs to be reworked to actually match the player's capabilities. Of course players are just going to run away and not bother fighting back when half the time they can't fight back. I suppose they probably built this update with end-game players in mind. Same could be said for a lot of things these days :@ . Not that I am against endgame updates. It's just not really useful for attracting new players.

But anyways, to answer your question, the whole Threat system is supposed to be risk v.s. reward. Higher threat means faster kills and better loot, as far as I understand it. So losing all our threat when we teleport is kind of problematic. Of course we should lose it if we leave the Wilderness, but otherwise there should be a better way to get around while maintaining it.

05-Oct-2022 00:22:58

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Sylvanheart said :
Mmm... I forgot to mention that I also think that the current system of loosing ambushes on the player with mobs they can't even fight back against is silly and needs to be reworked to actually match the player's capabilities. Of course players are just going to run away and not bother fighting back when half the time they can't fight back. I suppose they probably built this update with end-game players in mind. Same could be said for a lot of things these days :@ . Not that I am against endgame updates. It's just not really useful for attracting new players.

But anyways, to answer your question, the whole Threat system is supposed to be risk v.s. reward. Higher threat means faster kills and better loot, as far as I understand it. So losing all our threat when we teleport is kind of problematic. Of course we should lose it if we leave the Wilderness, but otherwise there should be a better way to get around while maintaining it.


I mean to be fair - you shouldn't get a couple of goblins spawn on you, just because you entered the wilderness without any combat capabilties, since this would punish players for levelling their stats again. There is nothing wrong in running if you're not able to fight.

What they can do is making those spawns based on where you're in the wilderness - southern wilderness was basically untouched with the rework, so it could be made into a place more appealing for medium levelled players - and even f2p ones, since they for instance lost their only location with fire giants following that update. But that doesn't imply, that every location should be cb3 friendly - even when you access it easily. Since they expect you to have protection prayers available, base 40 stats wouldn't be unreasonable.

It's almost like the welcome bear from world of warcraft, which just will maul you for going into places you're not supposed to be in yet.

https://wowpedia.fandom.com/wiki/Welcome_Bear
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

05-Oct-2022 05:45:16 - Last edited on 05-Oct-2022 06:09:12 by Rikornak

Ds Fads
Nov Member 2021

Ds Fads

Posts: 38 Bronze Posts by user Forum Profile RuneMetrics Profile
I have a different suggestion that is based on the area Wilderness Flash Events take place in, but pertains to "teleporting" in a sense by hopping worlds in the proximity of a flash event area, causing the activities' required kill or gathering counts to potentially increase to unattainable amount based on the remainder of the event's countdown timer.

In low-population worlds, clans often join all at once to grief the players who are almost finished with their objective in order to ensure no one receives the rewards and belittle the people around them about their amount of in-game time, knowing nothing about how they spend their free time or other facets of their daily life.

Limiting the events to the players present within a certain proximity of it would easily mitigate the effects of world-hopping groups and allow the players who arrived at the event promptly to remain eligible to participate and meet the event's requirements.

Thank you for reading and I hope the developers consider this suggestion for reducing malicious players.

25-Oct-2022 02:11:44

Adarajin
Jan Member 2005

Adarajin

Posts: 14,238 Opal Posts by user Forum Profile RuneMetrics Profile
I like the idea of an out-of-combat teleport from anywhere in the wilderness - perhaps to make it a little more risky, have it take longer to go through the teleport animation the deeper you are in the wilderness? Of course, achievements could be used to speed this up.

If Jagex were to add in an instantaneous wildy to wildy teleort, I like the idea of mobs following you throuhg the teleport, unless you were to teleblock them first in which case you would be able to escape. Is there an aoe teleblock? If not, I think there should be one :-)

Ds Fads - why don't you create your own thread instead of trying to hijack this one? I'm not going to comment on your idea beyond that statement until you do...
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

25-Oct-2022 02:35:46

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