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Kingdom of Misc. & Ect. UPDATE

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Ketsujo
Jul Member 2019

Ketsujo

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Introduction and Reasoning Behind the Requested Changes

So...with the turning of the tides in the way this game is played, it is time to start looking at content that players still utilize as far as lucrative income and resources are concerned. I bring this forward because with the Mining and Smithing reworks utmost and total successful drop, changes are to now be considered.

With Mining the way it is now, everything is smooth flowing and the skills are now worth working on and striving for 120 in, especially with the new
Fitted Masterwork Armor Set
. This is where some of us draw the line however. The amount of bars required to just make the alloy needed for this said armor set, is rather extensive. This is, as I feel, irrelevant to the topic of discussion. But! Our kingdoms have been sorely neglected by the Ninja and Dev teams for many years now, and this should change.


I seek changes to be made, not only for myself, but for the thousands of others who are casual players and do not have the time nor patience to spend hours upon hours sitting at their desk AFKing while attempting to harvest a lucrative amount of consumables. If I am not mistaken, the Throne of Miscellana and Royal Trouble were brought into play at player requests due to the fact that obtaining said resources YEARS ago was a chore in its own right and wanted something new and different...we got what we asked for. The times have changed, and runescape has LONG SINCE progressed forward, leaving quite a bit of moderately used game mechanics, left wanting.

Our kingdoms are severely out of date, as are the "drop choices" we obtain from them. The only really viable selective from our Kingdoms now are Wood and Herbs (Wood for the birds nests and variable seeds/eggs along with low-mid level fletching and construction materials) which in turn, doesn't offer us much gratification.
Kingdoms are still crucial to Ironman accounts...but...changes...
Runescape Player since 2007

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17-Jan-2019 19:09:38

Ketsujo
Jul Member 2019

Ketsujo

Posts: 1,767Mithril Posts by user Forum Profile RuneMetrics Profile
Mining Resources Suggestion

We are offered an abundance of Coal and a variety of Gems per 100 coal "gathered" by our subjects. With the Winds of Change, I believe a change in mechanics and what is readily gathered should be heavily considered, but here's the thing...we shouldn't rely on our kingdom to provide us with the massive amounts of "secondary" ores for our smith laboring. The idea comes from those players who are Free to Play and what is readily available to them as it stands. I could go as far as to suggest the following be considered.


Iron Ore be distributed at the rate that coal is currently distributed.
Mithril Ore be distributed at the rate of 1:20 per iron ore distributed.
Adamant Ore be distributed at the rate of 1:50 per iron ore distributed.
Runite Ore be distributed at a rate of 1:100 per iron ore distributed.

Coal should be given at 50% less than what it is currently.
Luminite should be added at a rate of 1:130 coal obtained.
Gems should be removed, and no Geodes should be obtained, as this is a unique drop from mining.

The prices of these metals and secondaries should not be heavily damaged by these rates, as many players forget to maintain their kingdoms and keep approval at 100% or deposit money to coffers. Regardless, the rate at which players obtain these ores should not damage the mining and smithing economy anymore so than what active players do currently...as there is an abundance of ores readily available for purchase since Zero Day.

These changes to the Mining table of our Player Owned Kingdoms should not have a negative impact on the economy, and will also appease the Ironman community as well. A win win for everyone in this aspect. I am aware that there are many players out there who are "content" with having over 1M in coal sitting in their bank and would rather not see this change come to light...but the game has evolved, time to evolve the KINGDOM
Runescape Player since 2007

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17-Jan-2019 19:09:50 - Last edited on 17-Jan-2019 20:45:02 by Ketsujo

Ketsujo
Jul Member 2019

Ketsujo

Posts: 1,767Mithril Posts by user Forum Profile RuneMetrics Profile
Herbs and Flax

This is the most popular go to with Kingdoms to date, namely because of the high demand for mid-level to high-level herbs for Overload potions...but then again, there's also Flax...Sure, we have the Seers Task Set reward flax daily (which utterly bottomed out the cost of flax mind you), but some people prefer an abundance for whatever reason (Guilty here...).
Lets change this up a smidge shall we?

Flax and Various Flowers
Flowers should now be included with the harvesting of flax from our kingdoms. Lower level flowers that we can grow on our own, but in abundance so to speak...up to Limpwurt Roots.
This would make much more sense as Flax is considered a flower, and we can not grow it...but harvest it in mass quantities. So let's include a variety of flowers from our Kingdoms at a variable ratio.

Marigolds - 1 per 50 flax
Rosemary - 1 per 75 flax
Nasturtiums - 1 per 100 flax
Woad Leaves - 1 per 150 flax
Limpwurt Roots - 1 per 300 flax

Herbs

Currently, herbs are the most sought after consumable from our kingdoms due to the use for "Super and Extreme" sets which in turn bring us to our overloads...all fine and dandy, but the nasty influx of lower level herbs is making it relatively...irrelevant. Let's look at some changes here shall we?

Ranarr - Avanto should take the highest output priority as they are considered low to mid level. Spirit Weed and Wergali should be at a ratio of 1:25 and 1:50 Ranarr produced.

Kwaurm - Lantadyme should be on the lower spectrum of the table at a ratio of 1:15 Ranarr produced. This will keep their value stable while keeping Ironman accounts happy.

Dwarf Weed - Fellstalk should come at random intervals, no set ratio...could be 1:1 or 1:100.

As I mentioned, these changes will NOT affect the economy in a drastic nature, as players can grow them or slay for them FASTER than the kingdom can produce them.
Runescape Player since 2007

Ultimate Construction Update! - QFC: 74-75-76-65876528
- Go Read It and Comment Away!
Player Owned Kingdoms Update! - QFC: 74-75-440-66076908
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17-Jan-2019 19:10:02 - Last edited on 17-Jan-2019 20:20:28 by Ketsujo

Ketsujo
Jul Member 2019

Ketsujo

Posts: 1,767Mithril Posts by user Forum Profile RuneMetrics Profile
Fishing

Was once a milestone for players across runescape to stock pile swordfish and tuna prior to their memberships ending...as to have Food for combat training on lesser demons, moss giants, hill giants, ice giants...whatever have you. This has now LONG SINCE been erased by banks offering Healing...and EoC healing abilities as well. But nothing's safer than having Calorie Bombs and Saradomin Brews at hand ready to roll!...*coughs* Currently the Kingdom offers a Mess of Things as well as Tuna and Swordfish. Let's get rid of the Junk and add in more viable fish shall we? Of course, specialty fish will not be included in the mix. Seeing as how our kingdom is found in the middle of the ocean...oceanic fish is obviously the prime selective for our consumable.

Tuna: Current Output Ratio
Lobster: 1:10 Tuna caught
Bass: 1:20 Tuna caught
Swordfish: 1:30 Tuna caught
Shark: 1:100 Tuna caught
Great White Shark: 1:50 Swordfish caught
Seaweed: Random
Caskets: Random

With Fly Fishing already bottoming out Low-Mid to Mid Range fish, the economy wouldn't be damaged any further by adding in these fish. The low ratio of the higher level fish will not make a serious impact on their readily available costs.

Removing the Cooked option would be acceptable with our current state of the game as majority of players are already 99 or 120 cooking and don't need extra experience in the skill. It would be a good idea to consider this alternative rewards table as with the other changes, there would be a toss-up thus far of what to go for.

River Fishing...is NOT going to work here...however, Cave Eel's and Frog Spawn could also be added as a random reward if needed, but I really see no need to do this as there are no real uses for Gnome Foods or variable concoctions that are able to be produced with those said items...while frog spawn has one use outside of cooking, its use is irrelevant to date.
Runescape Player since 2007

Ultimate Construction Update! - QFC: 74-75-76-65876528
- Go Read It and Comment Away!
Player Owned Kingdoms Update! - QFC: 74-75-440-66076908
- Opinions Needed!

17-Jan-2019 19:10:11 - Last edited on 17-Jan-2019 20:42:04 by Ketsujo

Ketsujo
Jul Member 2019

Ketsujo

Posts: 1,767Mithril Posts by user Forum Profile RuneMetrics Profile
Farming

This is quite honestly the biggest touch and go issue I am going to address with the way our kingdoms work. I never tried it out until recently and was MASSIVELY disappointed with the results that followed there after. While it benefited me to an extent for Healthy and Living Components...just WOW...NO!...This needs to be changed and DRASTICALLY!

All the seeds that we are given when utilizing this table need to be changed to ACTUAL PRODUCE! 50% of the current amount of seeds that we are given should be PRODUCE! Higher end of the leveling spectrum produce should receive a 150% increase to yield so we're not looking at like 10K potatoes and only 7 Watermelons...A bit of balance will go a LONG way here.

Why am I requesting this change? Simple. Player Owned Farms requires a lot of seeds and produce to keep our animals fed and healthy...right? Right. We can OPT for seeds or OPT for produce. Keep seeds at their rate already given (scoffs heavily)...but if we opt for produce, you know what to do.

Hops, Allotment Goods, and a variety of higher level items could be considered here, but nothing as extreme as say 1k grapes. We don't need to see our "fast leveling" economy obliterated by the kingdom now do we?

I'm aware that some players would prefer the seeds over actual product, whichs means more XP p/h for the leveling fanatics...but what about those of us who make a variety of foods for particular situations? What about having high end produce for more super compost? I could come up with various arguments, but I will leave it at this for the time being.
Runescape Player since 2007

Ultimate Construction Update! - QFC: 74-75-76-65876528
- Go Read It and Comment Away!
Player Owned Kingdoms Update! - QFC: 74-75-440-66076908
- Opinions Needed!

17-Jan-2019 19:10:21 - Last edited on 17-Jan-2019 20:57:35 by Ketsujo

Ketsujo
Jul Member 2019

Ketsujo

Posts: 1,767Mithril Posts by user Forum Profile RuneMetrics Profile
Wood

Ahhhh SNAP! There goes the neighborhood! Maple Logs being shelled out to the MAXIMUM for MANY of MANY years have brought nothing but easy Firemaking and Fletching levels to light...and even to date, FMvention training for skillers! YUP! I went there!

Lets dabble a little bit here. Why does the Kingdom have a select variety of trees? Evergreen, Maple, Teak, Mahogany, maybe an Oak or Two? What?...No Willow? No Yew? No Magic?! Strange...what about that mythical portion of land beneath Miscellania Castle? Its caves have held on to Elder Energies...so an Elder Tree needs to sprout up!

Nests should maintain their ratio.
Bird Feathers should now be included in wood drops. 15 (any):2 nests obtained.
Standard Logs - Current output of maple logs
Oak Logs - 1:5 logs obtained
Willow Logs - 1:10 logs obtained
Maple Logs - 1:15 logs obtained
Yew Logs - 1:30 logs obtained


Hard Wood

While the rates in which we're shelled out hardwood are nice, the tables can be changed up a smidge. Make it slightly more realistic so to speak, given that WOOOOOOD can be a tough cookie to crumble with our crystal hatchets. MOVING on...

Teak Logs - Current Rate
Mahogany Logs - Current Rate
Magic Logs - 1:30 Teak logs obtained
Elder Logs - 1:30 Mahogany logs obtained

This should keep the market fresh, fletching and firemaking AS WELL AS invention levelers happy and content. All the while, not crashing the market in the least.
Runescape Player since 2007

Ultimate Construction Update! - QFC: 74-75-76-65876528
- Go Read It and Comment Away!
Player Owned Kingdoms Update! - QFC: 74-75-440-66076908
- Opinions Needed!

17-Jan-2019 19:10:27 - Last edited on 17-Jan-2019 21:26:02 by Ketsujo

Ketsujo
Jul Member 2019

Ketsujo

Posts: 1,767Mithril Posts by user Forum Profile RuneMetrics Profile
Res
Runescape Player since 2007

Ultimate Construction Update! - QFC: 74-75-76-65876528
- Go Read It and Comment Away!
Player Owned Kingdoms Update! - QFC: 74-75-440-66076908
- Opinions Needed!

17-Jan-2019 20:45:31

Tren
May
fmod Gold Premier Club Member
2003

Tren

Forum Moderator Posts: 81,384Emerald Posts by user Forum Profile RuneMetrics Profile
As this thread is proposing changes, rather than discussing changes that are currently in development (which is what the Future Game Updates Forum is for), it has been moved to the more relevant Forum.



While I'm unsure about changing the rewards from what they currently are, I would love to see another quest, similar to Royal Trouble, that would allow us to unlock access to additional &/or higher level resource rewards. :)
~Tren

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18-Jan-2019 18:29:21

Kopaka
Nov Gold Premier Club Member 2017

Kopaka

Posts: 1,849Mithril Posts by user Forum Profile RuneMetrics Profile
The kingdom has always been an interesting little spot which I found enjoyable enough to maintain and collect from.

Once I discovered that with appropriate amounts of coffer input and adequate care taken to maintain reputation, on the right output setting I could make money, I was significantly more interested.

I am not sure exactly how much money I made over the years from this D&D but it can't be all too much given the amount I've poured into the coffers.

Anyway I'd propose that the kingdom supplies should be something more akin to protean skilling supplies, providing the ability to train the related skills and perhaps even make the related products (similar to protean planks) but not be a big resource injector into the economy. For the same reason that bots are a scourge to the game's economy I also dislike and disagree with the Kingdom being a plantation slave of the elite.

As a possible alternative to collecting skilling supplies, maybe there could be an "investment" option with the Kingdom coffers, where the output could be straight GP with some possible variable rates like an actual investment would be. I dunno. I am not really all that attached to the Kingdom being a money-maker, but if it was something Jagex thought was a good thing, then sure, something like this could work. Opportunity cost of giving up the skilling supplies.

Anyway yeah that's my two cents.

*imagines running the kingdom for three months and collecting 20 elder logs*

18-Jan-2019 18:36:44

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