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Gwyndolynn

Gwyndolynn

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Table of Contents


1. Table of Contents
2. Overview
3. Wealth
4. Wealth (Continued)
5. Skill
6. Skill (Continued)
7. Level / Playerbase
8. Death Mechanic
9.
10.
11.
12.


Additionally, please show Stoic's thread some love! He has some wonderful insights and is a big advocate for reviving the wilderness: The New Wild
REIGN OF JUDGES:
Title of Liberty

Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:42:27 - Last edited on 17-May-2019 20:01:05 by Gwyndolynn

Gwyndolynn

Gwyndolynn

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Overview


Ugh! Another “wE CaN sAvE tHe WiLdErNeSs” thread. Amirite?

In its prime, RuneScape’s PKing was massively popular and was even one of the game’s main attractions. If you’re a veteran, you’ll remember the glory days! Everyone at one point or another had ventured off into the wilderness in search of fortune and fame. We’d throw on some gear and we were off on another Wildy adventure with our buddies! But that was 2007 and now it’s 2019. That is a stark contrast to modern RuneScape.

What happened? Why have we seen PKing continue to be massively successful in OSRS but not in RS3? Opinions on this are varied and often controversial. It’s a difficult question to answer and requires closer inspection.

In this thread it is my intention to shed light on the subject and to present some solutions that can appease everyone but also remain faithful to the true nature of the wilderness: High-risk, high-reward.

The Wilderness CAN be revived! But it’ll never be the same as we remember it.

————————————————————————————————————————————————

If reviving the Wilderness is something you feel strongly about, please drop a support. We need to show Jagex that this is something important to us! Then maybe, if this thread and others like it can garner enough attention we will see the changes and updates needed to revitalize the Wilderness
REIGN OF JUDGES:
Title of Liberty

Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:42:40 - Last edited on 11-Jul-2019 08:29:47 by Gwyndolynn

Gwyndolynn

Gwyndolynn

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First let’s address the problems.



Wealth: Powercreep/Risk&Reward


What is powercreep and what effect has it had on RS3 PvP?

Powercreep is “The situation where updates to a game introduce more powerful units or abilities, leaving the older ones underpowered."

This means two things for the Wilderness:


A.

Most money-making methods and content in the wildernes are outdated and there is more lucrative content outside of the wilderness. Which makes the Wildy more High-risk, Mediocre-reward (with the exception of a few).

As is, there is little reward to enter the wilderness. Wildy Wyrms is the only content in the Wilderness that can even come close to matching high level bosses outside the Wilderness. Also take into account that you don’t dare wear your best gear so your kills will be slower and your yield drastically less. Why risk your good gear for subpar money-making methods?
REIGN OF JUDGES:
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Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:42:48 - Last edited on 11-Jul-2019 09:53:38 by Gwyndolynn

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B.

High leveled gear/weapons are more expensive due to their increased difficulty to obtain. This is made possible because EoC raised the skill ceiling and made it possible to introduce more difficult bosses.

Let’s put that into perspective. Level 75 is the highest tier of weapon in OSRS. A Tentacle Whip costs roughly 3m which is equivalent to about 15m in RS3. That would be like the Staff of Sliske costing 15m!

Further, you can make about 2m an hour in the wilderness in OSRS which means you can make back losing your Whip in like a hour and a half. Losing your Noxious staff in the wilderness is like a 120m loss. Lava Wyrms are 5m/hr which means it would take you over 24 hours to make that back. I’d have to get the Wyrm Heart drop almost 4 times to make that back! That’s enough to make someone never come back. Further, before EoC, even lower tier weapons like Dark Bow and Granite Maul had KO potential whereas in RS3 the top tier almost always wins (unless you’re a dumbass).

The risk in RS3 is MASSIVE! You risk most of your bank for rewards that just can’t compare. Nobody wants to risk their hard earned items. Why the hell would anyone ever enter the wilderness? I either risk bank, or I’m instantly destroyed in my royal d’hides. Unless you’re in that top 20% you are waisting your money and your time. As is, the Wildy is dominated by a few experienced and predatory PKers who rely on the AoE skulltrick to make their dirty money.
REIGN OF JUDGES:
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Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:43:01 - Last edited on 11-Jul-2019 09:54:11 by Gwyndolynn

Gwyndolynn

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Skill

[EoC]

The Pareto Principle offers some insight into the current plight of the wilderness. Simply put, 20% of men are fucking 80% of the available women. In Runescape this translates to 20% of the PKers are making 80% of kills. 20% are making 80% of the money. Etc.

Now there isn’t anything inherently wrong with that. There needs to be a pecking order of sorts. The more skilled players deserve to reap greater rewards and I intend to keep it that way. But it makes the wilderness annoying and uninviting.

Pre-EoC was different. The combat system was relatively system easy to grasp and the skill ceiling wasn’t as high. In other words, there was room for the noobs and for the casual. EoC changed all that. Runescape is a ‘Tick and Tile’ game and was never meant for a combat system like this. It’s clunky, bugged and its delayed actions are infuriating.

Here’s the issue. How many players know about 1 tick eating? How many players can properly perform the 4taa? How many players know how to properly hybrid? There are so many variables that go into PvP and most of those are introduced through abilities. Your ability bar and when you activate different abilities means the difference between winning and losing.

You see, making an ability bar for a menial slayer tasks isn’t difficult. You might miss out on a lot of DPS if you don’t know what you’re doing but you’ll be able to eat through any damage. Bosses are slightly more difficult and require you to activate certain abilites at specific times but this is fairly easy to overcome as the mechanics never change and can be learned. But then there’s PvP.

I look to more successful player versus player games and the common thread between all of them is simplicity. With all the items, abilities and skill needed to participate in the wilderness it can be massively overwhelming for a casual or shit player. Games like Halo on the other hand, even a bad player can manage a kill or two.
REIGN OF JUDGES:
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Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:43:10 - Last edited on 11-Jul-2019 08:41:52 by Gwyndolynn

Gwyndolynn

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The difference between a good ability bar and a bad ability bar are massive. Because unlike bosses, other players have to be read and anticipated. They also posses the same DPS potential as you do (in an equal matchup). You can’t just Revo through PvP. You would be destroyed. There’s a proper time to freedom, anticipate, snipe, stun and counters to each of those.

Anyways, long story short. Losing isn’t fun. Nobody likes that. In EoC there’s no room for the idiots or the newcomers. Unlike Legacy where even a complete dunmbass can spec someone. And the payoff for learning is... well, nothing.
REIGN OF JUDGES:
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Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:43:18 - Last edited on 11-Jul-2019 09:51:04 by Gwyndolynn

Gwyndolynn

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Level


I’m not necessarily suggesting that anything be changed but it’s worth mentioning that levels are a great unequalizer in the Wilderness. Having the summoning level to use a Pack Yak is a huge advantage over those with War Tortoises. Overloads over Warmaster’s. Prayers over curses. And so on.

That being said, I think those players deserve the advantage they’ve worked so hard to attain! But perhaps there are some balancing issues that could be implemented.

I.e. The Pack Yacks are level 96 to Summon and can carry 12 more items than the next best familiar the War Tortoise at Level 67 Summoning. You can easily outlast someone with a superior BoB. Summoning is an expensive skill to train and can be difficult for more casual or new players to reach.


Playerbase

[Size/Mindset]

It’s been years since PKing was still popular and we all have “wilderness rejuvenation” fatigue and I can’t blame you. Some have even come to believe that it’s impossible and that the Wildy should revert back to the 2007 revenants wilderness.

The PKer playerbase is also sorely lacking as most migrated to OSRS. This left RS3 with mostly skillers and PvMers. And without competitive content, RS3’s wilderness has drawn in few new players. Others have just had bad experiences in the wilderness with have years of warnings of “don’t go in there, it’s dangerous” ingrained in them.

With such a small playerbase, this means most of the time the wilderness is pretty barren. Not to mention shared across so many worlds!
REIGN OF JUDGES:
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Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:43:26 - Last edited on 11-Jul-2019 08:48:21 by Gwyndolynn

Gwyndolynn

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Death Mechanic


The current death mechanic has been highly debated. It has had some unintended consequences and has promoted abusing the skull mechanic. This means that often people thinking they’re safe will bring 3 rare items only to be skull-tricked and lose millions on gp. Some argue that it would be better if the skulling mechanic was removed altogether.

Three things always seem to be the case in RS3’s wilderness:

1. Players enter the wilderness carrying nothing, or at least nothing of value.
2. Non-skulled players bring only three valuable items and risk little or nothing.
3. PKers bring only one item of value while using the protect item prayer and/or Fury sharks.

This dynamic is toxic. Skillers are lured in as cannon fodder for PKers and PKers have nobody worth PKing. Hence griefers. From this stems the popular opinion that PKers should only fight other PKers and that skillers should be left alone. But that’s even less of an incentive for PKers especially since they are risking -the risk is too high and their odds too unlikely. There is little incentive to risk!
REIGN OF JUDGES:
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Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:43:36 - Last edited on 11-Jul-2019 09:06:45 by Gwyndolynn

Gwyndolynn

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Risk versus Reward


This is one of the major issue with the he wilderness. And 90% of its content falls within these four categories:

1. It’s not a worthwhile source of gp or experience.
2. It’s a daily task with a very small window of risk for a PKer.
3. The activity can be enjoyed with zero risk and the PKers have nothing to gain (hence griefing).
4. The activity is profitable for the Pker but not for the skiller/PvMer. Hence dead content And nobody for the Pkers to PK.

The model of the wilderness’s needs to be adjusted. All content in the wilderness should be:

- First, be most profitable to the skiller.
- Second, be profitable to the PKer.
- Third, to the anti-PKer.

So let’s examine some do the current content and see how it holds up. I’ll give an example of each of the four categories as I listed above.

“It’s not a worthwhile source of gp or experience.“

Muddy Chests
: Need I say more?


“It’s a daily task with a very small window of risk for a PKer.”

Bloodweed patch:
The problem with this is threefold. One, it takes at most three minutes. That’s a narrow window to run into a PKer and creates little traffic. Two, on the way there you risk absolutely nothing. Ultra compost and a seed. Further, even when harvesting it you risk almost nothing. Nothing for you to lose and nothing for a PKer to gain. Hence griefing. Third, it’s just another daily task that nobody really wants to do. Why bother when I can make the difference somewhere else doing what I like?
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17-May-2019 04:43:46 - Last edited on 11-Jul-2019 09:35:25 by Gwyndolynn

Gwyndolynn

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“The activity can be enjoyed with little to no risk and the PKers have nothing to gain (hence griefing).”

Wilderness Agility Course
: Absolutely zero risk. Some players will bring up the demonic skull but that leads us back to point #4: “The activity is profitable for the Pker but not for the skiller/PvMer.” When people risk in the wilderness, it’s a calculated risk. For example, almost everyone carries a demonic skull with them when doing Abyss training. The Wilderness Agility Course on the other hand is in high level wilderness with no chance of escape. The risk outweighs the reward. With the price of a demonic skull I could buy nearly 25 silverhawk feathers and save the difference training at the Hefin agility course.

“The activity is profitable for the Pker but not for the skiller/PvMer. Hence dead content And nobody for the Pkers to PK.”

Cursed Energy (Demonic Skull)
: I have never once seen someone with a demonic skull in the crater. Why? Carrying cursed energy makes you unable to teleport. Furthermore, it’s in multi-combat. They’re essentially cannon fodder for the PKers. On another’s note the reason it’s so dead now is that the exp is outclassed by the Hall of Memories and the cache Minigame. Further, by GP alone it’s just really not worthwhile.
REIGN OF JUDGES:
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Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:44:03 - Last edited on 11-Jul-2019 09:50:11 by Gwyndolynn

Gwyndolynn

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The Solution


My suggested solution is threefold. Some new concepts and some old. I will expand on each.

1. Revise the death mechanic to make it less punishing.
2. Limit and cap massive unbalancing variables in PvP. I.e. Mutated Barge is a super effective ability in PVP but costs over 100m.
3. Revise existing content to be worthwhile. First to the skiller, second to the PKer and third to the Anti-Pker. Add more/lucrative content to the wilderness. I mean actually lucratively,

New Death Mechanic:
The concept is simple. Instead of losing your items on death you lose x3 the reclaim cost of the risked items and this is deposited into the PKers “chest”. The protection prayer and fury sharks will act very much the same and will only require you to pay half the reclaim cost of your protected risked items. Upon entering the wilderness you will be required to make the deposit of x3 the reclaim value of your carried items. Then when exiting your coins return to your coin pouch. That being said, items without a reclaim cost or that are unreasonably cheap or expensive will have to be manually altered by Jagex. Other items will have an adjusted price that better reflects their worth. Further, there are multiple valuable items that drop negligible gp on death or nothing at all. This will need to be adjusted. Potions, food, etc however will drop on death like normal. There would also be a high risk PvP world where it operates just as it does now for people who enjoy risking. Perhaps add some added benefits to those worlds. An additional thing that Jagex might consider is adding a 10% gold sink where 10% of the gp that would have gone to the PKer disappears.

Edit 2: Tier 80 and above cost only double reclaim value because there is a massive spike between 80+ gear and below
REIGN OF JUDGES:
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17-May-2019 04:44:14 - Last edited on 01-Aug-2019 18:18:13 by Gwyndolynn

Gwyndolynn

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Caps and Limits:
There are so many variables in RS3 PKing and gear/utilities with unrealistic price tags attached. The following would be put into effect:

- No potions above the purchasable Warmaster’s potion can be brought into the wilderness. Potions like overloads give players too large an advantage for a skill that can cost 10s of millions to train.
- No weapons above T88 (Ancient Weaponry). T90s can be an insurmountable wall for lower level players from weapons to armours to jewelry. T88 is marginally more affordable and gives them extra use/value.
- Mutated abilities act as their normal counterparts in the wilderness. I.e Double Surge is too op and makeshift escaping stupid easy.
- No familiars will be permitted inside the wilderness or alternatively will not be able to influence PvP.
- Pocket slots, sigils and auras will not be permitted in the wilderness. This mostly to simplify An day balance combat.
- The Reaper Title boost no longer works in the wilderness.
- Invention perks will no longer work in PvP interactions in the wilderness.

Look to F2P PKing which is much more accessible and fun for all because there are less “gimmicks” to best you in combat.
REIGN OF JUDGES:
Title of Liberty

Minigame Autopsy V3
Wilderness Autopsy V1

17-May-2019 04:44:25 - Last edited on 25-Jul-2019 23:16:48 by Gwyndolynn

Gwyndolynn

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Revised and New Content
: Following the guidelines set in the “Risk versus Reward” section. All content in the wilderness should be:

- First, be most profitable to the skiller.
- Second, be profitable to the PKer.
- Third, to the anti-PKer.


See Here for the necessary changes and my own suggestions.
REIGN OF JUDGES:
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17-May-2019 04:44:38 - Last edited on 11-Jul-2019 11:06:42 by Gwyndolynn

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The Abyss:
Perfect as is. Maybe a little in the favor of the skiller/PvMer.

Wilderness Agility Course
: As it currently stands this is a pretty great training method. The problem here is that the PKer doesn’t benefit from killing them. So for them it’s high risk, no reward. For the skiller it’s no risk, high reward. Further, the Demonic skull just isn’t worth the risk. I could buy 25 silverhawk feathers with the price of the demonic skull and save the difference with no risk. My recommendation is another item that costs 200k and has a building xp boost every 10 laps. 1/2/4/8/16/32%. The item resets after leaving the wilderness. Alternatively, the item can be turned in for a gp reward at each tier 100k/150k/225k/337k/505k/752k. If killed the PKer receives the gp value of the item.
Or
Every lap below x amount of time you get silderdown. 10 of these can be combined into a silverhawk feather?

Chaos Elemental
: It’s loot is criminally bad. Remove stupid drops like pineapples.
REIGN OF JUDGES:
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Minigame Autopsy V3
Wilderness Autopsy V1

11-Jul-2019 10:55:01 - Last edited on 11-Jul-2019 14:20:07 by Gwyndolynn

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Lava Strykewyrms
: These should remain much the same. Make it so ashes can’t be scattered in the wilderness. Players will often scatter them just to spite the PKer attacking them. Additionally make the ashes always drop on death. Replace gold stone spirits with noted adamant salvage. Give the Wilderness sword an effect that gives a % chance of receiving double ashes when carrying 5 or more ashes.

Warbands
: Right now it promotes players running in naked and being fodder for PKers. Instead, promote anti-PKing by making supplies stack in your inventory rather than luring in defenseless naked people. Also, make it show up in the loot tab when picking them up. Change to an every other hour activity. The problem is, most days your typical player only gets one warband in a day if any and few manage to loot all three camps in one go. Treachery wand is useless replace with a pocket slot that makes Death’s Swiftness and Sunshine do AoE damage at the cost of half the damage boost. Have it give a better gp reward scaling with your overall combat level. Switch mining with summoning xp since mining is such an easy 99 now. Also, make only 50 supplies obtainable via camps and an edition all 25 by PKing someone’s for their supplies.

Frost Dragon Lair
: A den of Frost Dragons with half the Dungeoneering level needed to enter. These also drop double bones. Unique drop of a Dragon Heart which can be disassembled for dragonfire or explosive components.
REIGN OF JUDGES:
Title of Liberty

Minigame Autopsy V3
Wilderness Autopsy V1

11-Jul-2019 10:55:10 - Last edited on 24-Jul-2019 11:32:41 by Gwyndolynn

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Bounty Slayer
: This is crazy good money at the moment but the xp is subpar. Firstly, I would make the Wilderness slayer xp enhancer buyable with Thaler seeing as Deathmatch is currently dead. Better still would be if you added Deathmatch to Spotlight. Second, I would boost the Demonic Skull’s xp Boost. I think it’s also important that if any new creature are added to the wilderness they not be included in Mandrith’s task assignments since you can’t block tasks and if the tasks take too long it will no longe be good money. Lastly, I would make it less punishing if you forget to bring your emblem. I think if you kill half of them with the emblem you should also be able to get half the points. Another thing, they need to remove the WildyWyrm from the special assignment because it take too long to get a team together. Or, it should award more potential points than a regular task. Maybe double?

Bloodweed Patch
: A 2 minute daily task with minimum to zero risk. Doesn’t provide any real substantial PvP or high-risk/high-reward. My suggestion for this is a little unorthodox but really cool. Viriditas Sanguis (Latin for blood weed). With this method you plant a bloodweed seed and this instantly grows into a large carnivorous plant that you can either fight or wait the normal growth period and harvest it like normal. It has a guaranteed drop of 2 bloodweed and it’s own unique droptable. For each plant you defeat consecutively, the drop table is enhanced and you have a better chance of receiving their unique drops. Defeating it yields no combat xp and instead gives 2k Farming xp. Difficulty close to that of Lava Noodles. Make chaos herbs a drop which are the equivalent of cursed energy but for herbs.
REIGN OF JUDGES:
Title of Liberty

Minigame Autopsy V3
Wilderness Autopsy V1

11-Jul-2019 10:55:18 - Last edited on 24-Jul-2019 06:39:15 by Gwyndolynn

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Wicked Ents (Bloodwood Trees
): These stalk an area called the Wicked Forest. In the center is a massive (An day I mean massive bonfire surrounded by stumps of felled trees. The forest is full of wicked trees which you can chop for wicked Logs at a very slow rate. The more effective thing to do is to kill the ents. Wearing a fire cape instantly consumes their corpse on death leaving behind a wicked ash. The wicked ash can be used as an additive to potions that increases their duration by 1 minute each dose. Dropping stacks are then kept at their highest stack for that additionally minute. When cutting trees sometimes they’ll come to life but you can run away to lose the aggro. If not burned, they leave behind a black gnarled trunk which can be instantly harvested for one wicked log and woodcutting xp. The wicked Logs can be fletched into 5 Bakriminel Bolts, burned at the bonfire for great FM xp and the ash, or used to cook at lowest burn chance. 1,000 Logs can be fletched into a T80 ranged or magic shield as a buyable alternative to the Eagle Eye and Farseer shields. Carrying wicked Logs halves your run energy but the location is within dragonstone jewlery teleport range. So instead of a 2 minute daily it creates some real substantial PvP content. Instead of a 5 minute daily.

Unholy Relic, Demonic Skull, Mysterious Artifact
: The concept of the demonic skull is great! The main issue is that it’s not worth it at high risk activities such as cursed energy and the wilderness Agility Course. 500k is a pretty hefty blow at high activity areas. Each will have an effect at different locations and activities as will be listed below. The Unholy Relic will cost 100k, the Mysterious Artifact 250k, and the demonic skull will remain the same.
REIGN OF JUDGES:
Title of Liberty

Minigame Autopsy V3
Wilderness Autopsy V1

11-Jul-2019 10:55:26 - Last edited on 11-Jul-2019 13:37:54 by Gwyndolynn

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Tainted Obelisk
: First, there’s would be a new shared drop across Forinthry, a “corporeal shard” that when used on the obelisk summons a Corporeal Spawn that you must defeated. Afterward, for the next 20 minutes the obelisk can be used to make pouches for 1/3 the spirit shard price. Related Tom this update will be 3 new summoning familiars obtainable in the wilderness.

1. Black Raven: Has the scavenging effect like the legendary pets. A black feather is the tertiary ingredient and is a drop by ents.
2. Zarosian Cherub: This familiar can pray an additional prayer in your stead but not the same you are currently using. Overhead prayers are only 20% effective and conflicting leech prayers can’t be prayed simultaneously. The drop comes as a wing the the Seraph Temple.
3. Behemoth: This familiar dies instead of you and restores 2k health. It also shares a percentage of the damage you receive based on the tier of bar you store inside of it (up to 20). The percents go .75/1.5/2.25/3/3.75/4.5/5.25/6/6.25/7%. Each bar maintains the effect for 2 minutes. A tusk is received a slight a drop from the Behemoth Den as a tertiary ingredient.

Temple of the Seraphim
: Guarded by angelic like beings who guard a relic. These drop Frost D’s level bones. There is a demi-boss that once killed acts as a slightly better guided altar. After 30 seconds the holy relic glows and the seraphim is restored to life. The bones stack in your inventory (up to 20). Once you cap the stack they fill your other inventory slots. Upon leaving the temple they become noted. They also drop a Summoning item called cherubim wing. A new channeled spell that’s pulls your opponents within a 9x9 radius. New prayer codex for the normal prayer book. It would have +14 Magic levels when determining hit chance, +14% Magic damage, +14 Defence levels but without the leech effect of curses. Would make normal prayers relevantly.
REIGN OF JUDGES:
Title of Liberty

Minigame Autopsy V3
Wilderness Autopsy V1

11-Jul-2019 10:55:34 - Last edited on 11-Jul-2019 13:50:04 by Gwyndolynn

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Behemoth Den:
A dungeon filled behemoths of a similar breed as those found in the Dungeoneering skill. But here’s the gimmick. The dungeon has its own loot chest like the Sophanem slayer dungeon but it can’t be unlocked and looted until you get the uncommon to rare Hoardstalker Key drop. When you collect your loot it appears as a single note in your inventory which can be turned into Mr. Ex. If PKed while in the dungeon the PKer’s chest is filled with your loot. And then they will have to obtain a key. Leaving the dungeon without opening the chest will empty it of all your spoils and it will appear on the ground (This to prevent people not wanting the PKer to get their stuff out of spite). These don’t yield combat xp only dung xp. A behemoth Crest drop that disassembles for resilient or rumbling components. A behemoth crest that can be crafted into a T90 Maul (This s counting on Weapon diversity). New 2h shield based of damage of OSRS’S Dinh’s Bulwark. A Hoardstalker Ring that can consume an item and improve the drop of that specific item. Would be better than the LotD but jus for that item. It has 10 charges and loses a charge each time you get the said drop.

Arctic Squid, Black Jellyfish and Fury Sharks
: The arctic squid is a massive fish that takes 5 bites to eat and heals you for 500 each. The Black Jellyfish heals 2.4k between 2 bites and shares the same effect with the blue and green. The Fury Shark retains its old effect but is removed from the Lava Strykewyrms’ drop-table. There’s an NPC who can note your catches and will buy them off of you for 4K, 6k and 8k respectively. You catch them like on Pokémon. You’ll click quickly each time it alerts you kinda like safecracking. The first attempt has a 25% chance, 50 on the second, 75, 100. Or if carrying the demonic skull: 50%, 75%, 100%, and 100% with a 5% chance of catching a second. Perhaps rocktails that don’t require bait?
REIGN OF JUDGES:
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11-Jul-2019 10:55:43 - Last edited on 25-Jul-2019 23:18:06 by Gwyndolynn

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Revenants
: Revenants require a number of changes. For one, Morgan and Statius armors have been rendered useless by tier 90s which are often significantly cheaper. For example a malevolent helm currently costs around 5m. The ancient equipment patch alone costs over 7m just to upgrade the Statius full helm to tier 88. The only worthwhile equipment seems to be the Statius Warhammer and Zuriel’s staff as an alternative to a Noxious Staff but most opt out for a Obliteration because unlike ancient equipment it doesn’t degrade to dust and they don’t lose their investment. Second, corrupt equipment is really only good for alching. The statuettes and other token drops are most often of negligible value. Lastly, they have no base drop-table which means PvMers can spend a lot of time there without making a profit (while also risking little) and PKers have nothing to gain. Fill out their droptable to match that of spiritual warriors. Raise the alch value of corrupt warrior equipment or make them a good source for undead and Zarosian components. Make the superior versions of the weaponry degrade to a broken state instead of dust. These can only be recharged with Revenant Ether which will be a new (always) drop at Revs. Adjust the revenants mechanics to fit EoC better because currently Legacy is by far superior. Add the equivalent of the amulet of avarice which skulls you but notes their drops.
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11-Jul-2019 10:55:53 - Last edited on 11-Jul-2019 14:14:48 by Gwyndolynn

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Cursed Energy
: Cursed Energy was a spectacular update on release but due to an influx of bots it was nerfed drastically and just doesn’t hold up anymore. To combat this I’d do a number of things. First, I would remove it entirely from F2P. It’s unfortunate, I know, but I feel necessary for the longevity of the content and the crashing energy prices. Second, I would give them some sort of requirement rather than it be instantly obtainable. Lvl 50 divination and a small mini quest perhaps to slow the tide of bots. Then I would temporarily remove the content for six months or more to let Energy prices recover. Lastly, the unholy relic would allow energy gathering at the pre-nerf rate. Also, change the effect so that it makes you more susceptible to teleblocks. It also prevents anti-PKing because you need so much inventory space. Let its stack in your inventory to a max of 28. The Unholy Relic will have the effect of boosting the harvest rate.

Charming moths
: (Charming Sprites anyone? These are completely pointless as it currently stands. Their xp rates aren’t that great, the PKer has nothing to gain, and there are plenty of better methods for obtaining charms. Rename them to Mortem Moths and make them an ingredient in a new poison. These new Poisons are the equivalent of bolt effects and can only be applied to daggers. Velox Mortem: Has the effect of lowering you’re opponent’s defenses. Kinda like Vulnerability. Edit: I don’t know how these hold up with the Hunter modernization.

Black Salamanders
: Fix this so you can permanently combine rope and the fishing net into a permanent trap. Make resetting the traps a one-click action. Increase catch rate when wielding demonic skull or unholy relic. Make it an additive in a new poison “”Nightveil”. It is a gaseous poison that has the chance to pass on to adjacent opponents to your target,
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11-Jul-2019 10:56:03 - Last edited on 24-Jul-2019 05:37:34 by Gwyndolynn

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Random potential loot I’ll organize later :P

Tendrils 2: Upgrade to Tendrils abilities the work almost identically to the troll mages in troll invasion.
Asphyxiate 2: Upgrades Asphyxiate ability, so that instead of just binding target it pulls them towards you. Can be broken off using bash/freedom/anticipation.
Grapple: Melee ability. Stay locked in step with opponent for 8 seconds. Shares cooldown with barge.
2h shield with two modes. Block and Pummel. Block reduces damage by 20% but you move at a reduced speed. Pummel knocks opponents back. Also prolongs duration of defense abilities. For tanks!
Dragonkin Scale: Increases degradable armor’s duration by 5, 10, 15, and 20% depending on the tier.
Death’s Favor: Pocket slot. Carried in combat. When charged to 100% can be used to restore a degradable armor/weapon. One times use and cannot own more than one. Consumes coin drops.
Amulet of Taming: Drains prayer slowly but monsters are unagrressive.
Boots of Swiftness: Fail saves you when you are about to miss an agility obstacle. Drains 50% of your run energy.
Omni-gem that can be attached to crossbows to give them any bolt effect up to 1000 charges,
A potion similar to Sara brew but heals 1,200 drains 2% Prayer points as well as the normal level decrease
FoG amour patch. Boosts a piece of the equipment to T75 but you have to choose a style magic/melee/ranged
Mutated Freedom: Freedom is no longer effected by global cooldown. This allows you to fire I to if off my omens next notice.
Mutated Anticipation: Anticipation is no longer effected by global cooldown.
- Armor patch for demon slayer equipment upgrading it to T80 hybrid.
- Add-on that gives bane weaponry T90 accuracy against he corresponding target
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11-Jul-2019 10:56:18 - Last edited on 28-Aug-2019 19:03:33 by Gwyndolynn

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Wilderness QoL and Other Additions


- Add a loot bag like OSRS! Makes it easier to loot bodies as well as encourages longer trips and therefore more risk.
- Make Mr. Ex a centralized location to reclaim all quest or task items.
- A PoH house room with different pedestals that you can be charged with prayer, summoning, health restores as well as stored Ogre flask and bonfire ho boosts.
- Portents should not work in the wilderness as it removes the risk involved. (Grace of the Elves)
- The Yak Special should not work in the wilderness because again it removes the risk.
- Invention perk will not activate in player versus player. Mobile perk disabled.
- Double surge disabled in the wilderness.
- Make bongolas, summer pies etc sit inpocket slot and work more like entangle. Less aids
- Magic class is currently the single best style to PK in. Let’s change that
- Ability to buy armor with bounty emblem points? If killed the PKer gets half of the points it was worth and doesn’t need to carry anything
- Any helm acts as slayer helm? Buy it as a perk from Mandrith?
- Wilderness gem bag not lost on death?
- Wilderness rune pouch not lost on death?
- Add a wilderness teleport by moths
- Give the ancient spells a teleblock
- Allow Legendary Pets acting as BoB to work in the wilderness. Picked a fight with this guy in the Wildy once at warbands only to discover I couldn’t withdraw food. Was the most embarrassing shit of my life smh
- Allow snipe to land even while in movement while in the wilderness. Currently, this puts ranged at a serious disadvantage. And forcing the player to have nightmare gauntlets to be effectively is a bit much for an activity that we want to be acceptible o many.
- Reallocate Deathmatch Soundtrack to different locations in the wilderness
- Using hellfirebow on Wildy altar allows you to swap it to a hellfire staff or hellfire scythe
- The wilderness hilt is mostly useless. Give it better disassemble components
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11-Jul-2019 10:56:25 - Last edited on 27-Aug-2019 18:03:06 by Gwyndolynn

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Hiya Stoic! I was hoping you’d comment your thoughts. I’ve read your thread The New Wild (instanced] and wondered what thoughts you would have. I think that would be my favorite alternative to my suggestion -or at least something along those lines. You have a good concept but as a infrequent PKer I hope to be able to mostly retain the nature of the wilderness.

In regards to the 10% gold sink, I can totally understand your aversion to it. I really just look for any opportunity to reduce the game’s inflation which is just awful. I have mixed feelings about it though. =/

I was very adamantly opposed to disallowing certain abilities and content in the wilderness at first, too. It seemed unfair to take away the advantages of players who put in the time and effort to obtain better gear, levels, etc. But hear me out:

If you have any other critiques please don’t hold back. I value your insights! You are quite the think tank.
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19-Jul-2019 18:08:01

Gwyndolynn

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1. Most weaponry past T75 wasn’t designed or balanced toward PvP and weapons like ZGS have OP specs that would absolutely dominate in PvP. Most endgame content is geared toward PvM.

2. As you note, there are some massive price tags on that endgame content. This places a massive and insurmountable wall for new players or people unfamiliar with PKing. We’re talking billions and billions of gp. And it would be impossible to be even slightly competitive without access to these. 95% of players don’t own a lot of this endgame stuff and so the wilderness would be dominated by the ones that do. You’d be surprised how massive a difference some of these item/gear make. I.e. when I first started PKing I thought I was a shit PKer because I kept dying until I finally unlocked overloads and found I was actually able to match players. I capped it at 88 because ancient equipment is relatively cheap and is x100 easier to obtain a Nox or better. Most players could work up to that,

3. Simplify! Another MASSIVE reason I excluded many items/stuff is because there are some massively game breaking items when it comes to PvP. There’s already so much to know and understand this simplifies combat so players can focus on ability rotations timing actual combat stuff. Simpler is better in my opinion. It’s more fun and more accessible.

4. Bottom line my purpose is to make PvP more about skill. Timing your combos, tricking your opponent into using their anticipation early, etc. More players can join in without being obliterated by elites and their gimmicks, rich players don’t win indefinitely because they’re the only ones who can afford OP gear.

Think about it. The benefits of making PvP more simple and accessible far outweigh the butthurt elites Who can’s use their OP gear, But otherwise we’ll just have to agree to disagree.
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19-Jul-2019 18:16:16

Gwyndolynn

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Killerfate1 said:
I only pk'd way back in the day of hunting green dragon botters, even then I got jumped by other pk'ers and i wasnt risking much. And I dont have any interest in pk'ing. and with current layout I agree its hard to get more people interested as the game is miss matched with costs. However if a good fix or balance or such comes along and i can skill/pvm in the wilderness for a decent profit with a moderate risk of being pk'd i might go back to the wilderness


This very much achieves that. It’s important to me that it’s be lucrative FIRST for the PvMer/Skiller SECOND for the PKer. Because of the changed death mechanics you will make more money than you lose by a large margin. I.e. killing Lava Strykewyrms are about 6m/hr but with my suggestion there’s no risk you’ll be skulltricked and maced/smited. As long as the content lucrative enough that’s your gaining far more than you lose, the wilderness will have more activity.
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21-Jul-2019 16:30:32 - Last edited on 21-Jul-2019 16:41:21 by Gwyndolynn

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Doubtful, I think. I mean sure the profit might decrease a little but I think they’ll remain massively profitable. While the new death mechanic mitigates the loss it doesn’t completely remove the risk. People will still be wary because they don’t want to be losing lots of money. The deaths add up quick. Further, searing ashes are an ingredient in aggression potions which are massively popular and there will always be a demand for them. As long as the demand is high, they’ll retain their value. Same as other slayer creatures I guess. They’re also usually only killed on task for their rare drops which are around 15-30m.
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22-Jul-2019 02:54:24 - Last edited on 22-Jul-2019 03:06:50 by Gwyndolynn

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Nex is Life said:
no support for changes to make the death mechanic less punishing



I'm glad you chosen to share your opinion. Now why? An opinion without a reason is a pretty weak opinion. And why not? The wilderness is about already as dead as it can get. Content that isn't used or developed is hardly content worth keeping.

I'd also point out that as it currently stands PKing is NOT lucrative unless you skulltrick or you hound the Abyss all day. The death mechanics proposed will not only attract more players but will make PKing actually lucrative. It doesn't remove the risk but rather makes entering the wilderness a more calculated decision. The playerbase isn't stupid. They're not going to risk unnecessarily. As it currently stands most people enter the wilderness wearing welfare gear or nothing at all. Nobody benefits.

So unless you have a genuine argument against it then I can only assume you skulltrick and hound the abyss all day or your argument possesses no real substance.
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25-Jul-2019 05:00:28 - Last edited on 25-Jul-2019 13:17:32 by Gwyndolynn

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Thanks for your thought BeastBread! You’re right, going back to the roaming revenants era of the wilderness would indeed “tick all the boxes”. But for me, that’s a massive waste of potential. This is an MMO after all, and it should have diverse gameplay for all sorts of players! You might be surprised to know that many, many of the the veteran PKers still play the game, it’s just that because there is no incentive for them to enter the wilderness. They’ll do the occasional duel at edgeville or Pk some people at Lava Noodles but mostly they have better things to do. There is zero incentive for a PKer or a skiller to enter the wilderness (except warbands, Lava noodles and wilderness slayer).

And it’s only been within the last like 2-4 years that people have given up on the wilderness. I mean check out this reddit post received over 600 upvotes.

https://www.reddit.com/r/runescape/comments/39u1mi/some_wilderness_ideas/

And that’s what irks me, the wilderness was never given a chance! Take away PvP and the wilderness is still barely worthwhile. That’s the main problem! I mean look at he come of the content that Jagex added to “revive” the wilderness.

Bounty Hunter - Enough said.

Bakriminel Tree: Similar to the bloodweed patch this is a dailyscape task with a narrow window of risk. Again, it’s worth doing but you can easily make back the money. And because there’s a cap to how much you can harvest, there is rarely anybody there.

Bloodweed patch: It takes at most three minutes. That’s a narrow window to run into a PKer and creates little traffic. Secondly, on the way there you risk absolutely nothing. Ultra compost and a seed. Nothing for you to lose and nothing for a PKer to gain. Hence griefing. Balance the discrepancy between risk and reward and people will come.

And so on.
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28-Jul-2019 03:25:09 - Last edited on 28-Jul-2019 03:25:27 by Gwyndolynn

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Don’t take this away from the players who love PvP interaction. Revenants just wouldn’t be the same. Mechanics a can be learned and revenants can be outrun. Especially now with freedom/surge/bladed dive/barge. Give the wilderness a chance! A real chance! Not a Jagex, half-assed attempt. I know skillers and PvMers feel like they’re locked out of this content. They’d see PvP removed so they could use it risk free. And, well, I get it. Much of the content is not used right? But it’s also a little selfish. And let’s be real, what are they really missing out on? 3 unique creatures, only 2 of those with half decent drops? There’s also the erroneous idea that if Jagex would remove PvP they’d have access to all this content that’s been kept from them. I hope they realize if PvP is removed the content will be MASSIVELY nerfed or removed.

Anyway rant over, I have a tendency to ramble. Bottomline, I get it. But I hope you’ll give the wilderness another chance. And support bringing actually good content into the wilderness.
=D
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28-Jul-2019 03:32:36

Gwyndolynn

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I’m actually glad you responded Nex! :D And sorry if I came across as rude. I just really enjoy discourse and influencing people and making them look at things differently. I hope you can take my counter comments with an open mind.

So the current death mechanics makes it more fun for you but for almost nobody else. You’re preference is definitely valid but to keep the wilderness as it is because you like it but at the expense of others is, well, a little selfish and not at all productive.

That being said, I get you. I shared your opinion for years. I used to PK frequently pre-EoC and was adamantly opposed to changing the death mechanic. It took away the risk and the adrenaline rush it brought. The thrill of getting a kill and some awesome loot. But consider this. The wilderness is empty and it’s getting worse every year. Is a dead wilderness really worth keeping? It’s hardly used and almost all players avoid it.I mean, the wilderness is barely any better than the clan wars red portal.

You have only to benefit from an update like this. Instead of smiting a weapon every hundred kills or so, you’ll be making more consistent gp. There’ll be more people for you to PK, there’ll be more dangerous activities to participate it. Why wouldn’t you want that? Unless you are a skulltricker or puppydog the Abyss.

My suggestion partially address 1-itemers because if PKed they’ll have to pay the reclaim cost for that item.

Also, removing the skull mechanics would be the straw that breaks the camel’s back. People don’t even enter the wilderness now because there’s a chance of being skulltricked, why the hell would they enter then when they risk all their items. You’d literally be shooting yourself in the foot. If less people renter, there’ll be even less people for you to PK. And if it’s just Edgeville Duels that your worried about, my suggestion makes Worlds 1-3 high risk where you lose everything.

Also, I do PK, so I’m not pulling this outta my ass.
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29-Jul-2019 18:51:06 - Last edited on 29-Jul-2019 18:57:32 by Gwyndolynn

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Nex is Life said:
Having levels for a PvP advantage has been the way of RuneScape since Classic


I agree, and this suggestion was mostly just about leveling the playing-field. This is to make PvP more accessible to everyone and to be more skill-based then wealth based. Imagine your a new player interested in getting into PvP. Overloads are OP because they make it easier to fish/brew 1-tick eat. So now this player can’t be truly competitive until he gets 96 Herblore which is locked behind dozens of Warbands or millions and millions of gp. Believe me, I was hesitant to take away the level advantage from players who put in the time.

Summoning only becomes a problem in higher level wilderness. The difference between a Yak and a Tortise is massive with millions of gp to span that bridge. The player with the Yak could simply outlast you.

One of the main reasons it cut it off at T88 was to give ancients more of a use as most of them are seriously underutilized. I mean I could have cut it off at T90, or T80, or just anywhere, T88 just felt right. Some of them are really only good for high alching. I’m willing to yield on this but I feel it will make the wilderness feel more accessible and more based on skill rather than wealth. The difference is negligible I agree. Also, my suggestion recommends making it possible to repair ancients with ‘Revenant Ether’ and removing the ancient armor patches An day have them drop as their superior versions. My reasoning behind this is Malevolent armor is cheaper than Statius so Statius is rendered useless.

Anyway, I feel that as a playerbase we’ve reached a crossroads. The wilderness isn’t coming back exactly as it used to be -as we wish it could be. I do hope you’ll re-examine my suggestion objectively. It didn’t come easy to me. But once you address why the wilderness is dead it becomes clear why it is necessary,

Best regards!
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29-Jul-2019 19:20:53

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Wolfblue42 said:
The current wilderness system might have made sense 10 years ago but it became pretty unbalanced as time went on. Actual tryharding in that system is a fools errand. Wandering out there with full t90 weapons and armor, obviously people aren't going to blow 100m each death.

Like 99% of people I saw out there is just royal dhide with a t80-t90 bow with protect item on at all times. Even if you do kill the royal dhiders you'd get like 40k at best and an inventory of sharks. What motive is there to go out there in 100m worth of gear to claim 40k and sharks.

Too much welfare pking and risk for the wilderness to be a serious place nowadays.
Even if they did fix the risk system it would still be unbalanced cause of one person with a t90 weapon shredding anyone not rich enough to get a t90 wep.


And that’s spot on tbh. Look at OSRS for example, some of the best K.O. weapons are not the expensive T75s but weapons like the granite maul, dragon claws etc. In RS3 it’s the highest tier wins. Always. The Risk v Reward is totally out of wack. We risk waaaay to much for waaaay to meager a yield.

That’s why my suggestion capped all weapons at T88. I.e. Superior Vesta’s longsword is about 8m. It makes the wilderness more accessible. PvP would them be more about skill than who could afford the best gear.

Thanks for the response Wolfblue!
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29-Jul-2019 19:27:09

Gwyndolynn

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Hiya, Stoic!

Gwyndolynn said:
There would also be a high risk PvP world where it operates just as it does now for people who enjoy risking.


Risk worlds, check!


Overloads I don’t think should be made tradeable because the moment they are, it takes away a lot of incentive to train Herblore since you can just buy it.

The wilderness unlocks as you suggest could work. It is a slight improvement on disabling them in the wilderness. I’m very tempted to add this to the thread. Let me think about it for s little.


Thanks!
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30-Jul-2019 09:12:04

Gwyndolynn

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Nex is Life said:
How do you know very few people support the current death mechanic over your proposed changes? Excluding people who want the wilderness gone period, which is a lot of people, because their thoughts are actually unproductive.


Apparently, you’ve never set foot in reddit. I do know it’s true because the triple reclaim cost is based off of an old idea off of reddit that was received quite well. We live in the era of efficiency, and the chance at getting smited for your Nox is simply not efficient or smart. 10 years ago people played more for fun and less for efficiency. The wilderness can’t continue to function around mechanics that worked around that mindset.

Excluding the people who want the wilderness gone? That’s the majority of the playerbase!!! Jagex won’t waste dev time that only benefits 2% of the playerbase. The wilderness is dead, and if you want more people to enter the wilderness we need to ease in that other 98%. The wilderness is on course for PvP to be removed entirely, the majority of players want it and eventually Jagex will oblige. They halve all the reason in the world to do that. It’d please the 98% and alienate us, the 2%. A small cost to pay. This is the great compromise.

Essentially the wilderness has 2 possible futures:

1. PvP is removed and I’m sad.
2. The wilderness receives no updates and dies a little more every year,

I bring in a 3rd alternative. A compromise that benefits you and them. Expecting them to risk without reason is more u productive than removing PvP from the wilderness, are you kidding me? At least if PvP was removed the wilderness would be active and could receive dev attention. Keeping the wilderness the same would leave it dead. Tell which is more unproductive.
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01-Aug-2019 18:15:30 - Last edited on 01-Aug-2019 18:15:49 by Gwyndolynn

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Nex is Life said:
Here is a big argument against bringing the non-Wilderness death mechanic into the Wilderness.


We’re not bringing the non-wilderness death mechanic into the wilderness. You’d better go read my post again, lmao. Perhaps I wasn’t clear but all items are at risk for x3 the reclaim cost, there will be no skulling mechanic. The protect item prayer and fury sharks are revised to make you only pay the base reclaim cost for your two most expensive items.

Plus Achto is T90 and you wouldn’t even be able to bring that into the wilderness under these mechanics (nor the shield). But if I PKed you in that gear, I’d receive x3 the reclaim cost. Around 1.2m. I capped all gear at T88 so insanely op armors like Masterwork couldn’t be brought in. The best mage tank armor that you can bring in is superior seasingers, so I fail to see how that’s so different from the current wilderness where literally everyone is rocking sea singers.

And again, it’s important that you not just skim my thread as there are some very essential bits and pieces of information. The x3 reclaim cost is more just a general guideline as I explain in my post:

“That being said, items without a reclaim cost or that are unreasonably cheap or expensive will have to be manually altered by Jagex”.

So all that gear you listed can Ben adjusted as needed.
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01-Aug-2019 18:59:58 - Last edited on 01-Aug-2019 19:10:54 by Gwyndolynn

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Yes, it would take you a lot of kills to equate the value of a Nox Bow. But what’s wrong with that? A Nox Bow is an ultra rare and expensive item. Should you be getting it every 20 kills? 30? 40? That’s asinine. And frankly, most PKers (who don’t skull trick) only get a kill that big every 100 kills or so, so it ends up being about the same. You can honestly be telling me your smiting Nox weapons that often and not skull tricking or puppy dogging the Abyss.

And tell me how that’s a fair risk for a PvMe? Or someone trying to get into PKing? They’re essentially free loot and cannon fodder for PKers. It makes the wilderness a toxic place of cat-and-mouse where the same 20 or so PKers are making massive amounts of money and driving out everyone else. And an experience like be smithed for your Nox has driven many, many, many people out of the wilderness. See, you don’t want to lose your awesome money making method and you’d do it at the expense of the whole game and other players. Leaving the wilderness as is would benefit you and the 1% of the playerbase that use the wilderness An day nobody else. That’s selfish and will leave the wilderness desolate forever.

This new mechanic balances the risk and the reward. Forcing skillers and PvMers to risk their hundreds of millions worth of gp for negligible money making methods in the Wildy where they could potentially be skulltricked and smithed is toxic and drives people away. Most players don’t want to take that risk and that’s why it’s dead. This allows for PKers to make a living, it makes the wilderness slightly less toxic, and makes it more accessible to all players.

Bottomline, I don’t think we should keep it as is just because you like it that way and because it benefits you at the massive expense of others. Your true colors are showing through.
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01-Aug-2019 19:10:12

Gwyndolynn

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”This is just how the Wilderness works.”

Therefore it shouldn’t be changed? If I’m understanding you correctly, that is a logical fallacy. Again, it it would benefit the wilderness (PvP), benefit the majority of players and still maintain its high-risk, high-reward nature then I don’t see why it’s so bad. An active wilderness is much better then a dead wilderness. If you have a better idea, that’s isn’t releasing T99s as anew weapon drop in the wilderness, please let me know because I’d be all too happy to scrap this idea and move on.

I get what your saying in regards to getting into PKing but our playerbase simply does NOT have the number to make that sustainable. Let’s say 5 in 100 people have an interest in PvP with about 30k players online with a million other bosses, minigames, activities, etc also vying for their attention and across 140 different servers. It’s simply not realistic. Further, that’s just one obstacle of hundreds to be able to be competitive in the wilderness. There’s still gear, summoning, the reaper title, quests, levels, etc. Plus, you state how easy it is get 96 Herblore, so what does it matter to you?

But tbh I’m much more willing to yield on this than the death mechanic aspect. The death mechanic will bring life into the wilderness, this is really just to make PvP more accessible rather than EZ kills for you and I. It allows casual players to join in without being instantly obliterated. It’d be more skill versus skill rather than the guy who could afford to drop a 50+ mil or do dozens of hours of events for just one of many essential unlocks.

Do know that I appreciate the back and forth on this particular subject as I’m not entirely convince myself.

I never said they shouldn’t be allowed to 1-tick east. 1 tick eating should 100% stay, I was simply stating another one of the benefits of overloads. So we have no disagreement there.
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01-Aug-2019 19:35:18 - Last edited on 01-Aug-2019 19:37:30 by Gwyndolynn

Gwyndolynn

Gwyndolynn

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“I get where you're coming from with T88s, but as I said you're just making people take even less wealth into the wilderness.”

You’re right, I am making people take less wealth into the wilderness. Why? Because they don’t want to take more wealth into the wilderness and we aren’t going to ever be able to convince them to do so. The last 5+ years are testament to that. That’s a large part of the reason the wilderness is dead. People are 10x more willing to risk the reclaim value then risk being skulltricked for their Nox or what have you.

“What could be very good is Superior Ancient Warriors' equipment having unique effects in the Wilderness (PvP, PvM or both), much like weapons in OSRS charged with Revenant Ether as you suggest. So they could be the best to use in the Wilderness, fufill their niche and have increased value, without needing to add a restriction - which is frankly bad design.”

Without needing to add the restriction? Weren’t you just going on how T90 tank armor would make PvP impossible cause you could run all the way to edgeville from lvl 50 wilderness? That’s why I capped it off. Because with only the risk of the reclaim cost, rich players could rule the wilderness in op gear like Masterwork. The exact thing you complained about is the reason for the restrictions.
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01-Aug-2019 19:44:29

Gwyndolynn

Gwyndolynn

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“Sorry but this is quite wrong. The very expensive weapons and armour in OSRS are the best.”

I said they’re the best KO weapons, perhaps I didn’t word that clearly. But if you want an example of a cheap T75 it’s the tentacle whip which translates to about 15m gp in RS3 currency if the trading rates are accurate.

“Granite maul and claws are just spec weapons - and D claws are 63m which is like a 440m RS3 weapon”

I brought up the claws solely to illustrate my point of lower tier weapons having KO potential not necessarily recognizing it as a good or cheap weapon of choice. The granite maul however does fit that description and has had to be nerfed multiple times. Another is the DDS, Dark Bow, etc. I’m acutely aware how expensive it is.

I don’t need a lesson on OSRS PKing seeing as I do it regularly. The point I was making is that in RS3 the highest tier wins almost indefinitely and in OSRS that is less the case due to powerful KO weapons. Special attacks do not quite have the same potential in RS3 (although AGS is still semi-viable).

Also, using the Ghrazi rapier is a terrible example seeing as the OSRS wilderness has also seen a decrease in activity. This is because of powercreep, there are better and safer money making methods outside the wilderness. Further, most average players don’t want to risk such vast wealth same as RS3. Players don’t want to risk their Nox weapons. Also, it’s an unfair comparison because OSRS HPhas like triple the player count and better content in the wilderness. Further, most of the OG PKers migrated to OSRS leaving RS3 lacking many PvPers.

Okay, so the Zuriel’s Staff is only slightly better than Nox but with the proposed death mechanic you also have to take into account T90+ armors, pocket slots, sigils, amulets, rings, etc, etc, etc. Between all that it really adds up! 100s of millions of gp. And you place that insurmountable wall between casual PKers, PvMers and people interested in getting into PvP.
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01-Aug-2019 20:06:46

Gwyndolynn

Gwyndolynn

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And you need to remember that death mechanic proposition and the T88 gear cap are dependent on one another. The T88 year cap by itself doesn’t make any sense, but with the x3 reclaim value it would be essential. And vice versa. You’re gonna have to see the big picture here. Because if you take each idea and consider it without considering the other points it’ll make little sense,

Let me illustrate the point:
Because there’s less risk with the x3 reclaim cost mechanic, people will be more willing to bring high level gear into the wilderness. Therefore, super op gear like Trimmed Masterwork Armor need to be disallowed because they are too op and would make PvP near impossible.

Remember that I acknowledge that Jagex will have to manually alter the price so of some items whose reclaim cost does not reflect the risk/reward. Others even disallowed.
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01-Aug-2019 20:14:19 - Last edited on 01-Aug-2019 20:16:22 by Gwyndolynn

Gwyndolynn

Gwyndolynn

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“If you're going to propose changes to content the only opinions that matter are those of people who use it.”

I get what you’re trying to say but ultimately disagree. We should do what’s best for the wilderness and the game as a whole not for a minority of players who use it. The options of PKers should definitely be taken into account but I don’t think their wants should trump the majority of what’s best for the game. What’s best for the wilderness and the game I’d bringing in new players and reworking it to encourage more to utilize it. Bottom line, dead content isn’t worth keeping, and the wilderness is dead.

You want it to remain the same, I want to fix and revive it. We’ll just have to agree to disagree. This conversation has been almost entirely non-productive and we’re talking in circles.
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02-Aug-2019 19:01:07

Gwyndolynn

Gwyndolynn

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“Well you are. Same mechanic only with 3X cost.”

You know exactly what I meant. Don’t be an ass. It’s not the same mechanic if it function differently is it.


“All I need to read is death mechanic change and I oppose.”

And that’s why I’m ending this conversation. Feel free to respond but you just talk in circles. And frankly it’s exhausting.


“Compare it to moneymakers outside the Wilderness. Fighting people in full tank for <1m just won't work. And even triple death cost leave setups at <1m.”

Not really, because that 1m-ish every single kills. That’s insane money. What other method drops 1m each kill? Also, if you PK PvMers you get their loot too.


“I should be getting a Nox Bow every time I fight someone risking one.”

Alright we both know that’s bullshit. Most players have super restores and fury sharks your not smiting that many Nox weapons.


“Ok, you've called the Wilderness "toxic" twice now, someone is showing their true colour as a non-PKer. Losing your iems on death isn't "toxic. Nobody is forced to risk hundreds of millions, you don't need that much to do anything in Wildy.”

Aw shit, you got me! I’m obviously an undercover skiller trying to ruin your wilderness. I think s mechanic that drives players away and many players hate fits the definition of toxic quite well. Nobody is forced to, yes. And as a result it’s dead content.


“But how does removing even the possibility of getting a big PK bring more people to the Wilderness.”

More logical fallacies, more twisting my words. Bro, I can’t even keep up with these fallacies and they just take to long to dissect one at a time.


“The thing is you can't bring T90 armours into Wilderness without losing them on death...”

If you look at the context of my comment you’d know that I was referring to how it would function under my death mechanic. More circular reasoning and more logical fallacies.
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02-Aug-2019 19:29:19

Gwyndolynn

Gwyndolynn

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Respond if you want. I’m tired of wasting my time trying to argue with someone whose arguments are riddled with logical fallacies, strawmans my arguments, and ignores context and has only skimmed the thread.

The wilderness is dead. If the wilderness isn’t revived you can bet PvP will eventually be removed entirely.


Also, I apologize if I ever came across as rude. I have a tendency to get overly passionate. Anyway, cheers! :D
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02-Aug-2019 19:35:48

Gwyndolynn

Gwyndolynn

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“I'm not really a supporter.”
“I just hate PvP.”
“I'd rather just see PvP removed from the Wildy.”

You have access to 99% of the game and you really want to take this 1% away from those of us who enjoy it? I get that you hate PvP but I don’t feel that’s a good reason to remove the PvP aspect. I hate Runecrafting but I’d never want to see it removed just so I could reap the benefits without effort.

I’d also argue that this is an MMORPG. It’s multiplayer and it’s important in these kind of games that they have a variety of content. What might retain a player like yourself won’t retain a player like me. And vice versa. I truly believe the wilderness was never given a fair chance.
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17-Aug-2019 15:00:14

Gwyndolynn

Gwyndolynn

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“How does removing pking wildy remove PvP?”

I didn’t say that it does.... My point is that there are very few worthwhile PvP activities. And the wilderness is such a unique and iconic part of the game. For many of us, some of my fondest memories in the game were my adventure in the wilderness. The wilderness can have a future if we give it one.


“We still have places like clanwars and other pvp minigames”

Neither of which are profitable or really worth doing. The unique thing about the wilderness is the risk versus reward and the adrenaline rush you get. Minigames can be afked and clanwars is meh.
REIGN OF JUDGES:
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24-Aug-2019 15:32:20

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