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The New Wild (instanced)

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Stoic n Vain

Stoic n Vain

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Thanks for taking the time to read it! :)

The parts that I left undecided can be voted on by the PVP community - not limited to just the undecided parts. Most of my suggestions should be polled.

The hellfire bow requires only level 90 ranged, but it's a T99 according to its stats.
Thanks for your input :D
The New Wild (instanced) <---------> Enhancing Combat and PVP <---------> Putting War Back Into Warbands

18-Mar-2019 03:43:06

Nex is Life

Nex is Life

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Some good, some bad. I don't like the isolated economy part, I want to PK people's stuff. i feel like this distances it too far from what the Wilderness is and by your current design I cannot support it as anything other than an additional to the game rather than a replacement for the Wilderness.
I do however like the idea of an instanced Wilderness with valuable and scarce resources.

Pros
-Condenses scattered PvP community
-Loot only available from one instance can be very good whilst not being overpowered and maintaining value vs loot from 100 empty worlds
-No protect item/1 itemers
-fks up bots
-skillers get out of my wildy
-WAR YARRRRRRRR

Cons
-Regional servers end up screwing someone either way (Maybe one for UK+Europe, one for NA?)
-too much of the Wilderness multiway lets clans run around with 0 threat, locks solo players out of most the Wilderness
-what did Ancient Obelisks ever to do you? :(
-uhhh dont like the theft part I don't want something essential to just vanish to some noob
-untradable items like fire cape should drop as coins in most cases
You'll get it when you deserve it.

02-Apr-2019 17:17:31

JoaoNoFind

JoaoNoFind

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Nex is Life said:

-untradable items like fire cape should drop as coins in most cases


They would be tradable here, IIRC. All items would, i believe, including chaotics, fight kiln capes, and even pets.(forgive me if that's wrong it's been a while)
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03-Apr-2019 16:30:14 - Last edited on 03-Apr-2019 16:30:33 by JoaoNoFind

Nex is Life

Nex is Life

Posts: 2,007Mithril Posts by user Forum Profile RuneMetrics Profile
JoaoNoFind said:
Nex is Life said:

-untradable items like fire cape should drop as coins in most cases


They would be tradable here, IIRC. All items would, i believe, including chaotics, fight kiln capes, and even pets.(forgive me if that's wrong it's been a while)
I'm saying they shouldn't.
You'll get it when you deserve it.

03-Apr-2019 18:45:24

Stoic n Vain

Stoic n Vain

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Nex is Life said:
Some good, some bad.

Hey Nex is Life, I believe you have misunderstood a lot of things. Clarifying your "Cons":


The New Wild (instanced) economy is not completely isolated, because you can spend wilderness points to send items out of the instance (to your usual bank), with the exception of items that are normally un-tradable, like fire capes. You can PK people's stuff and you can benefit from it within the instance and outside of it. The choice is yours.

There will be a single/multi toggle. This means that each player can select whether the whole wilderness is single-way or multiway. This has been done before in Runescape, I don't know why it was removed. You could change whenever/wherever you wanted. It would take 10 seconds. Someone with multi activated had an icon on their head and they could only attack others with multi-way combat also activated. Same goes for single-way combat players - they could only attack players that had single-way toggled.

The pickpocketing idea is mainly to break bots and punish players who do not stay alert. "Some noob" should not be able to take your items if you are focused and am not a bot.

Ancient obelisks are fine, I'm not against them in a general sense. I wanted this new wild to be a bit more... survive/ kill or be killed. Ancient obelisks offer an easy escape and I wanted conflict to be a more intense encounter.

Items that are normally un-tradable don't need to drop as coins, as they cannot be taken out of the instance. Coins won't exist in TNW.

@ Lucd Clarity:
You're mostly right, everything will be tradable. The pets however, I intended to be unlocked upon killing bosses - not an actual item, which would mean that pets are not tradable. I preferred this because it shows that the player really earned the pet rather than buying it, but it can be polled by the PVP community, like everything I've written.

Thank you both for your posts :)
The New Wild (instanced) <---------> Enhancing Combat and PVP <---------> Putting War Back Into Warbands

04-Apr-2019 07:45:00

Stoic n Vain

Stoic n Vain

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Question:
"Why would you boss in the wilderness, when you can boss without PVP risk outside of the wild?"


Answer:
The loot drop rate for bosses will be increased and balanced based on the fact that a moderate amount of time will be spent fighting players, which would otherwise lessen boss farming efficiency per hour. This is essentially a far higher risk, much more rewarding way to boss and you can PK others for what they've gained too!

Let's say that on "the outside" someone would typically kill 18 bosses in 1 hour.
In the new wild, with all of the chaos going on, players roughly get only 6 boss kills per hour.

If this ratio turns out to be accurate, boss drop tables will be at least tripled in TNW.

Another advantage of killing bosses in The New Wild is that you don't need kill count for those bosses that normally require kill count.

Question:
"Bosses spawn/re-spawn faster outside of TNW, meaning you can get more boss kills per hour, why then would I boss in TNW?"


Answer:
Boss drops will be further buffed accordingly - to compensate for them spawning less frequently and for average time searching for wandering bosses and gathering the supplies needed to fight them. Maybe they will always drop 1 thing from the "rare" category. Additionally, bosses will have a chance to drop Wild Codexs and unlock ghostly pet versions.

TNW will be a lot less grindy than what players are used to, because it won't be a boss farm. You have to search for your supplies. You have to search for bosses to fight. You won't know which boss you'll come across next. You will either try to avoid players, team up with them, or pursue them in awesome "risk-all" PVP battles.

This will be the "anti-grind" version of Runescape and it will be just as rewarding in terms of GP/XP, if not more. The biggest reward is of course FUN and THRILL factor! :D
The New Wild (instanced) <---------> Enhancing Combat and PVP <---------> Putting War Back Into Warbands

26-Apr-2019 07:09:19 - Last edited on 19-Jun-2019 08:08:23 by Stoic n Vain

Stoic n Vain

Stoic n Vain

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PVP is currently a "zero-sum" outcome.

"adjective: Relating to or denoting a situation in which whatever is gained by one side is lost by the other."
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Statistically, assuming all fights are fair, and you're up against people risking the same amount as you, you should ultimately never come out ahead. You should win and lose roughly 50% of your matches, and win the same amount on your victories that you lose on your defeats. Why the hell would you gamble where the math says you'll break even, when you can guarantee profit with minimal risk?
Good point. I'd like to add the fact that food and supplies are used. Equipment degrades and requires GP to repair. Therefore, the math says you won't even break even, in all likelihood.

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The only way around that problem, as most Pkers have known for a long time, is not to engage in fair fights. You come out ahead when you fight people weaker or worse prepared (i.e. people who didn't want to participate in PVP in the first place) than you. Astonishingly, those people don't want to go out there to play with you, because there's nothing in it for them.
PVP must stop being zero-sum, if it is ever to compete with the profitability of bossing and skilling (my wilderness point system solves this issue). Either that, or the wealth gained from the wild (skilling/PVE) needs to be as good as or better than what can be achieved outside of the wild, when also taking into account the time spent in PVP (and also making it so that skillers and PVE-ers aren't forced to the bottom of the "food-chain";). TNW solves this - more profitability + skilling resources made stackable is a perfect example of how this is achieved. Skillers then become effective PVPers too. With no one at the bottom of the food chain, it becomes fair and competitive.
The New Wild (instanced) <---------> Enhancing Combat and PVP <---------> Putting War Back Into Warbands

27-Apr-2019 13:13:08 - Last edited on 27-May-2019 09:44:49 by Stoic n Vain

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