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Wilderness Teleport Limits

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Ghosttalon
Oct Member 2020

Ghosttalon

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With the Wilderness revamp, is there any good reason for keeping the old wilderness-level restrictions on teleporting out?

For those that do not have PvP enabled.

Having to still run down to below level-20 if you're not wearing enchanted d'stone seems unnecessary, and this artificial limit was due to PvP mechanics anyway.

Just a question and possibly something for the Ninja team to look at.

03-Oct-2022 11:06:04

Vengeance of
Mar Member 2018

Vengeance of

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The teleport restrictions weren't just for PvP; it's also because the Wilderness is meant to be a naturally high-risk area, and being to teleport out the second things get ugly diminishes that. That's also why almost all of the really good Wilderness skilling methods are beyond the level 20 cutoff point; the reason those skilling methods are allowed to be so good compared to everything else is because of the high likelihood of suddenly getting your teeth smashed in compared to almost any other area in the game. Before Wildy Reborn, that likelihood was supposed to be caused by other players, but since very few people actually cared about PvP anymore, that threat had become something of a non-issue, so now that threat has been replaced with sudden monster spawns.

03-Oct-2022 20:28:34

Rikornak
Oct Member 2013

Rikornak

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I am not so super sure about the purpose of that anymore - as it stands, it feels rather annoying, than something, that would actually give me dread.

It's also one of the main reasons why I can't really get close with Mandrith, since his slayer flow is so incredibly sluggish in comparison to Laniakea - for Laniakea it's doing a task, teleporting to her, do the new task - for Mandrith it's doing a task, get out of the wilderness, teleport to him, get out of the wilderness again (unless the task is extremely close to him) and then do your task.

With the current ruleset, I just can't see a scenario in which this mechanic would contribute to actual danger, rather than just being a nuisance. Possibly those flash events might change something about that - but as it stands it should at least be evaluated. But honestly - I can't see any value in it, unless we have some kind of danger, which would actually chase you down and can't just be avoided by surging away once or some prayer flash.
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04-Oct-2022 06:04:44

Ghosttalon
Oct Member 2020

Ghosttalon

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Evaluation of the mechanic is what I'm after, agreed Rikornak. There is no scenario I can see right now, in which the engagement of combat with either a static or dynamic mob cannot be escaped anyway. At least at max level. As it stands, I think a large area of the Wilderness landscape has likely just been made no-man's land for lower levels -- who, if they have a clue scroll or quest reason to be out there, would be even more in need of a quick escape because they are clearly not going to be out there to engage high-level mobs, random or otherwise.

To the others, historically, those teleport limit mechanics exist because of PvP. As someone for whom this is only the latest transformation of the Wildy, and who has been traversing it since 2006, and has seen all manner of change, there is no reason for this to be a sacred mechanic that can't be touched.

I looked through the achievements again as well -- in a quick scan I could find no achievement that is either devalued or even affected by the teleport limits. Maybe removal or loosening of the restriction could be contingent on some level of the achievement tasks?

As for risk-v-reward in skilling, no one skills out there for the reason that the rewards are not worth it. Being griefed by mobs rather than players doesn't change that, in fact it probably makes the calculus even worse against skillers. A skiller IS 100% going to have a run-in with a random mob and/or PvE hit that interrupts skilling and makes it less worthwhile. Before there was at least a fair chance that you could skill without seeing anyone for a very long time, or switch worlds if you saw a white dot rushing you on the map.

04-Oct-2022 10:23:54

Sylvanheart
Oct Member 2023

Sylvanheart

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Hmm... yeah this is kind of tricky, actually.

I think that teleport restrictions are an important part of what makes the Wilderness dangerous. Even though you can run away from the ambushes, getting out of the Wilderness is supposed to be a fairly difficult and dangerous task. Navigating it, on the other hand, probably shouldn't be so inconvenient.

One thing they could do is allow teleporting, but only to locations that are still within the Wilderness. An additional catch they could add to this is that Wilderness teleports:

1. Do NOT let you escape from ambushes. The ambushers will teleport with you and continue attacking you at the new location.

2. In exchange for this extra threat, teleports that remain within the Wilderness will not reset your Threat level.

If they did this, they could potentially remove all other teleport restrictions. But in exchange for that, they could also make ambushers a lot more persistent. As in they will chase you a significant distance (not forever, though, unless you teleport), potentially even teleporting to you to constantly stay in attack range, even if you Surge. Far enough that it is a major inconvenience to anyone who is actually trying to skill & kill long-term in the Wilderness. Incentive to actually fight back.

They could then add a bunch of Wilderness-unique teleports. Things like a new Teleport to Mandrith option on the Ring of Slaying, which can only be used in the Wilderness. I'm sure there are a bunch more useful Wildy-only teleports people could come up with.

Oh, another neat thing I'd like to see as a slower but safer way of traversing the Wilderness while maintaining Threat is Spirit Realm transit. So, by using Jennica's Ring to enter the Spirit Realm, you can then explore a second version of the Wilderness. It can still have a whole new slew of dangers. But the spawns can be in different locations, which can make getting around a bit safer in some situations.

04-Oct-2022 11:24:26 - Last edited on 04-Oct-2022 11:25:02 by Sylvanheart

Rikornak
Oct Member 2013

Rikornak

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I mean - there could be an easy addition. While being above wilderness level 20/30 you can't teleport while in combat - if you can get out of combat, you're out of danger anyway. Maybe some consolidation for the level in there wouldn't hurt either, since it feels incredibly random what is allowed up to 30 and what not - maybe even consider making this based on the wilderness diary.

Sylvanheart said :
They could then add a bunch of Wilderness-unique teleports. Things like a new Teleport to Mandrith option on the Ring of Slaying, which can only be used in the Wilderness. I'm sure there are a bunch more useful Wildy-only teleports people could come up with.


The slayer cape has a teleport available for any slayer master. By the time you can use mandrith you almost got your slayer cape anyway.

Sylvanheart said :
Oh, another neat thing I'd like to see as a slower but safer way of traversing the Wilderness while maintaining Threat is Spirit Realm transit. So, by using Jennica's Ring to enter the Spirit Realm, you can then explore a second version of the Wilderness. It can still have a whole new slew of dangers. But the spawns can be in different locations, which can make getting around a bit safer in some situations.


That is an interesting idea to be fair.
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04-Oct-2022 12:11:01 - Last edited on 04-Oct-2022 12:12:49 by Rikornak

Ghosttalon
Oct Member 2020

Ghosttalon

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Sylvan, Interesting ideas for future updates, but I was really asking about the existing mechanic. There are times when I'm looking to leave where needing to obby-port to lower levels or run south is a nuisance rather than adding any real danger.

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.

I'd be all for other options within -- a Mandrith teleport, interesting possibilities and new utility for Jennica's ring and the Spirit realm. Solid ideas.

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'?

04-Oct-2022 12:32:21

Ghosttalon
Oct Member 2020

Ghosttalon

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Another quick thought, @Sylvanheart: Teleporting random mobs chasing you could bring a use back for Teleblock, which is now rendered completely obsolete. I haven't even checked to see if it's still in the spellbook with the wilderness changes.

04-Oct-2022 12:47:29

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