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Wildy Rejuv II - Revisited

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Gistermorgen

Gistermorgen

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Alright, first of all, it's always good to hear projects are reviewed and clearly the Oldschool team have realized themselves that a lot went wrong on the Mage Arena II project. However, I feel even more discussion is needed even apart from the changes now listed in the blog.

The argument is made that Mage Arena II has had the desired outcome for PVP and, whilst I will not argue with this short term, I will argue with it long term. If you put any BiS item in the wilderness, more adventurers will travel there. However, longer term people will not be looking for the cape anymore, or at least not as much and Wilderness activity will decline to what it was before the update. Long term, Mage Arena II will have no effect whatsoever on wilderness activity. Yet, we have given up what could have been one of the most interesting pieces of content released. However, I believe it is not to late to change the way we obtain these new capes. To change the content to what it should have been in the first place, just like Mage Arena I progress waves of monster getting harder in... Well, you know an arena. Players can be attacked in there too!

As a question, what is the rational behind saying this update had the desired effect? How is it going to keep players in the wilderness long term? I'm afraid I don't quite understand how this was successful, rather it was obvious and always going to happen. I'd love to see the figures 6 months from now.

20-Dec-2017 17:22:38

Gistermorgen

Gistermorgen

Posts: 2Bronze Posts by user Forum Profile RuneMetrics Profile
a Miko said:
Gistermorgen said:

As a question, what is the rational behind saying this update had the desired effect? How is it going to keep players in the wilderness long term? I'm afraid I don't quite understand how this was successful, rather it was obvious and always going to happen. I'd love to see the figures 6 months from now.


It's not the Mage Arena 2 that will keep wildy active long-term, it's the revenants. One of the best money-makers in-game will always attract more players there which also attracts more pkers. I don't necessarily agree on the wave-based thing cus BiS range cape won't be anything like that either. It should be an upgraded version of its predecessor. Besides, wave system would make only one spot a hotspot whereas having demons (or whatever they'll change to) randomly spawn within the whole deep-wild area increases activity all around. But yes once people have their capes, they might not go back there anymore. Unless they use them for pvp and die, of course


Yes, I agree with you, after rereading the post they did not specifically attach the improvement of players in the wilderness to Mage Arena II, my bad. However, I really then don't see why they went with an approach so massively different from the original if it wasn't to attract people. What then was the idea behind this approach? Why not do something that both feels, looks and plays like a successor of Mage Arena II? I don't see any logic in the decisions made.

20-Dec-2017 17:42:22

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