Jagex and the Dangers of a Half-Assed Wildy
In light of the debate surrounding the revival and expansion of the wilderness This article will offer an in-depth look at how it might impact the game. I’ll also go over how the new mechanics developed over the years could be in conflict with the «wildy» we now refer to and the possible issues.
Let’s first talk about wilderness boundaries. Before 07, there was no safe zone. The most fundamental design of wilderness includes safe zones. While you could argue that these shouldn’t be eliminated, they do disrupt any currently pvp battles. The idea is to move into a secure zone, and it is also a focus for fighting around these areas.
This is a defeat for the original purpose of the lawless area. We need to consider whether we could have a redesigned wilderness, either like the one in BH Worlds or the one we have now. The issue with the current activities in wilderness areas that weren’t there before is another. What is their choice? And what impact could this affect the wilderness?
Personally, I’m willing to move all minigames (Clan Wars and FOG, sealing off Deamonhiem) in various places. However, the 3 quests are where things become difficult. The Summer quest line and Defender of Varrock both contain large chunks of wilderness, if we assume that the quests will remain, I think that the best choice is to re-instancing the whole quest. What do I mean? When you reach the point of beginning your quest or go into the wilderness as part of the defender of varrack story you are on your own, no player interaction. Although this could slightly alter the quest, it would not have any significant impact on the quest.
Green Dragons, armoured Zombies and Chaos Ele should all be kept identical. The most effective location to train is a bit dangerous. The Corporeal creature is a fascinating aspect. While I can see it being fun to have barrage runners enter the cave the boss’s mechanic is unique to RS because you’ll be putting your money down a lot due to its high risk nature. The entrance can be relocated closer to the edge of the wildy, which is what it currently is at level 20.
The summoning process is a challenge. It would be great to be able drop anything at any time, exactly as in the rest of RS. Restricting pouches in such a way is a bit odd in PVP realms. This is a problem I’m not sure how to fix. The best option is to simply declare «pouch In Create, Combat Rises»
The most important thing is that you cannot have PVP wilderness realms. Never. The excitement of the wild offered one thing that the PvP/bh realms did not have and that was the most efficient handling I have ever seen.
Pvp meeting pve players. Although it was not required, non-pvpers could to take a chance to join potential pvp for rewards. My earlier point on quests is that every player must be able to access this content. But, making certain the worlds «safety» defeats all of it. This is the thing I worry about most. If a place is secure from attack that defeats the goal of quests.
No runecrafter with use dangerous abyss as there is a perfectly safe place to hop away. Armoured zombie-goers can simply move to a safer world after leaving the wilderness. In fact, that could be done for any kind of world. This is a request. Do not promote the notion of safe worlds or the half-assed wilderness. That would defeat the point and ruin the fun of being in the wild.
Wilderness, Free Trade
What happens to the items that were made to replace wilderness? Quick history lesson… GE- was established around a year before the notorious updates to free trade.
At first, the ancient warriors gear was made as statuettes. The pvp drop was so terrible back then that they made them luck drops to ensure you could get these items.
Statuettes: These statuettes made available with the brand new bounty hunter systems gave people hope for good loots. It gave people an idea of the likelihood of obtaining decent loot. Pvp Worlds-These worlds were created to replace old bounty hunter. There were many worlds at one time however, they were reduced to a small numbers.
Hotspots- Areas where loot was ‘kinder’ to players. Clan WarsClan Wars – A few of the first minigames that were f2p-based, replacing huge battles in the wilderness for clans. They used to be massive until Jagex failed updated it. New Bounty Hunter- After many months of pvp, jagex made loot kinder and provided a brand new method to play pk.
FFA arenas- Possibly the most useless thing in Runescape This update was released as a bundle that ended clan wars forever, it managed to reduce the amount of players in the arena and made it a less enjoyable experience. Don’t forget the danger zone. Ask for assistance. This happened when we were unable to swap items for different ones. for low levels, air/law/etc runes, making armor.
Capped Trading- Straight forward It will likely be rendered useless if the updates do go ahead. Gravestones- They were designed to prevent traders from their deaths, and allow people to retrieve things. DA tournamentswere created to bring back the staking system, but they fail badly after the changes. Revenants – These were created to replace the pkers. Many complained that they were too strong. However, they’re poor. They’re still too powerful in F2P.
Jagex can delete content. Old Bounty Hunter was one of the earliest methods of pking. An out-of-space crater was discovered and destroyed the entire wildy.
Pvp worlds- They have reduced pvp worlds over time to about two. DA tournaments. The previous one was taken out and replaced by some shzzlety stuff that fails just as often. The things that were removed following the update. Shops for players- Players own shops. These are the places where businesses used to flourish and make a lot cash. Rune running- Use to be a great way for people to make money, natures, laws, airs, and so on.
Duel Arena- Formerly an opportunity for players to bet and bet big, or lose huge. Trading- Self explanatory. Pking- Self-explanatory. Merchanting- It is still possible to do so. It’s still possible, but not particularly practical. Trading hotspots- Varrock, Falador, all the first five worlds were always crowded with trading areas, with different areas different items.
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