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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.
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

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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.
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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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.
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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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.
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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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).
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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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!
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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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.
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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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.
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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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!
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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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.
The New Wild (instanced) <---------> Enhancing Combat and PVP

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

Stoic n Vain

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Roaming and Instanced Bosses



Currently, I will be using existing bosses and altering them to suit the new wild mechanics. Unique “new wild bosses” can be gradually added at a later stage.
Using current bosses means that the content has mostly already been created, they just need to make them spawn in the wild, change a few mechanics and enable PVP.

All bosses could be ghostly/revenant versions of themselves (all white/see through). Killing wilderness bosses will not increase your boss kill count. I added this because it would be game-breaking to allow it. For example: if you cannot usually attack that boss in the outside world eg- not having 70 strength, yet you are killing Graardor in the wild.

Almost all bosses will have the potential to spawn in the wilderness at some point. Their rare drop chance will be increased. No “kill count” will be required to kill the GWD bosses. Bosses probably won't be accompanied by their minions, with the exception of "instanced" bosses explained below.

There will be two types of bosses, “Instanced” bosses and “roaming” bosses.



Instanced bosses



Normally "instanced" bosses will spawn at a location in the wild, with all of their mechanics in place, only it'll be a free for all PVP area. Players can kill the boss or kill each other or both.

Instanced bosses will have a specific location or locations where they will spawn. These will be the bosses that would not be suitable to “roam” and rely on mechanics created in the area that they dwell in. (bosses that either don't move or require an instance with specific mechanics).

One potential area for these instances to spawn is the King Black Dragon’s lair. Not only will the instanced boss spawn, but the area will also update to that of the boss’s typical instance. Corporeal beast’s lair is another option.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:13:51 - Last edited on 13-Jan-2019 03:39:52 by Stoic n Vain

Stoic n Vain

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Instanced bosses [continued]



There will always be a random instance boss active (or perhaps two?). When the boss is killed, the roof will immediately start collapsing and you'll be hit by rocks for 30% of your maximum lifepoints every... 3 seconds (typeless damage). Once everyone has left the boss instance via the lever, cave exit, or death, a new boss (and the appropriate boss room) will spawn. For Vindicta, perhaps it could be flames that cover the entire ground, instead of rocks falling down. If you die in the instance, all of your stuff will appear right outside of it for all players to take, or the player who dealt the most damage to you.

List of "instanced" bosses:

(Will spawn the entire boss area at a specific area of the wild, such as KBD lair. You will pull the lever near the poison spiders to enter this instance).

The Other GWD1 bosses with instance required mechanics
GWD2 bosses
Giant Mole
The Kalphite King
Har-Aken
Queen Black Dragon
Dungeoneering bosses that require area mechanics. They will need to be made stronger. They’ll have an increased Chance to drop chaotic.

There are many other bosses that I have not tried and am unaware of the mechanics or if it can be implemented into the wild. Telos, Arraxor/Arraxi, Solak, Vorago, Nex/Nex angel of death, Legion bosses, Magister and Barrows rise of 6.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:14:16 - Last edited on 13-Jan-2019 03:43:02 by Stoic n Vain

Stoic n Vain

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Roaming bosses



(Bosses that don’t require an instance to function and can be easily programmed to roam the wild without issues).

A roaming boss will spawn in a random location once every 6? minutes and will continue to roam the wild until killed (up to a maximum of 5 roaming bosses at any one time). Two of the same boss cannot spawn. Eg, only one roaming Jad at a time.
Bosses will occasionally fight each other!
Jad wants to mess with the KBD. They begin their battle. During a boss v boss battle, the bosses will be unaggressive to players, unless attacked, in which case it will attack the player (perhaps both bosses will!).

All bosses will be aggressive (exception Beastmaster Durzag). All bosses will change targets occasionally (if there is more than one player fighting them). This provides unpredictability and also makes it more fair - if one person is having to tank the boss the entire time, they aren't going to have a good chance at dealing damage, and therefore will be unlikely to get loot. The bosses will be affected by provoke (exception BD), but only players working together would WANT to do that :P

List of roaming bosses:


General Graardor
Kril trutsaroth
Kalphite Queen
TzTok-Jad
Dagannoth Kings
Barrows Brothers
Revenants will roam, as they once did!
Dungeoneering bosses that don’t require area mechanics. They will need to be made stronger. They’ll have an increased Chance to drop chaotic.

King Black Dragon will be removed from his lair to make way for the underground “instanced” boss spawn area. Everyone will be allowed to enter the instance boss area and it will be multi-way PVP. KBD will become a roaming boss instead.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:14:35 - Last edited on 15-Jan-2019 06:05:51 by Stoic n Vain

Stoic n Vain

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Bosses that might not need to change:


Chaos Elemental. Can stay the same or roam.

Corporeal Beast - (however, the area will be changed to a PVP zone).
OR the Corporeal Beast’s lair can be the second randomly instanced boss spawn area. Then the Corporeal beast can be added to the list of “instanced bosses”.

WildyWyrm


Changed Boss Mechanics



(buffed/apex)
TzTok-Jad


He will change significantly. Jad's healers would spawn with him. They'd follow him in a line, like little ducklings. Jad’s healer’s healing capabilities will increase depending on how many players are engaged.

All of his attacks will be AOE, including melee. Perhaps 3x3 or even 4x4. He'd maintain his slow walk speed, but EVERY successful hit would bind the player for 10 seconds. This means that the only ways to escape is to anticipate/freedom/surge, or get hit for multiple 0's.

He will also change the way he attacks. He will do ranged/mage at a distance, then walk toward the player, do another attack, walk toward the player - until in melee distance (then use all 3 attack styles). This will make Jad far more scary and hard to fight. Possibly give Jad more HP? Jad will not necessarily be attacking the player which he is facing... :O and sometimes will deal two separate hits in one animation (they will both be the same style, eg if he stomps, they will both be ranged hits). As these hits both have a large AOE area, there is a high chance of being hit by both of them. Absolutely deadly to fail a prayer switch.

KBD
already occasionally freezes the player. This chance will be increased.

The roaming bosses that are either slow or melee based will have some sort of mechanic that prevents players from kiting the boss, such as a bind.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:15:05 - Last edited on 17-Jan-2019 01:38:16 by Stoic n Vain

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Changed Boss Mechanics [continued]



(enraged)
Beastmaster Durzag


He will be king of the wild. He will be the only unaggressive boss while not in combat. When he is attacked, he will become aggressive to all players. The reasoning behind this is, it will be impossible to take him on solo and I feel that it’d be distasteful/unfair for solo pkers who encounter him with no way to survive. Durzag will “happily” roam the wild until attacked, and then he will lose his cool. Once he has killed all players/bosses in the area and is no longer in combat, he will become unaggressive again.

He will automatically change targets (random) every 20 Seconds. This is roughly the same amount of time that the BT and BU juggle the boss each shift. Beastmaster will initially throw a rock at the new target’s legs, rendering them unable to move for 20 seconds (unaffected by anticipation or freedom and the player will be unable to use movement abilities like surge/barge/escape during this time), so they can’t kite. Yes, other players will be able to attack the current tank, if they choose to. If a player is killed by both Durzag and another player combined, Durzag will then focus on whoever "claimed his kill" (whichever player dealt the most damage to the player that died). He will say "how dare you!"
It will be an absolute blood bath.

He will be unaffected by provoke; whoever he decides to attack, will have to endure him for 20 seconds or die.

Beastmaster Durzag will have his usual 1.5m life points, but he will be without his pets, airuts and chargers. That means he will be at full strength, completely enraged from the start, owning all players who fail to tank him.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:15:30 - Last edited on 17-Jan-2019 01:52:29 by Stoic n Vain

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Boss specific drops and Mechanics



“WILD BOSSES could drop GHOSTLY versions of their regular pets!”
- Credit goes to: 777luckyxx? Ref: My Wilderness Quick-fix's page7

Jad: Fire cape and one tzhaar item guaranteed (obsidian cape, maul, mace or shield). Since I have buffed him to the point of an apex predator, he can additionally drop up to t80.

KBD will drop a lot of black dragonhides, for crafting armour. Also drops t70, including complete dragonfire shields.

God related bosses could drop their god related book (complete with pages and doesn't degrade). Eg Graardor drops Bandos’ book of war. Not sure if passive effect should be allowed in wild worlds or not.

Medium difficulty bosses will drop t80. Royal crossbow, chaotic, virtus wand, zaryte bow, nex gear etc.

Very high difficulty bosses will drop t85 and maybe higher. Eg: BM, KK.
BM 3 loots, KK 1

Beastmaster: Raids gear (arguable as it might be too op for this instanced wild world). If too op, BM will drop 3 potentially valuable items instead of 1 - since he is so much harder to kill. Example: he might drop a dragon rider lance, a tetsu body and a wand of treachery. Or decimation, atrocious rogue gloves and a dark bow - for example. T85+ will be uncommon drops.

Boss drops should work on damage percentages. The % of damage that you dealt to the boss is the % chance for you to receive the loot.

Eg: if you dealt 90% of the damage to the boss, you’d have a 90% chance to get that boss’s loot. 100% = 100% 10% = 10% etc.

Rare loot is not guaranteed. If a player is to die right before the boss dies, the boss and the player will still drop their loot as normal. The player will have to make their way back in order to claim it. The player’s lost items will be immediately visible to other players and the boss’ loot dropped to that specific player will become visible to all players, 1 minute after the boss was defeated.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:16:01 - Last edited on 17-Jan-2019 02:00:00 by Stoic n Vain

Stoic n Vain

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- All bosses will have a chance to unlock the wilderness abilities or drop the new wild ability codex or both. The drop chance of these will be very rare and increase based on the difficulty of the boss.

Standard NPC Loot



NPCSs will drop items depending on their combat level (excluding the bosses, as they drop unique items).

Level 1-20 NPCs will drop feathers, fishing bait, fishing rod, living minerals, needles, thread, flax, seeds, tinderboxes, saw (if construction is needed, could build fortress?), hunting equipment, chisels, crafting molds, knives, vials etc.
T1-10 weapons and armour.

Level 21-50 NPCs will drop similar but better stuff. Secondary ingredients for potions, low-level food, t20-40 weapons and armour.

Level 51-80 NPCs will drop rune items (rare chance) such as hatchets, pickaxes, t50 weapons and armour. Medium level food.

Level 81-97 NPCs will drop high level food, potions and t60 stuff (rare chance) such as hatchets, pickaxes, weapons and armour.

Level 98+ NPCs will drop very high level food, potions and t70 items (very rare chance) such as crystal hatchets, pickaxes, armour and weapons, dark bow, wand of treachery, abyssal wand, abyssal whip, black salamander.

T75 will be dropped by the low level bosses. Items such as polypore staff, hand cannon, ganodermic, abyssal whip vine (none of which will degrade). Also, barrows and GWD1 gear. Such bosses include: King Black Dragon, Chaos Elemental, Barrows Brothers, Kalphite Queen, Dagannoth Kings, GWD1, revenants etc.

All NPCs will have a chance to drop runes, exponentially more as the combat level rises.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:16:35 - Last edited on 13-Jan-2019 03:57:06 by Stoic n Vain

Stoic n Vain

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Wild Pickpocketing



You can pickpocket players, similarly to stealing creation. The difference is, it won't be immediate and thieving level won’t be a factor. You can interrupt it with 100% success. A successful pickpocket will take one inventory slot from the victim. What you steal will be random. If the player has mostly food, you’ll be most likely to get 1 bit of food. You cannot be pickpocketed in combat and you cannot pickpocket in combat - how annoying would it be if you are PVPing and bystanders keep stealing your items, right?

You cannot gather stackable resources while in combat. However, you may craft stackable rescources into non-stackable items such as cooking food, combining ingredients to make a potion or smith/craft bars/hide into armour or weapons while in combat. Some resources will be added to the wild that will be very afk, if you don't consider the fact that pkers and thieves want your stacked supplies...

All items in a player’s inventory (and bob) can be stolen from other players (regardless of whether you can attack them or not). You can only steal from a player’s inventory/bob, not their worn equipment. Stackable skilling rescources will be taken as an entire stack.

The main purpose of this is to combat bots and additionally, to further increase risk in the wilderness. Bots or players that are afk will suffer here. This way, any player can assist the bot busting process, even being out of the combat level range and unable to attack. Anyone can steal from a bot, an afk player, or a player who decides not to interrupt it. Legit active players will simply need to interrupt the pickpocket by completing the captcha and then can continue on about their business.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:17:00 - Last edited on 15-Jan-2019 01:58:54 by Stoic n Vain

Stoic n Vain

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Wild Pickpocketing [continued]


Implementation:


A (red?) loading bar will appear above the thief's head and a successful pickpocket will take place once the bar is full. To interrupt this, the player being pickpocketed must successfully complete a captcha before the bar is full, in order to interrupt the pickpocket. You may attempt to pickpocket anyone as many times as you’d like, unless a select individual player interrupts one of your pickpockets, in which case, you will no longer be able to pickpocket that select individual (this is to avoid spamming/grieving). “You would attempt to pickpocket them, but they’re onto you!”

A pickpocket will take 8 seconds (enough time to solve a captcha) in order to steal one inventory slot (if a stack, the entire stack of that one inventory slot). If the victim does not successfully complete the captcha, the thief can continue to pickpocket the victim repeatedly, until the victim manages to interrupt a pickpocket. The thief will follow the victim with a thieving animation throughout the duration. Upon thieving success, the thief will be awarded a wilderness point as well. The victim can also attack the thief in order to interrupt him, if they are able to.

If the victim doesn’t have anything to be pickpocketed, a message will be displayed: "That player has nothing to steal!" Thieving level has no impact. If you complete the captcha successfully, you won’t be pickpocketed. If you fail, you will be pickpocketed.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:17:31 - Last edited on 13-Jan-2019 04:08:06 by Stoic n Vain

Stoic n Vain

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Wild Pickpocketing [continued]


Examples for potential captchas:


Runescape style trivia could be one option.

The typical captcha style:
“Click on the pictures with eyes in them.”
The images will be Runescape style, like showing just the KBD’s feet, just the KBD’s wings, then some showing his face with his eyes shut and some with his eyes open and then the whole KBD with his eyes etc.

“Which displayed combinations of the combat triangle are correct?”
(These could be made images instead, with each character placed in a triangle with 3 arrows connecting each).

A. Magic > ranged > melee
B. Magic > melee > ranged
C. Ranged > ranged > ranged
D. Evil Chicken > Mod Pi > Giant Rat
E. Magic > ranged > magic
F. Melee > ranged > magic
G. King Black Dragon > Giant Mole > Beastmaster Durzag
H. Rock > paper > scissors

Perhaps this is too many options and would be overly difficult to do in 8 seconds, but you get the general idea. There are two correct answers there that must both be ticked, in order to evade the pickpocket. With some testing, multiple captchas can be made that are not too difficult for players, but near impossible for bots.

You cannot log out while someone is attempting to pickpocket you. (Undecided: you may not be able to log out at all in The New Wild unless you are in The Fog).
You cannot attempt to pickpocket a player that is already being pickpocketed.


This can be applied to Cursed Energy gathering. Cursed Energy. Solved.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:18:04 - Last edited on 05-Mar-2019 02:02:02 by Stoic n Vain

Stoic n Vain

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The Fog



There will be two small areas of permanent fog. These will be near identical to the fog used in the stealing creation minigame. The fog will act as the only permanent safe zone within The New Wild (unless the valley of peace is accepted). Your adrenaline will be reduced to 0 when entering the fog. You can log out in this type of fog. Still deciding whether The Fog should be the only place where you can log out in the entire wilderness.


Dust Storms



There will also be dust storms that appear in the wilderness, which you can hide in (like fog). These will move, grow, shrink and disappear randomly. You will need to manually maintain your position in the fog, or you will become exposed and vulnerable. Dust storms will be darker in colour and last anywhere from 1 to 20 minutes. Sometimes a random boss will spawn at the location where the dust storm dissipates.

Your adrenaline will be maintained while hiding in a dust storm. You will be classed as in combat and cannot log out in a dust storm, so you can only take shelter for so long…

You will not be able to attack (or pickpocket) for 2 seconds after leaving a dust storm or the fog “your eyes are still adjusting to the light”. This will prevent people from repeatedly leaving the fog, attacking and instantly entering the fog to get a “free hit” on their enemy. You will however, be attackable immediately after leaving a dust storm or the fog by both players and bosses alike. If you are attacked, you can immediately retaliate.

Items dropped will still be lootable and show on the minimap, same as in SC. You will not be able to do any skilling actions such as making potions, crafting armour or fletching bows while in fog or dust storms “you can’t see!”. You can however, eat food and drink potions. You will be unable to see or right click any players within dust storms or fog.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:18:36 - Last edited on 13-Jan-2019 04:58:25 by Stoic n Vain

Stoic n Vain

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Gathering Locations and Production Areas



Random gathering locations will spawn randomly all over the wilderness and will last about 10 minutes. These gathering locations will have similarities to divine locations and shooting stars. Most of these will become more difficult to gather, as the rescources will gradually become higher tier as it’s harvested. Since the higher quality items are gathered towards the end of the gathering location’s life, it means that more players will have the opportunity to stumble across it. Gathering higher-level rescources will therefore have a higher likelihood for players encountering competition.

T70 can be the max craftable gear; higher tier gear must be gained through PVM or PVP. All gathering locations can be used to gain wilderness points by converting the supplies and they can also be smuggled out for GP, if desired. It’ll be more worthwhile to smuggle high tier gear and codexs though.


Examples of gathering locations:


Shooting star (Mining)
. Starts at t1 ore and gradually moves up to t70.
You will get 1 random gem when you first mine the star. This enables Jewellery to be made. Spawn rate: rare, one per hour

Geyser spawn or pool (Fishing)
- again, starting at low-level fish and ending in high-level fish. Vials can be filled with water at this location.

These will award fish even more frequently than the items gathered from other locations, as food will be in higher demand than anything else. Perhaps even up to 50 fish per minute. Spawn rate: frequent. There will always be one active somewhere in the wilderness, switching location every 10 minutes.

Tumble weed (Farming)
– right-click select which herbs you want to harvest
- higher success chance to gather towards the end of it’s life.
Spawn rate: rare, one per hour
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:19:42 - Last edited on 13-Jan-2019 04:23:30 by Stoic n Vain

Stoic n Vain

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Gathering Locations and Production Areas [continued]



Cursed energy (Divination)
will be removed from the crater and changed to be a randomly spawned gathering location like the others. Portents cannot be made in the new wild. Cursed energy can be used to spawn a gathering location of your choosing. Rarer locations cost more. Good idea to spawn one near a roaming bank. Spawn rate: rare, one per hour

Runesphere (Runecrafting)
– You can right-click select which rune type you wish to syphon. Higher success chance to make runes towards the end of its life.
Does not require rune essence. Spawn rate: common, one every 20 minutes

Layered evil tree (Woodcutting)
– starts as normal, progresses to elder.
Spawn rate: common, one every 20 minutes

Elusive Obelisk (Summoning)
– can recharge summoning points and gather familiar pouches from it, no summoning ingredients required. These will be the only non-stackable gathering location items.
Spawn rate: very rare – one per 2 hours

The above temporary gathering locations would award gathering supplies at a very fast rate. Perhaps there could be permanent skilling locations that award gathering supplies slowly. Undecided.


There will be
production areas
, which will have an anvil, furnace, spinning wheel, summoning obelisk (can recharge sum points only), cooking range (for those who don't have logs to make a fire), a water source (for filling vials), a tanner to tan hides (don't need to pay) and more. Each warband camp location will be replaced to have all of the above mentioned production areas. These will all be PVP areas.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 01:57:16 - Last edited on 13-Jan-2019 04:26:20 by Stoic n Vain

Stoic n Vain

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New Abilities To Be Earned


Wild Codex


Vengeful Freedom
(basic ability) replaces Freedom. Bounce back immediate damage that would have otherwise caused you to be bound or stunned within 2 seconds, whilst also being cleared of stuns, bleeds and binds and gain 6 seconds of stun immunity.

Repel
(30% adrenaline cost, requires a shield, can be activated under 50% adrenaline): Your opponent’s next successful damaging ability within 10 seconds is completely reflected back onto them. This includes full bleeds and combo attacks. 20 second cool down. Does not share a cool-down with reflect.

Berserking Shield Throw
(basic, threshold and ultimate) 30 sec cool-down

Throw your shield at your opponent, stunning them for 1 second, binding them for 10 and causing up to 100% shield armour value damage per 10% adrenaline that you had, or up to 12x shield armour value damage with 100% adrenaline (not affected by damage modifiers). For a minimum of 20 seconds, you will be vulnerable. All current shield buffs will be removed and you will be unable to use any shield abilities. Your opponent will take 10% additional damage from all sources and an additional 50% damage from your own attacks, provided you don’t change weapons.

After 20 seconds have passed, the damage boost will wear off. You will then be able to regain access to your shield abilities by standing next to your opponent (to theoretically take the shield back).

If the main hand weapon’s tier is inferior to that of the shield’s tier, a severe damage reduction will apply. I know that this does not make theoretical sense, but for balancing issues, this is necessary. Can’t have a combat level 25 - 90 defence pure smacking a 5,892 with a malevolent shield, right? O.O

Can be used during global cool down.
Has a range of 8, even for melee.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 03:34:55 - Last edited on 15-Jan-2019 06:32:43 by Stoic n Vain

Stoic n Vain

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New Abilities To Be Earned [continued]



Immediate Onslaught:
(replaces onslaught. Basic, threshold and ultimate) Onslaught can be activated with or without adrenaline, and will take 25% of adrenaline for each attack dealt, or self harm with no adrenaline. If activated with 0-24% adrenaline, self-harm will begin immediately, starting at 20% of damage dealt, increasing by a further 15% of damage dealt each attack. (This means that on the 6th hit, you’ll pretty much be hurting yourself as much as your opponent). Same cool-down as onslaught.

Perhaps onslaught could be made the same for melee as it is for ranged/mage. You can activate it out of melee distance, and it has a range of 8 spaces.

Constitutional precision
(threshold) level 40 constitution. 1 minute cool-down. Deal up to 30% of your maximum life points as damage, bypassing your opponent’s armour for 1 second per 1k of your maximum health. Eg 9,900 total life points = a duration of 9 seconds.

Boss-like
or
Like a Boss
(ultimate) level 50 constitution. 1 min duration, 5 minute cool-down.
* Health boosts only work in PVP. Damage boost can work in PVE.

Your damage is increased by 20% for 1 minute. Your total lifepoints and all healing will be multiplied by the number of players attacking you at the time of activation, and will not change until Boss-like expires.

Example:

Let’s say you are being piled by 5 players. You activate “Boss-like”.
Your 9,900 lifepoints (x5) becomes 49,500
Sharks would heal 10,000 instead of 2,000
Resonance will heal you for 5x what the opponent would have hit.
Ultimate healing abilities heal by percentages as normal (eg 40% max LP).
Your damage would be 20% higher. Good luck to those 5 guys…
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 03:58:35 - Last edited on 15-Jan-2019 06:37:59 by Stoic n Vain

Stoic n Vain

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Wilderness Points



Are a form of currency that is gained by doing certain actions in The New Wild.

They can be traded for XP in the real non-instanced Runescape, or to smuggle wilderness items out of the instanced wilderness world to the real Runescape.

Items that are not usually tradable in Runescape cannot be smuggled – e.g. a fire cape. It would devalue the effort that people put into completing all 63 waves in the caves, for example. It would also block certain players from obtaining items that they would otherwise be unable to obtain.

Such "usually" non-tradable items ARE tradable in the instanced wilderness world, and dropped on death (all wilderness items (item __ (w) are tradable on wilderness worlds only).

All wilderness items can be converted into wilderness points.

All items vary in points awarded, eg a godsword would give more points than a dragon dagger.

You can use wilderness points to convert new ability codex’s (uniquely dropped by the bosses on this world) to enable you to sell them to other players in real Runescape.


The Four Ways To Gain Wilderness Points:



You do not gain any XP on wilderness worlds. Instead, all XP you would have otherwise been given is awarded as wilderness points.


1. Skilling:


Every 1k skilling XP you'd have normally received from doing skilling actions outside of the wilderness world instead gives 1 wilderness point. Every 1k XP is instead 1 wilderness point. In fact, all skilling skills should gain points equally, for example, wild agility course shouldn't give 1 point or less per lap, that's terrible. Perhaps to balance it all out, 1 wild point can be awarded every 10 seconds, when a skilling action is also detected.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:11:31 - Last edited on 13-Jan-2019 04:44:37 by Stoic n Vain

Stoic n Vain

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The Four Ways To Gain Wilderness Points [continued]:



2. PVE:


Every 1k combat XP you'd have otherwise received from doing PVE outside of wilderness world instead gives 1 wilderness point. Every 1k XP is instead 1 wilderness point.

3. PVP:


Every 5,000 damage done AND damage avoided/mitigated by the use of abilities awards 1 wilderness point.

PVP Examples:


A player deals 50,000 damage to another player and is victorious. He is awarded 10 wilderness points + the opponent's loot.

A player deals 50,000 damage to another player and his opponent ran away. He is awarded 10 wilderness points.

A player deals 50,000 damage to another player and is then defeated. He is awarded 10 wilderness points and loses all of his items. Wilderness points aren't based on victory or defeat - the incentive to win is of course to not lose your items, and to gain your opponent’s items.

A player deals 30,000 damage to another player. He used resonance and healed 3,000 damage from his opponent's hit. His debilitate halved what would have been 10,000 damage to 5,000 damage. He used barricade to stop what would have been 12,000 damage. He was low on food and managed to run away. His damage done was 30,000 = 6 wilderness points.

His damage avoided using defensive abilities was 3,000 + 5,000 + 12,000 = 20,000 = 4 wilderness points. He is awarded 10 wilderness points.

The same principle applies to other defensive abilities like reflect and devotion, the damage reduced is awarded as wilderness points.

Damage reduced via damage reduction on armour does not contribute to wilderness points.


4. Converting wilderness items into wilderness points.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:11:43 - Last edited on 13-Jan-2019 04:48:35 by Stoic n Vain

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Rewards/ Wilderness Point Trader (Mandrith) + Converting (w) Items



You’ll be able to right click items in The New Wild and send them outside of the instanced world to your usual Runescape bank, costing wilderness points. This will make skilling, bossing and PVP in The New Wild profitable.

You’ll also be able to right-click -> convert a wilderness item into wilderness points. This will destroy said item and convert it into an amount of wilderness points based on the item’s tier/rarity/value. You won't be able to convert items to wilderness points during combat. This will mean that whatever your opponent has, you'll get if you kill them. (no sneaky last minute item disappearances)
Rottop12 said:
It might be interesting to have the points fluctuate based on the price of the items.
-Big thanks to Rottop12 for that idea!

Wilderness items will have two additional “right-click” options.
1. Convert (awards wilderness points).
2. Smuggle item (costs wilderness points).

Both options will have confirmations after them stating that the item will be removed from your inventory and either destroyed or moved to your usual, non-instanced Runescape bank. It will state exactly how many Wilderness points doing so will award or cost.

All items that would otherwise be untradeable outside of the instance will not have a convert to “non-wilderness” version with wilderness points option. This prevents people from obtaining items that they wouldn’t otherwise be able to obtain in “the real world of Runescape”. They can however, be converted to wilderness points.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:12:09 - Last edited on 24-Jan-2019 05:51:23 by Stoic n Vain

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Rewards/ Wilderness Point Trader (Mandrith) + Converting (w) Items [continued]



There will be dirt-cheap PVE/PVP supplies to be bought with wilderness points. These items cannot be taken into The New Wild. These items cannot be used outside of the wilderness. “That item is too evil/wild to be used or eaten here!”

These items are intended to promote the regular wilderness and keep supply costs low, so players will fork out less GP. They will be tradable and drop on death. Since their use is restricted to the wilderness, the economy shouldn’t be greatly affected.

As mentioned, these items will be very cheap. For example: mystery meat (heals 2k) costs 1 wilderness point, super restore pot 1 point, Saradomin brew 2 points, adrenaline pot 2 points, extreme pot 2 points, overload 4 points, Edgeville tele-tab 1 point, weapon poison ++ 1 point, rocktail 2 points etc. Wilderness slayer mask 50 points. These will all be tradable, but only usable in the normal wilderness.

XP in any desired skill will be purchasable with wilderness points in the form of lamps and/or stars (if the community decides that lamps would be OP). The XP rate will be good, so you don’t have to worry about “losing game progression” when you’re having fun in The New Wild.

Some or all of the Death match and Bounty hunter rewards could be made purchasable with wilderness points. Eg superior fremennik armours.

Some unique weapons/armour could be gained only from The New Wild – EG the t87 BH weapons. Or entirely new gear altogether with the introduction of new unique wild bosses.

As mentioned earlier, wild bosses will all have a chance to drop pets, which will look white/transparent/ghostly.

The revenant pets (initially from bounty hunter) can be awarded at certain amounts of wild PVP kills. Examining them will show your current wild PVP kills.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:16:15 - Last edited on 24-Jan-2019 05:46:01 by Stoic n Vain

Stoic n Vain

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PVP was one of my favourite parts of Runescape. I wish to bring it back, better than ever!

I hope that you enjoyed reading this at least half as much as I enjoyed creating and writing this.

If you support, please let me know.

If there is anything you don’t like, please let me know why.

Thank you,
Stoic n Vain.
The New Wild (instanced) <---------> Enhancing Combat and PVP

13-Jan-2019 04:18:53 - Last edited on 13-Jan-2019 04:54:48 by Stoic n Vain

Stoic n Vain

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Yes, you always lose everything on you when you die. That's the risk system.
You'll never lose any of your normal Runescape items, that's safe.

You can't use your usual bank items. You'll have a new bank in this new wild, separate from your usual Runescape bank. You can only use items gained specifically in the new wilderness worlds. You have to either make it yourself, PK it or PVE for it.

Item smuggling is where you spend wilderness points to take items you have acquired in the new instanced wilderness and send them outside to the real world, allowing you to use them there or sell them to other players for a nice profit.
The New Wild (instanced) <---------> Enhancing Combat and PVP

14-Jan-2019 00:21:26

Stoic n Vain

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Hey Rottop12, thanks for the in depth response! :D

I had the same thought while proofreading it. There's a lot of suggested content here and it'd take a huge amount of work to implement. If they want PVP to thrive again though, it'll take a lot of work. They can't keep expecting to revive it with such little effort. It's up to them if they think it's worthwhile to direct their efforts developing this. I've done all I really can by providing the solutions - it's now up to players to support it and Jagex to read it/consider it.

Unfortunately, I was unable to play Darkscape. I don't know many of the mechanics, but it did look fun. I prefer EOC combat, so I wouldn't have played it long-term even if I had the chance.

High level players usually have more advantages over low level players. If you've invested time to level a stat, it's fitting that you're awarded for doing so. I didn't really intend to have any sort of XP multiplier in the instanced wild world to allow fast levelling. I like the idea of bringing what you have already learned during regular Runescaping to the instanced world and then gaining wilderness points whichever way you choose to - so you don't have to kill if you don't wish to and you don't have to skill if you don't wish to. How you get your points is completely up to you, so you can do what you enjoy doing.

Ah yes... discord and other alternate forms of communication. I really wanted to prevent the ease of forming clans, keep things unpredictable, give everyone a "fair go" and most importantly - lessen non-stopping and grieving. At least the "random death location spawn" mechanic will help with that, but I don't know what to do about the communication situation. If I block PMs, then it will disadvantage those that don't use alternate communication, so maybe you're right to suggest allowing PMs.
The New Wild (instanced) <---------> Enhancing Combat and PVP

22-Jan-2019 07:36:55

Stoic n Vain

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About the "DMM implementation", I personally prefer to lose what I have on me. I like to know exactly what I'm risking. Keep in mind that skilling without gear to defend yourself will be difficult. Skilling supplies are stackable and highly valuable, so, it'd be more worthwhile to at least have moderate gear to defend yourself with. Skillers will still be highly profitable to kill and if they don't take means of defending themselves, they'll just be "free loot".

About safe zones, I did suggest one called "valley of peace". You may have missed it.
I'm undecided whether there should be a safe zone, but you might be right about most players wanting one. Have a quick read of "valley of peace" on page 1, if you'd like.

Limiting the distance that players can see other players/npcs would be reasonable to keep it fair. I'd say 5 spaces is definitely not enough lol (you can attack further than that!) - 10 would be the minimum, I'd say.

I did think about boss drops being broadcasted, but I couldn't decide whether to include it.
It would be pretty exciting and it would spark many PVP battles, but If you are surrounded by many players (eg in an instanced boss area), you'll be almost guaranteed to be killed.
Short answer: I don't know. Leave it to the players by polling it.

Rottop12 said:
It might be interesting to have the points fluctuate based on the price of the items.
That's a fantastic idea that I didn't think of! Thanks very much, I'll add that in somewhere later and reference it to you. :)

Yes, hard-to-get items could be added to Mandrith's Wilderness Point Store. I'm not sure about raids gear, as people literally had to do raids for months in order to get it and it could devalue their efforts. Perhaps another thing to poll. I personally would be ok with it.
The New Wild (instanced) <---------> Enhancing Combat and PVP

22-Jan-2019 08:02:08

Stoic n Vain

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I don't play very often lately, so it'd be unlikely to catch me online. I'd enjoy hearing more thoughts that you have about this and I think it's best to discuss it here anyway, because then others can have a read of it :P

Thanks a lot for your comments and contributions! ^_^
I look forward to hearing from you again (no pressure though). :P
Good luck with your exams!
The New Wild (instanced) <---------> Enhancing Combat and PVP

22-Jan-2019 08:07:03

Stoic n Vain

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Hey Rottop12, no worries.

True, I didn't mention a bank. I'll add that shortly.
You can skill and kill (PVE only) for low level supplies and gear in the valley of peace.

Yes, you could bank frequently if you wanted to. This would reduce your gathering efficiency significantly, as you'd have to spend time searching for and running to a bank. You'd be an easy target too, which would further reduce your ability to gather supplies. It would be more beneficial to at least have moderate means of defending yourself while skilling.

With the Deathmatch Mode death method, you always risk your top 10 most expensive stacks of items in your bank + everything on you. I can see both negatives and positives with this. I just read about it on the OSRS wiki and here is what I think.

Positives:

- no more ragging (however, without protect item, would ragging exist anyway?)
- bots would be even more vulnerable
- can choose 10 items to keep safe
- loot is a single, easy to pick up item (bank key)

Negatives:

- If you just felt like using mid level gear for a change, you'd risk just as much as using your best gear.
- If you died and spawned at a random location with nothing, you could be killed again, and again - until you have nothing left in the bank and no way to defend yourself.
- It doesn't make a lot of sense to kill a player and somehow get items from their bank.
- players aren't accustomed to risking items that are in their bank (myself included)
- you could have items taken that you rely heavily on - eg all of your stacked food
- as soon as someone gets more than 10 very good items for "safekeeping", they will feel forced to "smuggle" them, so that they don't lose them. If they don't wish to smuggle them, they could just store those additional valuable items on another account with 10 free "safekeeping slots".

I do like the idea of how death works in DMM.
Perhaps I'm just used to the current way that we die and only what we have on us is lost.
The New Wild (instanced) <---------> Enhancing Combat and PVP

24-Jan-2019 05:11:43

Stoic n Vain

Stoic n Vain

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I feel that the current death mechanic is more suitable for The New Wild, but I'd be ok with DMM's death mechanic also.

Yup, it might be possible and fair to have raids gear in the Wilderness Point shop (hopefully) :D

Not sure if I understand what you mean by the distance that you can see. I think you're saying that the minimap has a shorter visible range than what you can visually see? I think that's how it already is. My suggestion for the new wild is - you can't see any dots on the minimap. You have to rely completely on what you can see visually. If you don't look all around you (rotate screen), someone could literally sneak up on you without you noticing.

I look forward to hearing more from you in the future!

You're welcome. :)
The New Wild (instanced) <---------> Enhancing Combat and PVP

24-Jan-2019 05:18:13 - Last edited on 24-Jan-2019 05:40:28 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,163Mithril Posts by user Forum Profile RuneMetrics Profile
Response to Rottop12:

Being forced to always bring out your best gear is a double edged sword.
I think most players would like to choose what they risk, rather than always risking the best stuff in your bank. Maybe it could work on percentages - like you lose 10% of the items (in terms of total value) in your bank or something rather.

I'm used to the current death mechanics, but willing to try something new. Jagex should poll which death mechanic to use out of: current or DMM death options, among many other things to poll which I have and haven't mentioned (- limit the poll to players with over 100 player kills in the wilderness - so that anti-PVP players and alts cannot distort what the PVP community wants). I'd be happy whichever way the vote swung for either death mechanic.

The problem with spawning in the valley of peace is that grievers and NSers will know exactly where to find individual players when they die in order to hassle them. I guess the solution to that could be:

"Where would you like to spawn?"

1. Valley of Peace.
2. Random location.

That way, people can escape the clutches of toxic players. Thanks for the suggestion! :)
The New Wild (instanced) <---------> Enhancing Combat and PVP

31-Jan-2019 06:05:23

Stoic n Vain

Stoic n Vain

Posts: 1,163Mithril Posts by user Forum Profile RuneMetrics Profile
With your boosting example, I haven't thought a lot about that to be honest.

Since PVP will be such a common occurrence, I don't think boosting will have a significant advantage (fighting yourself gives the same amount of reward as fighting someone else). With all of the fighting, combined with scarce resources, it should be rare for people to have an excessive amount of supplies to the point where boosting will be a common thing.

In order to get wilderness points from players, you need to deal damage to them. In order to deal significant amounts of damage, you need a significant amount of food. Food is a necessity that enables players to obtain items from both PVP and PVE. If you use up your food, you will struggle to survive or get items to smuggle out. It'd be a good idea to save food for getting items, rather than using it up to boost.

So... if you use your food for boosting wilderness points, you miss out on using food to PVP and PVM for loot + roughly the same amount of wilderness points that boosting would have awarded anyway.

I could be wrong, so it's a good idea to have a plan. Your idea to reduce further awarded points gained from the last person you killed is a good one.

I just thought of a better one. Fighting players which you have fought with previously in the last 10 minutes, award wilderness points at half the rate.

Another problem with players spawning at the valley of peace is that it could be used as a meeting ground for people that boost without food. Because of this "ease" to find another player, I'm not sure if they would be able to gain wilderness points faster from killing each other repeatedly without food, opposed to taking the time to gather food and fight properly.

I think the "reduced points for players fought back to back within X minutes" would mostly solve boosting. If it doesn't, I don't think that boosting would be such a big problem anyway.

Thanks for bringing my attention to boosting, Rottop12! ;)
The New Wild (instanced) <---------> Enhancing Combat and PVP

31-Jan-2019 06:50:18

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