Capped trading- This is straightforward from wuyazhong's blog

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Jagex and the Cheap OSRS Gold of a Half Assed Wildy

With all the excitement about the revival of the wilderness in the game, I'll examine the implications for the game. What would the new game mechanics from the past few years will work with "the wild", and what problems this could cause.

Let's start with the wilderness boundaries. Before 07, there was no safe zone. This is the most important element of the present wilderness design. It has safe zones. While you might think that they should be retained but they do not help the flow of current pvp fights. This is done to promote safe zones and focus on fighting within them.

This means it is impossible to protect what was a lawless zone. Another issue is the current activities which are happening within the wilderness. Which do they choose and what effect will this affect the wilderness?

Personally, I'd be willing to move the minigames (Clan Wars and FOG, securing Deamonhiem), to different places. However, the 3 quests are where things become difficult. The Defender of Varrock and Summer questline both have large chunks of wilderness. If we believe that the quests will remain, I believe it would be best to instancing the whole quest. What does this mean? It means that you'll be on your feet alone once you have met the quest start point and entered the wilderness as part the defender varrack tale. While this would slightly change the quest it wouldn't effect it too much.

Green Dragons and armoured Zombies, Chaos Ele, and other such things should all remain the same. However, I think the best training spot should be a little dangerous. The Corporeal beast is a fascinating point. While it might be enjoyable to barrage runners go to the cave, the boss mechanic in RS is unique in that you can bank a lot of times due to its high risk nature. If the entrance was relocated closer to the border of the wildy, it could be more appealing as it is currently just past level 20, the tele cut off point.

The summoning process is a challenge. It would be convenient to be able to drop all at once, as with the rest of RS. The limitation on pouches is unnatural in pvp universes. It's a problem that I'm not sure how to fix. The most effective solution is to simply declare "pouch In Invent, Combat Goes Up"

Last, but not least, do not create pvp wilderness worlds. Never. The excitement of the wilderness allowed one thing that both the bh worlds do not have, and was the best game I have seen in any other game.

Pvp meeting pve players. It was possible to use the resources available, like rune, treasure trails and dragons to earn rewards. But, it was not a obligation. My previous point about quests is that every player must be able to gain access to the content. But, making certain the worlds "safety" defeats all of it. This is what I am most concerned about. If a place is secure from attack that defeats the goal of the quests.

As there is an entirely safe place just a step away, no runecrafter should make use of the deadly abyss. Armoured zombie runners are able to run on safe planets and then move to more dangerous ones after they have gotten free of the wilderness. This is applicable to all worlds. This is a request. Do not promote the idea that "safe" realms can be found in the wild. It defeats the purpose and hinders the enjoyment of the wild.

Wilderness And Free Trade

Wilderness and free trade are being debated. What happens to the things that were intended to be replaced by it? Quick history lesson... GE- was created around a month before the infamous changes to substitute free trade.

In the beginning, armor of the ancient warriors was designed as statuettes. The drop in pvp was so terrible in the past that they decided to make them luck drops to ensure you could get these items.

StatuettesThe statuettes were released with the new bounty hunters system. They gave people hope for good loots as well as decent money for Pkers. Estimated Potential- Introduced with the bounty hunter's new system, it gave players a feel for the likelihood of a good chance to get loot. Pvp worlds-These were created to replace the previous bounty hunters, which originally had many worlds. But, they have been reduced to just a few worlds.

Hotspots are places where loot is more "kinder' for the player. Clan WarsMinigames - These were replaced by big wilderness battles in clan wars. New Bounty Hunter: After months of pvp, jagex launched lootkinder as well as a new method to play pk.

FFA Arenas - This is the most unimportant aspect of Runescape. The latest update brought with it an update that ended clan warfare for ever. It was able to decrease the number of arenas and made the game more dull. Be sure to remember the danger arena. Request assistance- This was created because we couldn't exchange items to make new ones, e.g. Smithing armour for low-level runes, such as air/law/etc.

Capped trading- This is straightforward and will likely be rendered ineffective if changes are implemented. Gravestoneswere created to ensure that players could not trade after death and also let people get back items. DA tournaments- Created to help restore staking. It fails badly even after updates. Revenantswere originally designed to replace pkers but people were unhappy with their strength. They are actually quite pathetic. Too strong in RS3 Gold though.


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By wuyazhong
Added Dec 27 '21, 07:11PM

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