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The New Wild (instanced)

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Stoic n Vain

Stoic n Vain

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The New Wild


An instanced world set in the wilderness, with a heap of changes/enhancements.


Hey guys. This is a project that I’ve been working on for a long while.
Here is a list of the contents in order:


Why Is the Wild Dead?
The New Wild - Details and Mechanics
Benefits of The New Wilderness Mechanics
Things That Are Usually In The Wilderness, But Won't Be In The New Wild
Roaming and Instanced Bosses/loot
Standard NPC Loot
Wild Pickpocketing
The Fog
Dust Storms
Gathering Locations and Production Areas
New Abilities To Be Earned
Wilderness Points/ The Four Ways To Gain Wilderness Points
Rewards/ Wilderness Point Trader (Mandrith) + Converting (w) Items



Summary/ TLDR:


I have created a new instanced wilderness idea where you can skill, boss and PVP in the wilderness for points, new abilities, awards, pets and good loot. You can bring valuable loot and abilities out of this instanced world by spending wilderness points to make them tradable in the outside world. You can also use your wilderness points to gain XP in whichever skill you desire. I have removed some items and mechanics, which I think are detrimental to PVP and have also added some new mechanics. You can now attempt to pickpocket players. Bots will have no defence against being pickpocketed, making all players highly effective bot busters. No teleporting, no protect item, risky skilling, every man for himself/survivalist style gameplay. You’re awarded for how well you fight.

Please read Enhancing Combat and PVP at some point. That thread compliments this one.
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:12 - Last edited on 13-Jan-2019 01:34:06 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
Other players have mentioned some of the ideas here before. Some of the ideas here have been mentioned in my previous threads. Many of the ideas here are completely new and created by me after a lot of consideration.


Why Is the Wild Dead?


For a long while, I’ve asked myself the question: Why is the wild dead? From what I can tell and how I see things, I believe that the wild is dead for these reasons:


- Many people don't want to sacrifice time for PVP, because it stops or slows progression in other parts of the game, particularly XP and GP earning.
- Some aspects of PVP are hard to learn. Death costs money. Beginners go broke before they can advance and enjoy PVP.
- Here's the big one. Risk vs reward. You'll almost always make more money bossing than with PVP encounters. Bossing has less risk too. You can make a fair amount of cash from skilling, risking nothing at all. The wild is very risky and the reward simply doesn't justify that risk.
- The commonly toxic PVP community. Grievers, name callers, nsers, verbally abusive, narcissists.
- Losing bank, skull tricks, and accidental skulling.
- Unfavourable mechanics.
- When the wild becomes rewarding, alts and bots start appearing; game mechanics get exploited, boosted and abused and Jagex is forced to nerf the content - at the expense of players who were actually playing legitimately... unfortunately. Warbands and cursed energy were both nerfed by being attackable by anyone anywhere, which meant maxed mains could have a blood bath with defenseless low level pkers and skillers. Combat level diversity was decimated and cursed energy is seemingly becoming dead content since the change.
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:32 - Last edited on 13-Jan-2019 01:41:39 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
The New Wild - Details and mechanics



The new wild will be a new instanced world, sort of like a bounty hunter world… but way different. The amount of new wilderness worlds will depend on the amount of players currently active on wilderness worlds. When the world gets crowded, another world will open. When multiple worlds are open and there are few players on each world, one world will display a count down for the world to close and recommend joining a different wilderness world with more players. This will maintain a healthy population and keeps things competitive.

Teleportation will not exist in the new wild. There will be no functional ancient obelisks and no teleportation spells or items. The only means of teleport will be the boss instance levers and mage bank lever, which will not prevent or save you from PVP, as these zones will be PVP too.

You won’t be able to private message any players that are in a New Wild World, if you are also in a New Wild World. This makes teamwork and organizing alliances more chaotic and fascinating.

If you have not been using summoning (eg you are level 126) and you begin a fight, you cannot loot, make or summon pouches. This will stop the potential abuse of having a friend or alt nearby to drop a pouch to increase combat level/combat potential mid-fight. That’d be unfair for the opponent.

Upon death, players will spawn at a completely random location in the wilderness with no items. Spawn points could be:
Rogue castle, wild altars, mage bank, rev cave, - or just… literally anywhere?

Trading will be allowed and will of course always be risky. Wild items can only be traded on wild worlds; however, most items can be smuggled into the regular game by paying wilderness points.

There will be no achievements in The New Wild. No one will be forced into playing this content.
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:32 - Last edited on 13-Jan-2019 03:11:27 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
The New Wild - Details and mechanics [continued]



-The combat formula will work as normal: 126 without familiar, 138 with.
-There will be an elusive new type of summoning obelisk to make familiars.
-The single/multi-way combat toggle will be re-implemented.
-Friend trailing will not be allowed in The New Wild.
-Player and boss dots will not show on the minimap.
-Should the tool belt work or not work in wild world? Undecided.
-You can only log out in The Fog (explained later). Undecided.
-Dropped items will show instantly to other players, as normal.
-Things that are typically untradeable will all be tradable on new wild worlds.
-So, yes, you can PK your opponent’s fire cape in the new wild ^^
… or bargain for it… which would be an incredibly risky endeavor.

The protect item prayer will not work. Fury sharks will not save an extra item. You cannot keep anything that is on you, when you die. Your banked items will be safe.

Usually degradable items will not degrade on wilderness worlds, even upon death. No need for repairs, ever.

A roaming? slayer master will give slayer assignments, which will double your wilderness points (and loot?) when you kill your slayer targets.

There will be a new quick chat statement: I have killed _ players in The New Wild. I have killed _ bosses in The New Wild.

The banks will stay the same. They roam. You cannot use a bank in combat.

You will not be able to see your usual banked items on wilderness worlds.

The first time you log into a wild world, you will start with an empty bank.
You will start with nothing and progress from scratch. No weapons, no armour, no potions or food. No items at all. You will however maintain all of your skills and abilities that you earned from your regular Runescaping. Progress is saved and maintained upon future logins.
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:32 - Last edited on 13-Jan-2019 03:16:37 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
The New Wild - Details and mechanics [continued]



Maybe a player made fortress that anyone can assist to build/destroy? It will be saved to the world, not the player. It would be an elaborate version of stealing creation barriers, combined with construction/POH style.

There will be no vendors in The New Wilderness world, only the right click option on each item to smuggle (if tradable on the outside), or convert item to points (disabled in combat). A vendor will be available (Mandrith) in the usual Runescape world, Edgeville to exchange your wilderness points for rewards.

If you kill a player in single way, you'll be unable to be attacked by anything (player or npc) for 20 seconds. You will not be able to log out during this time. This allows the player the time to loot and attempt to evade any present threats if desired. You will however be able to attack anyone or anything right away, but this will rid you of your immunity, allowing whatever you attacked to fight back.

The 20-second immunity applies to PVP kills only, not PVE kills. If multi-way combat mode is activated, there will be no immunity, EVER.

There will be a "dark zone", the new deepest part of the wild where the level restrictions don't apply. Wild level 135, for example.

The corporeal beast's lair is PVP and may become an instanced boss area.

You'll get no XP directly from any actions in The New Wild (killing or skilling). Instead, you'll be rewarded wilderness points based on the actions that you do (explained further later).
You will get wild point popups (toggle-able).

Wilderness points will accumulate by doing certain actions such as skilling and combat. You can also convert items to points. Points cannot be lost, only spent.

Wilderness points can be used for many different rewards (explained later).

Gathering Locations and Production Areas will be implemented (explained further later).
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:32 - Last edited on 15-Jan-2019 05:49:33 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
The New Wild - Details and mechanics [continued] (skilling)



All skilling supplies will be stackable, but not end products.

Skilling supplies include: cursed energy, logs, uncooked fish, herbs, secondary ingredients, vials with or without water, leather/dragonhide, unstrung bows, flax, bow string, summoning pouch ingredients, ore, bars, crafting materials etc.

End products include: all weapons, all armour, all food, all potions, all summoning pouches etc.

You will not be able to gather stackable skilling resources while in combat. (This prevents having a player attack you with a weak weapon and ultimately give you immunity from everything while you skill). - Anti boost measure.

Stackable skilling supplies enable skillers to fight back effectively, supporting proper PVP in the wilderness, rather than pkers picking off skillers with ease/low risk of being killed. This will create a real PVP environment, rather than the cat eats mouse environment we have currently. Stackable skilling items in wild idea originally on My wilderness quick-fix's thread.

After doing any skilling action, you cannot log out for 10 seconds! This will prevent bots from farming the wild and instantly logging out when a player approaches. It will also increase the likelihood of PVP encounters in all cases, and increase the sense of danger and excitement. You cannot escape!
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:37 - Last edited on 13-Jan-2019 03:13:37 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
Valley of Peace


Perhaps there could be a small area of the wild where there is a bank and no PVP. This area would have medium level NPCs and medium level gathering areas + a skilling production station. You would be able to skill/create up to t50, and PVE for gear up to t60. This would allow players to get back on their feet if they lost their items and had nothing in the bank to fall back on / anti-grief measure. No wilderness points would be awarded ever in this non-PVP zone. Gathering resources would be gathered slower and NPC loot would be less common in this "no PVP zone". Nothing above tier 50 can be created here… higher level items must be created in the production areas where PVP is enabled. - Have not yet decided if the valley of peace should or shouldn’t be added in The New Wild. Poll?

There will be a new type of
“bounty hunter”
, where two players will be assigned each other’s targets. The victor will receive an additional 50 wild points for killing their bounty target. The loser will receive an additional 10 wild points for their efforts. An arrow will point in the direction of your target. You can skip your bounty target, but will not immediately get a new one as punishment. You can “toggle off” bounty targets, if desired. Bounty hunters should be able to attack their bounty target regardless of their single/multi toggle. This prevents the waiting/camping game.
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:50 - Last edited on 24-Jan-2019 05:23:53 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
Benefits Of The New Wilderness Mechanics



My wilderness solutions deal with every single problem explained in "Why Is the Wild Dead", except perhaps the toxic portion of the PVP community. Although, it will be harder to Grieve and NS players because when a player dies, they will spawn in a random part of the wilderness and it will be difficult to find them again. People will have a lot more to do in the wilderness and it will be a very exciting place, so... possibly, the toxicity will lessen.

Because you cannot bring your usual items from the Runescape world, you will never “risk bank” and never experience the grief/loss/hopelessness of having to start the slow process of making GP again from scratch due to losing a PVP battle. You cannot lose any progress from the main game. This will prevent excess grief and players quitting the whole game due to losing their valuables.

In the current wild, skulling players often take one good item that they expect to keep, due to having the protect item prayer active. Also in the current wild, people often take 3 good items used to PVE with, expecting to maintain those 3 items if they were to die.

Because of bug abuse, human error, confusing (to some) wilderness mechanics – people’s expectations are smashed when they lose items that they never thought they were risking in the first place.

Because you will always lose all items in The New Wild, you know for sure what to expect and what you will lose. Players will then make better-informed decisions about what they will use to fight with and risk upon death. Players will no longer have that fear in the back of their minds of being maced, smited, skull tricked/skull glitched/accidentally triggering an AOE ability etc. Having “lose all item” deaths certainly fixes all of the above issues. Smiters, macers and skull bug abusers will have their power taken away from them in The New Wild.
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:50 - Last edited on 13-Jan-2019 03:25:50 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
Benefits Of The New Wilderness Mechanics [continued]



Most skilling rescources will be stackable, so you don’t have to forfeit food/inventory slots/survivability while skilling and be at a disadvantage when a pker engages you. The fight will be fair. Cooked food, finished potions, summoning pouches, weapons and armour will not be stackable.

PVP winners and losers alike will be awarded wilderness points, directly relative to how well they performed in the battle (explained further later).

Players will spawn at a random location when they die. Players will not have any way to continuously stalk other players, which lessens griefing and NSing.

You will be able to PVP without sacrificing your progression in the game, due to the multiple unique reward systems that The New Wild has to offer.

Using a unique pickpocketing method, utilizing a “captcha”, bots will be highly disadvantaged in The New Wild. You will also be able to pickpocket players of any combat level, so if you’re unable kill them, you still have a chance at obtaining their items. This will be explained later on.

The risk vs reward is justified. It will be worthwhile to play on this instanced wilderness PVP world. You can gain GP, XP and more! You won’t need to miss out in order to have FUN!
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:50 - Last edited on 13-Jan-2019 03:27:40 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,070Mithril Posts by user Forum Profile RuneMetrics Profile
Things That Are Usually In The Wilderness, But Won't Be In The New Wild



The hellfire bow. In my opinion, it just isn't fitting for a player to simply pick up a t99 off the ground in this instanced world, which takes a high amount of time/skill investment to progress for this style of gameplay.

Ancient teleportation obelisks.
All teleportation with the exception of the instance boss levers.

Wilderness Warbands. I don't see the need to have it included on this world, it will just add clutter to an already busy environment. The warbands tents will be replaced by skilling/production areas. You can always go to any other world to partake in warbands.

Chaos tunnels? I don’t know.

All wilderness exits or potential safe-spots, such as the wilderness ditch, gate to Daemonheim, entry to the Frozen Waste Plateau, the mage bank (unless this is changed to a PVP zone), the bonfire areas, air obelisk, chaos runecrafting altar, places where the ring of invisibility takes you etc. You can't use Jennica's ring to access the Spirit Realm.

Keep in mind that the king black dragon and corporeal beast areas will be accessible, but will not be safe spots. Everywhere PVP.

There will be no portents, phoenix necklaces, gorajian mushrooms or numbing roots.

Should there be poison, godbook effects, blood necklace, deathtouch bracelet, and defenders? Undecided. Should auras work? Probably not.
I think poison would be a yes, but everything else is too strong.
Help me fix the wilderness. Enhancing Combat and PVP-----------------The New Wild (instanced)

13-Jan-2019 01:13:50 - Last edited on 13-Jan-2019 03:33:39 by Stoic n Vain

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