Thursday, September 13, 2018

What other implications would Wildy Tokens cause

These skillers systematically place down anti-pking cannons around their skilling locations. With enough skillers, the location essentially becomes pking proof due to it being essentially suicide for a skulled player to go there. This would allow skillers to go about training their skills in a relatively safe environment within the wilderness without making the eliminating the pker's ability to pk. Pker's would be forced to limit their hunting to lurking like wolves outside a group of bison. They would be able to pick off the stragglers, those that aren't paying attention, other pkers, lone wolves. It would create a real, and fair cat and mouse environment, that allows both parties to participate in a comfortable risk.

What other implications would Wildy Tokens cause?Well the obvious answer would be that it could vastly change up how Warbands works. For the first time, a skilling clan would have viable way to work against the Warband FCs.A bunch of skillers could bring their Wildy Tokens to the camp area and just go ham with spawning all these npcs. These NPC would wreak havoc on the large group of players who are skulled. The skillers could then pick up the drops of the deceased skulled players.

Other non-skulled players could also pick up the remains of the killed skulled players, creating a competitive field.The entire situation would be vastly changed, and would require a fair bit of strategy. Would it be better to loot the camp, or wait and see if an anti-pking squad comes around. Would you risk attacking the anti-pking squad after they left the vicinity of their body guards? Who knows, but I think it would be awesome to find out.

How would the specifics of the Wildy Tokens work?This is all open to change based off of feedback but here is how I imagine it.-Wildy Tokens can not be taken out of the Wilderness. Everytime you enter the wilderness you must start from scratch. This creates a buffer period in order to justify the high experience rates by creating some risk.-On death, Wildy Tokens could be turned into coins. This would mean that the longer one is in the wilderness, the bigger the target they are. I would want there to be some sort of scoreboard that allows pkers to know who is worth the most, and where they are.

Eventually, one could potentially be so valuable that a group of pkers might consider it worth it to attack a anti-pking squad to kill the one individual.-Only one npc at a time per individual. Obtainment rate for Wildy Tokens would slightly out run the cost of buying a body guard. For example, if a body guard last for 10 minutes, and cost 500 Wildy tokens, then the player could gather 750 tokens in that time. That would be important for two reasons:

1) It would create a net gain of tokens, thus increasing the value of the skiller over time.

2) It would allow the skiller to "rank up". For example, 10 minutes after entering the Wilderness, the skiller would be able to buy a tier 1 body guard. 20 minutes later they would have enough money to replace their soon to expire tier 1 body guard with a tier 2 body guard, and so on and so on.

-Bodyguards attack anyone with a skull, even if they are the ones who hire them.
-I would prefer if body guard did not work like summoning familiars and follow their master around, but instead work as a spawned npc who will roam in a radius around the spot that they are summoned.
-Wildy Token shop would not just sell body guards, but could also sell titles, lore books, pets, xp modifiers.
-Other potential reward could be temporary Wildy weapons and armor, like how the dominion equipment works.

I guess this is it for now. I might add more later based on feedback, or if something new occur to me. Please do share feedback. Also please, this is not a thread about whether or not Jagex is right about feeding skillers to pkers. There are other threads about those moral, and conventional implications, this thread is purely about providing a solution so please do not re-create those conversations here.

Monday, September 10, 2018

PvE vs Wildy I know for the longest time Jagex

Runescape Skillers - PvE vs Wildy I know for the longest time Jagex have been trying to get people to come back to the wildy, before people used the pk all the time in the main game, then due to changes it slowly started dying. And instead of Jagex trying to get an idea to work that gets pkers to go back into the wildy for PvP againt other pkers, they've slowly been trying to get skillers into the wildy for pkers to go after.Jagex for the love of god, please stop turning skillers into pinatas for pkers, that's all pkers do anymore, go after skillers. They even hijack penguin search friend chats, and now with this upcoming update, we have to do an entire task set in the wildy. This is going way to far. If you're going to to revitalise the wildy don't force people who don't want to take part in the high risk high reward crap to go in order to be able to be a completionist.

There is no other way to look at this, all Jagex are trying to do is entice skillers to come so pkers have something to kill, because they can't kill other pkers anymore.If this is going to become a trend then this is going to end very badly for people who want nothing to do with dangerous pking, I don't like making progress just for it all to be lost within second, and I don't see me being able to do the higher tier tasks as it's likely going to require collecting things which are going to be heavily camp by pkers.If Jagex do plan to go full steam ahead, at least add the option to opt. out of pvp or pvp free wolds.

Sorry if I'm over generalising, but pretty sure most the people who went to OSRS were pkers that didn't like the EoC changed, so not really a surprised most of them would be fine with it wildy updates.And like Yuki Kaliner said, I don't want to spend over an hour grinding for a single task just to have some pker drop by and kill me. I'm likely not going to take anything so I don't come across as worth the hassle to PK, but if I take armour people will likely think I'm trying to collect something in the wildy, you can't win.And high risk high reward, again should be optional not forced on players, all I want to do is make sure I have all tasks done, I don't give a dam about the potions for wildy, it makes perfect sense potions that give wildy perks have items found in the wildy.

That would be like saying if you don't like to be robbed don't go outside, you're the type of person who blames the victim and not the person who caused the problem. Which is kind of funny when I've read countless threads about asking for pjing to be removed, as a pker skillers are fair game, but a pker assaulting you by pjing, someone called the wambulance.I'm seeing a lot of people post, grow up and defend yourself, wildy is meant to be dangerous BS. The Problem with that argument 1 item pkers rarely have anything to lose.

If you're soley going into the wildy to pk you can stock up on way more supplies (food, pots). On the other hand if you're going after the task set, there's a very good chance you're going to need free space for some of them for items, meaning you're going to be at a disadvantage.

Say you do equip yourself, then all you're going to do is make yourself an even more appealing target, and again, due to them having more space they have more supplies than you, and chances are there's not going to be just 1 pker going after you, even if there are multiple pkers in the same place, anyone with basic logic skills would know they'd team up on any skillers 1st then go after each other if they wanted to engage with other pkers for their items.

If Jagex want to add skill areas to the wildy for high risk, high reward, go nuts. Just don't do it to an entire task set, but like i was saying this is becoming a trend where Jagex entice skillers for pkers to go after, and the task set is the biggest slap in the face, more info.

Assuming people do manage to get the set most people are very rarely going to go in after, so this is nothing more than a short boost to the wildy population till everyone gets their tasks done, not a real solution. My main worry is what comes next, will Jagex start doing more quests in the wildy that require people to gear up for high level bosses, how far are Jagex willing to go to get PvM players and skillers into the wildy with things for Pkers to loot?

Saturday, September 8, 2018

All the islands look and feel the same in RuneScape

I am struggling to see how so little content and imagination could have been put into a project that's taken months. It is totally generic and has none of the usual rs quirkyness. All the islands look and feel the same; you can't examine stuff; there is no 'magic of discovery'; no really special stuff or rares; no gameplay for 99 players - perhaps u should look at some other mmorgs who manage to keep their high level players active with achievements and scavenger hunts and special gear (that perhaps you can sell in the exotic Grand Exchange).



You really need to get some inspiration. Where are the cluescroll trails via random messages in bottles on uncharted isles; secret caves; treasure maps with an x; scavenging and salvaging stuff to make random decorations; examine texts; different topography (volcanic islands; caves; secret places); the odd island with aggressive monsters; travelling with friends (or being able to make a small group to make your personal 'crew') and having the journey as part of the story... It's a grind to nowhere atm. I was looking so forward to this update but as with most of your most recent projects it's soooo linear, visit homepage. Invention was linear and Priff is totally linear (where are the mazes and levels). Ps. Please make it that you can continue with your resources even if you log out - we all need calls of nature and calls of life; it is not a way to try and keep players by forcing them to stay online for a salty crablet.

Improvements could be:
1. If you are on an island you are on an island and resources don't just disappear when you log - fair enough they get depleted but I don't feel answering a doorbell or real life should be a problem.

2. Need more variety of islands. At the moment they seem paint by numbers.
a. Palm trees; 
b. Sand; 
c. sea reflections; 
d. few tufts of grass; 
e. random resources; 
f. wavy sand line.
Really there is nothing else - is this all we have for 5-6 months work?

3. The whole of the arc has completely generic. Supposedly Eastern Lands and we get a Hawaiian bbq. You could have made it mysterious and challenging and into the unknown rather than a 'omg we've been waiting for tourists for sooo long - and that'll be 50 chimes for the Mai Tai'.

4. Add some more random content. Really random stuff on islands... not everyone needs the skilling and killing - we would like some fun and achievements.

5. There needs to be the very rare odd thing from the random content that can affect mainland rs play.

6. High level players need more incentive than a grind to get cape achievements.

So many ideas to list here but I can't believe that you spent all your money on generic graphics, tickbox mechanics and nothing on the content.