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Final Solution to Skull Tricks

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Kopaka
Nov Gold Premier Club Member 2017

Kopaka

Posts: 1,849Mithril Posts by user Forum Profile RuneMetrics Profile
Remove wilderness skulling.


Option A
Dying in the Wilderness will cause the loss of every item you are carrying every time.

Option B
Dying in the Wilderness will cause the loss of all but your three most valuable items every time.


Protect Item Prayer and Fury Sharks?
Rework them to have completely new uses, or remove them.


Teleblocks, logouts and the Wilderness Wall?
Teleporting out of the wilderness, logging out/switching worlds and crossing the Wilderness Wall requires the player to be out of combat for at least 5 minutes.


Why?
By making the wilderness more intrinsically punishing, innocent players will not be "lured" into it by false pretenses of untold riches. Players who know what they are getting into and feel capable of surviving under the harsh circumstances will go in and will be prepared.

14-May-2019 22:00:57

Kopaka
Nov Gold Premier Club Member 2017

Kopaka

Posts: 1,849Mithril Posts by user Forum Profile RuneMetrics Profile
Possible additions

Make a list of items which cannot be brought into the wilderness. Things like rares and dyed armor have no place out there.

Make entering the wilderness impossible with coins in your inventory (not in cash stack) and make it impossible to take coins out of your cash stack while in the wilderness.

Set an entrance fee to get into the wilderness.

Require players to be wearing armor which is comparable to their combat levels in order to enter. Not necessarily the best they can wear but maybe within 20 defence levels.

Make Ammo stacks and Rune stacks count as one item, possibly limiting stack size to something usable but reasonable like 5000.

14-May-2019 22:04:51 - Last edited on 14-May-2019 22:07:31 by Kopaka

Hayamo

Hayamo

Posts: 392Silver Posts by user Forum Profile RuneMetrics Profile
Teleporting out of the wilderness, logging out/switching worlds and crossing the Wilderness Wall requires the player to be out of combat for at least 5 minutes.

Lol wtf, no support

Never seen you in wildy so why u even care abou it.
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14-May-2019 22:12:25

Jack Flac

Jack Flac

Posts: 5,185Rune Posts by user Forum Profile RuneMetrics Profile
Kopaka said:

Teleblocks, logouts and the Wilderness Wall?
Teleporting out of the wilderness, logging out/switching worlds and crossing the Wilderness Wall requires the player to be out of combat for at least 5 minutes.
Well Goodbye Abyss training.
Why no game balance in RS3 Jagex || VN discussion Thread
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YOU
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16-May-2019 23:23:51

Kopaka
Nov Gold Premier Club Member 2017

Kopaka

Posts: 1,849Mithril Posts by user Forum Profile RuneMetrics Profile
Jack Flac said:
Kopaka said:

Teleblocks, logouts and the Wilderness Wall?
Teleporting out of the wilderness, logging out/switching worlds and crossing the Wilderness Wall requires the player to be out of combat for at least 5 minutes.
Well Goodbye Abyss training.


Not sure how this makes any sense?

You don't need to be in combat to get to the abyss.

You aren't in the wilderness when you are in the abyss.

How would this affect abyss training at all?

17-May-2019 05:08:58

Aria Ventus
Mar Member 2018

Aria Ventus

Posts: 1,622Mithril Posts by user Forum Profile RuneMetrics Profile
Tenebri said:
Kopaka said:
You aren't in the wilderness when you are in the abyss.


there are in abyss in the wilderness. its the best place for abyss iirc as there are 17 of them

by killing there here 20% more slayer xp too

(level 19 wildy)


yeah, just when I made a thread that players should be allowed to world switch during combat with non-boss, non instanced area npcs out of respect for those already in the rift.

Definitely no support to make world hopping even more hectic by imposing a 5 minute restriction to entering the wilderness.

Currently we have:

1) Player needs to enter inner ring to switch worlds. He cannot come back to the outer ring. This means he has to waste some time to teleport out and make his way back.
2) In addition to wasting time, he also risks the wilderness once again to access. And who knows if the world he switches to just so happens to have a pker by the abyss mage?

With OP's suggestion we now also have:

3) In addition to time waste in running back and a second risk through the wildy, players must also waste even more time standing outside the wilderness wall for 5 minutes whil shining like a beacon for that time for any pker lucky enough to pass by the wall.
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19-May-2019 03:02:59

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