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Decluttering Suggestions

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1. Introduction

This thread contains various suggested changes intended to declutter the world of RuneScape. The thread contains a non-exhaustive list of features by geographic region (e.g. Asgarnia) and by specific location (e.g. Falador) within each region. Suggested changes are provided for each feature. The suggestions mostly involve areas that are accessible to free players, as these areas are most pertinent to the task of decluttering.

Constructive criticism is welcome.

01-Sep-2019 17:54:56 - Last edited on 01-Sep-2019 18:52:18 by Seasons Past

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2. Contents

1. Introduction
2. Contents
3. Asgarnia
3.1 Falador
3.2 Port Sarim
3.3 Taverley
3.4 Other Locations
4. Kharidian Desert
4.1 Al Kharid
5. Misthalin
5.1 Edgeville
5.2 Lumbridge Swamp
5.3 Other Locations
6. Additional Suggestions
6.1 Makeover Mage
6.2 Past World Events
6.3 South Feldip Hills
6.4 Transportation to Daemonheim
7. Reserved Posts
7.1 Reserved
7.2 Reserved
7.3 Reserved
7.4 Reserved
7.5 Reserved

01-Sep-2019 17:55:05 - Last edited on 01-Sep-2019 18:57:18 by Seasons Past

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3. Asgarnia

3.1 Falador

Removal of the following:

NPCs
- Hairdresser

The Hairdresser is no longer relevant and should be removed, as the wardrobe interface offers services equivalent to those provided by the Hairdresser but at greater convenience than the latter.

01-Sep-2019 17:55:12 - Last edited on 01-Sep-2019 18:59:44 by Seasons Past

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3.2 Port Sarim

Activities
- Entrance to Player-owned port moved to Brimhaven

Navigation
- Transportation to Entrana (i.e. via monks of Entrana) moved to Catherby
- Transportation to Void Knights’ Outpost (i.e. via squire) moved to South Feldip Hills

The features listed above are available to members only but are located in Port Sarim, an area that is accessible to non-members. The proposed changes would place these features in appropriate locations, allowing non-members to avoid encountering features that are irrelevant to such players.

The suggested locations for the features are based on thematic relevance and geographic proximity. Brimhaven and the Player-owned port are thematically similar. Catherby contains a small port, is close to Entrana, and is a more fitting location for Saradominist monks than one such as Brimhaven, as the former area is quiet and peaceful, while the latter area is inhabited by pirates. Finally, South Feldip Hills is a currently empty coastal area that is easily accessible and relatively close to the Void Knights’ Outpost, making it a fitting location for transportation to the outpost.

01-Sep-2019 17:55:19 - Last edited on 01-Sep-2019 19:01:42 by Seasons Past

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3.3 Taverley

NPCs
- The Lady of the Lake moved to shore of lake north of Camelot Castle

The Lady of the Lake currently resides in Taverley but bears no significant connection to the area. As she is primarily associated with the Camelot quest series, the Lady should be placed in an area that is thematically and geographically relevant to the series. The lake north of Camelot Castle is an intuitive location for the Lady because it is situated very closely to Camelot Castle, a fortification that plays a central role in the Camelot quest series.

01-Sep-2019 17:55:25 - Last edited on 01-Sep-2019 19:03:11 by Seasons Past

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3.4 Other Locations

Activities
- Entrance to Heist minigame moved to Gamers’ Grotto

NPCs
- Silas (starting point for Grim Tales quest) moved near path north of Manor Farm in Kandarin

Miscellaneous
- Earth mound (Grim Tales quest) moved near path north of Manor Farm in Kandarin


Removal of the following:

NPCs
- Sir Rebrum
- White knights near entrance to Grotworm Lair

Miscellaneous:
- Armadyl’s Tower
- Bandos’ Remains
- Tribute stone
- White Knight Camp

The above changes would allow members-only features associated with the Grim Tales quest to be moved from freely accessible parts of Gielenor to appropriate membership-exclusive locations. The changes would also remove a large amount of clutter from the surface of Gielenor; Armadyl’s Tower in particular is one of the largest structures accessible to non-members yet offers no meaningful content.

01-Sep-2019 17:55:34 - Last edited on 01-Sep-2019 19:05:27 by Seasons Past

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4 Kharidian Desert

4.1 Al Kharid

Removal of the following:

NPCs
- Group of guards patrolling outer perimeter of palace

A group of four guards patrols the outer perimeter of the palace in Al Kharid, travelling counter-clockwise in an endless loop. Interaction with the NPCs is not possible in any way; there is not even an “examine” option. While it is only a minor detail, this group of guards is an unflattering contrast to the splendour of Al Kharid, as the graphics and animation of the guards are dated. For these reasons, the guards should be removed.

01-Sep-2019 17:55:39 - Last edited on 01-Sep-2019 19:07:14 by Seasons Past

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5. Misthalin

5.1 Edgeville

Navigation
- Transportation to Soul Wars (i.e. via portal) moved to South Feldip Hills

South Feldip Hills would be an appropriate location for transportation to Soul Wars, as the former area is a members-only location that is easily accessible and is geographically close to the latter.

01-Sep-2019 17:55:45 - Last edited on 01-Sep-2019 19:09:02 by Seasons Past

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5.2 Lumbridge Swamp

Activities
- Entrance to Shattered Worlds minigame moved to South Feldip Hills

NPCs
- Abyssal knights moved to South Feldip Hills
- Wizard Chambers moved to South Feldip Hills

The Shattered Worlds minigame and Anima Islands D&D are members-only content and should not be accessed via locations that are available to non-members. South Feldip Hills is one possible location that could house points of entry for each of the two activities, as the area is a members-only location, is easily accessible, and is currently empty.

01-Sep-2019 17:55:50 - Last edited on 01-Sep-2019 19:10:29 by Seasons Past

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5.3 Other Locations

Removal of the following:

Miscellaneous
- Misthalin Training Centre of Excellence

The Training Centre, situated between Edgeville and Gunnarsgrunn, is seldom used. Its most notable feature may be that it is connected to the Stronghold of Player Safety, a dungeon for beginning and intermediate players, from below. However, the Stronghold need not be linked to the Training Centre or vice versa. While the Stronghold of Player Safety is perhaps somewhat relevant, the Training Centre arguably contains no meaningful content and should be removed from the game.

01-Sep-2019 17:55:59 - Last edited on 01-Sep-2019 19:12:02 by Seasons Past

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6 Additional Suggestions

6.1 Makeover Mage

NPCs
- Functionality of Makeover Mage transferred to other NPC (e.g. Hetty in Rimmington)

Removal of the following:

NPCs
- Makeover Mage

The Makeover Mage provides a useful service, allowing the gender of a character to be changed. However, this service is the only one provided by the mage, who otherwise functions as mere decoration. As a result, the mage and associated building leave a larger footprint on the map than is beneficial or necessary.

The functionality of the Makeover Mage could easily be reassigned to another NPC. Such a change would liberate a small but significant amount of space, thereby reducing clutter, at a very low cost to development.

01-Sep-2019 17:56:07 - Last edited on 01-Sep-2019 19:13:49 by Seasons Past

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6.2 Past World Events

NPCs
- All god emissaries updated to allow players to view cutscenes from Battle of Lumbridge, The Bird and the Beast, and Tuska Comes
- God emissaries updated to provide all relevant information concerning warpriest armour

Removal of the following:

NPCs
- Saradominist preacher near Lumbridge Crater
- Goutbones (goblin near Bandos’ Remains)

The changes suggested above would allow the Saradominist preacher and Goutbones to be removed while preserving the current functionality (i.e. ability for players to view cutscenes related to past World Events and provision of information concerning warpriest armour) of these NPCs.

01-Sep-2019 17:56:14 - Last edited on 01-Sep-2019 19:16:11 by Seasons Past

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6.3 South Feldip Hills

Summary
- Area updated to provide transportation to several locations associated with minigames or D&Ds

Would include the following:

Activities
- Entrance to Shattered Worlds

Navigation
- Transportation to Soul Wars
- Transportation to Tuska
- Transportation to Void Knights’ Outpost

South Feldip Hills has been empty since the removal of Mobilising Armies, a historical minigame that once occupied the area. The area is currently gathering dust and could easily be repurposed. One potential use for the area would be as a small outpost dedicated to providing access to several minigames and D&Ds or locations associated with these activities. Such an outpost would not be the fully-fledged minigame hub that has previously been proposed and subsequently shelved by Jagex. However, it would serve a similar purpose, if on a smaller scale, to such a hub, providing a convenient, centralised location from which multiple activities or associated locations would be accessed.

The activity and areas listed above share a common predicament. Although they are accessible to members only, the activity and areas are reached by way of features that are located in free-to-play areas. For example, Soul Wars is reached via a portal in Edgeville, while transportation to the Void Knights’ Outpost is provided by a squire in Port Sarim.

(Continued below)

01-Sep-2019 17:56:20 - Last edited on 01-Sep-2019 19:21:19 by Seasons Past

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6.3 South Feldip Hills (Continued)

The placement of the portal and squire is not only inappropriate but also counterintuitive, as Edgeville and Port Sarim are not situated anywhere near Soul Wars and the Void Knights’ Outpost, respectively. In contrast, South Feldip Hills is one of the closest mainland locations to both Soul Wars and the Void Knights’ Outpost, making it a logical choice for placement of transportation to the latter two areas. The entrance to Shattered Worlds would also fit well in South Feldip Hills if the area was thematically tied to the Void Knights (e.g. by providing transportation to the Void Knights’ Outpost), as Shattered Worlds is indirectly related to the Void Knights via its association with the Abyssal Knights, an organisation consisting of an alliance between the Temple Knights and Void Knights.

While Tuska is neither geographically close to South Feldip Hills nor associated with the Void Knights, it is similar to Soul Wars and the Void Knights’ Outpost in being a members-only area that is accessible from a free-to-play location; Wizard Chambers, the NPC who offers to teleport members to Tuska, is currently located in Lumbridge Swamp. Tuska is also home to the point at which players can begin the Anima Islands D&D, making it relevant to a future South Feldip Hills themed as an outpost for certain minigames and D&Ds.

One consideration is that Wizard Chambers allows players to view cutscenes from the Tuska Comes world event in addition to providing transportation to Tuska. Although this slightly complicates any plan for the relocation of Wizard Chambers, other NPCs could easily be updated to allow players to view the cutscenes.

01-Sep-2019 17:56:25 - Last edited on 01-Sep-2019 19:23:48 by Seasons Past

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6.4 Transportation to Daemonheim

NPCs
- Bryll Thoksdottir updated to give ring of kinship to player and provide brief summary of Dungeoneering skill

Removal of the following:

NPCs
- Fremennik shipmaster (currently located in Al Kharid)
- Fremennik warriors (currently located in Al Kharid and Lumbridge Swamp)

Miscellaneous
- Fremennik ships (currently located at dock between Al Kharid and Lumbridge Swamp and at dock in Taverley)

The changes suggested above would allow players to obtain the ring of kinship without first having to travel to Daemonheim. This would eliminate the need for the Fremennik shipmaster in Al Kharid, as players would simply use the ring of kinship to teleport to Daemonheim rather than taking a Fremennik ship to the peninsula. The Fremennik warriors in Al Kharid and Lumbridge Swamp would also no longer be necessary and could be removed, as these NPCs are only used to direct players to the Fremennik shipmaster.

01-Sep-2019 19:16:50 - Last edited on 15-Nov-2019 22:28:07 by Seasons Past

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Hi Gwyndolynn, thanks for your feedback. I can understand why you wouldn't want Armadyl's Tower or Bandos's Remains to be removed, as the two features hold an important place in history.

While I recognise the significance of the second world event, I feel that Armadyl's Tower and Bandos's Remains have already served their purpose in the saga of Gielenor. Several years after the duel between Armadyl and Bandos, a conflict that once seemed cataclysmic has since been dwarfed by more recent events.

I acknowledge that some form of memorial dedicated to Bandos may be appropriate. If so, the existence of Bandos's Remains may be justified. However, the justification for the existence of Armadyl's Tower is considerably weaker than that for the existence of Bandos's Remains. Armadyl's Tower is less canonically important than Bandos's Remains, as only the latter mark the place where a god was destroyed. The death of Bandos does not require Armadyl's Tower, in addition to Bandos's Remains, as a memorial, as the latter alone would be sufficient.

Furthermore, the size of Armadyl's Tower is disproportionate to the purpose of the tower. Despite being less significant than Bandos's Remains, Armadyl's Tower is, by a colossal margin, the larger of the two structures.

03-Sep-2019 02:54:29

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I would assume that Spria has been positioned where Turael would been before the confrontation of Lucien during While Guthix Sleeps. I believe that Turael is involved in the new system of guidance for players arriving from Tutorial Island. This would explain why Spria has been placed near the lodestone, as Turael has been moved near the lodestone and is the predecessor of Spria.

03-Sep-2019 17:04:10

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Thanks for posting again, Trewavas.

I'm glad that you agree that Armadyl's Tower and Bandos's Remains should be removed. I like your idea for a Bandosian shrine - preferably one that leaves a smaller footprint than Bandos' Remains - to be built as a replacement for the remains.

I also agree that, in general, content should be removed if it is not used frequently enough. In the case of a minigame such as Heist, the rewards can simply be redistributed to other content. While I do not consider myself to be in a position to determine whether the minigame is unpopular enough to warrant removal, Jagex is most likely aware of the frequency with which each minigame is played and can probably assess engagement in any particular content more accurately than any individual player can. I personally wouldn't mind if Heist was removed, as I have never been interested in playing it.

Better use of space is definitely a requirement for any efforts made toward decluttering RuneScape, and I agree that consolidation of features would greatly assist in reducing clutter. This was my reasoning when I wrote my suggestions for the Makeover Mage. In essence, the area currently occupied by the mage is not being used efficiently; if the sole current function of the Makeover Mage was performed by another NPC, the need for an area dedicated specifically to the services of the mage would be eliminated.

06-Sep-2019 17:48:14

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Thanks for your feedback.

I agree with your points that the Captured Temple is out of place and a bot magnet. I see no need for it; I may edit one of my previous posts to include the temple as a feature to be removed.

A couple of thoughts regarding princess Miazrqa and the Grim Tales tower:

As both Miazrqa and the tower are members-only features, their placement within the F2P area is not ideal. However, Miazrqa’s status as Asgarnian royalty arguably makes Asgarnia the most suitable region for the NPC and her tower. These factors make optimal placement of Miazrqa and the associated tower difficult, as no location exists outside of the F2P area that is thematically relevant to the features.

One solution would be for Miazrqa’s backstory to be changed. To the extent of my knowledge, Miazrqa is not intimately bound to any lore aside from the Grim Tales quest and is scarcely referenced outside of the quest. If Miazrqa was no longer thematically tied to Asgarnia, her relocation to a P2P location would be fully appropriate. Perhaps she could be reworked as a noble of Ardougne. An existing building in Ardougne could possibly be used as her residence, potentially eliminating the need for a separate tower.

20-Sep-2019 00:45:55 - Last edited on 20-Sep-2019 00:54:11 by Seasons Past

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The Fate of said:
I think the Tower should stay where it is, honestly. Maybe flesh it out a bit to make it more worth investigating, but I think it's important for free players to be able to at least meet Armadyl himself, since it provides a lot of context for the Sixth Age.

Free players actually can’t meet Armadyl. Non-members can climb to the top level of Armadyl’s Tower where Armadyl is found, but they are unable to interact with the god in any way (I tested this on a F2P account). As such, Armadyl’s Tower currently fails to provide non-members with context for the second world event or the Sixth Age more generally.

Furthermore, the provision of such context would not require the tower; NPCs such as the god emissaries could easily be updated to provide players with background information for the Sixth Age and all past world events while leaving a much smaller footprint than that of Armadyl’s Tower.


Edit:

Apparently there is an option, which I must not have noticed when I last checked, for players to talk to Armadyl while on a free server. However, selecting this option does nothing, so I am forced to conclude that non-members are still unable to converse with Armadyl.

22-Sep-2019 18:41:59 - Last edited on 07-Oct-2019 00:44:09 by Seasons Past

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Thanks for your support, Toa Iruni. I’m glad that you agree with my suggestions for the Soul Wars portal, Training Centre, and Makeover Mage.

I agree that the Makeover Mage and photo booth should not be located near the Dark Wizards’ Tower, as the first two of the features clash stylistically with the tower, thus breaking immersion. I also would be in favor of your suggestion for the functionality of the photo booth to be incorporated into an interface, as this would improve the convenience of use of the photo booth while eliminating the footprint of the booth on the map.

26-Sep-2019 06:32:18

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Trewavas said:
I would suggest replacing the large, relatively unused Dwarf building next to the Artisan's Workshop with a reworked Crafting guild. This would be a much more efficient use of space and would allow three similar skills to be grouped together in one geological location. If Jagex also moved the small mine associated with the guild into the walls of Falador, it would also be beneficial and in terms of lore, would give the knights and Falador direct control over these resources. They could probably remove the cows, as Port Sarim farm already has a large cow paddock.

The relocation of the Crafting Guild to the interior of Falador is an interesting idea. Space would certainly be conserved If the essential features of the Crafting Guild were fit into the current location of the main entrance to the Mining Guild.

I would like to see guilds overhauled in general, for two reasons. First, I think that guilds would have a lot of potential to bring players together. Areas such as Burthorpe and the Combat Academy in Lumbridge offer some vision of what a reworked guild could achieve, as such areas facilitate interaction between players by functioning as improvised hubs for skilling. Second, guilds could provide needed structure and guidance for many players, especially those who are still becoming familiar with the game.

Each guild could offer a set of optional objectives pertaining to the respective skill with which the guild is associated. These objectives would be determined by the relevant skill levels of the player so that players would be offered appropriate objectives for their skill levels. By attaining the objectives, players would be able to progress through each guild, unlocking rewards and increasingly advanced content throughout the process.

27-Sep-2019 03:33:06

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Thanks for your feedback, Adarajin. Here are some of my thoughts with regard to your post:


White Knight Camp:

I consider the clutter created by the White Knight Camp to be significant. While the camp is not as large as Armadyl’s Tower or the entrance to Shattered Worlds, its size is substantial, especially in relation to nearby features. The camp is currently wedged between Port Sarim to the east and Rimmington Mine to the west, consuming some of the transitional space between Port Sarim and Rimmington.

The primary function of the White Knight Camp from a gameplay perspective is presumably to make the entrance to the Grotworm Lair apparent to players, and this function could still be performed effectively without the white knights and associated decorative scenery. I would suggest replacing the camp with a small feature, such as a wooden sign, to mark the entrance to the Grotworm Lair and warn of the potential danger contained within the lair. The world map would be updated to label the area as “Grotworm Lair” instead of “White Knight Camp”.


Guards patrolling palace in Al Kharid:

I proposed the removal of the Al Kharid guards because I find that the guards fail to make a significant contribution to the environment. As I explained earlier, the guards are purely ornamental, as players cannot interact with them in any way. As their current animation and graphics are quite antiquated, I feel that the presence of the guards is more harmful than it is beneficial. The guards could certainly be updated so that their graphics would be up to date and their animation realistic; however, removal would be a more cost-effective option.


Clan Camp:

There is a small area in Burthorpe where players can place clan vexilla, although it is much smaller than the Clan Camp. Also, players can only create clans at the Clan Camp but not at the clan area in Burthorpe.

03-Oct-2019 17:19:29

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Thanks for your input, Deltaslug.

Your idea for the Gamers’ Grotto to be renovated to house various minigames seems sensible, and I think that this is what many players might imagine when they consider the idea of a minigame hub. The existence of a single location providing access to all minigames would certainly be convenient and, if incorporated into the Gamers’ Grotto, would eliminate a large amount of clutter from the surface.

One issue which I think could occur would be that an arrangement such as the one you suggested may confuse and overwhelm some players due to the sheer variety of available minigames. Access to each minigame would ideally be organised by theme so as to mitigate the confusion. This would require an area large enough to contain the breadth of available minigames while also providing clear separation between categories of minigames. I agree that freely accessible minigames should be separated from those that are available to members only; however, I would argue that further distinction between groups of P2P minigames would be necessary.

I didn’t realise that the mercenary camp near the entrance to the cave leading to Vorago still exists. I agree that it should probably be removed.

I think that the Ranging Guild should simply be removed. I decided not to initially include it in my suggestions only because I wanted the focus of the thread to be on areas that are accessible to non-members.

07-Oct-2019 01:43:32

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Patch Notes - 14/10/2019

“By player request, a pair of patrolling Burthorpe guards have been added to the Burthorpe main street.”

I’m not sure why Jagex felt the need to implement this.

The addition of the imperial guards was not necessary. The area surrounding the main street of Burthorpe was already quite full and was not in need of additional NPCs.

Furthermore, the guards offer no meaningful contribution to the game. They have no dialogue; players cannot interact with the newly added guards except via the “examine” option.

In short, the guards simply add clutter without adding content.

19-Oct-2019 16:01:39

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I realise that it’s been a few weeks since I’ve bumped or posted. Regardless, here are some more of my thoughts concerning the imperial guards.

I agree with your point that not everything needs to add content. Aesthetics are certainly an important consideration. However, I find that factors such as the colour scheme of the northern part of Burthorpe and features such as the training camp are much more effective in conveying the bleak, militaristic overtones that characterise the area than are the recently added imperial guards.

It is true that the guards contribute to the aesthetic of Burthorpe. All features can be argued to influence the aesthetics of the surrounding area in some way. However, this does not mean that all features are valuable additions to the environment. Furthermore, if the notion that all features exert aesthetic influence is considered to be sufficient justification for the existence of any feature, no feature would be eligible for removal. Thus any efforts toward decluttering would be largely futile.

The addition of a feature, or even several small features, to an area may initially produce a modest impact. However, the amount of features present will eventually become excessive if more features continue to be introduced. Each area can only be filled to a certain threshold before it becomes cluttered, and all features, no matter how small or insignificant they may seem, advance their respective areas toward this threshold. It is therefore worth considering to what extent various features benefit each area and whether the benefits of each feature justify an increase in the total quantity of features present.

15-Nov-2019 03:48:09

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I’ve updated Section 6.4 Transportation to Daemonheim, as it contained some inaccuracies. The section no longer refers to the Fremennik shipmaster formerly located in Taverley, as this shipmaster was removed in an update on 2 September 2019 (however, the Fremennik shipmaster in Al Kharid remains). The section also now mentions the Fremennik warrior in Lumbridge Swamp who is the counterpart to the similar warrior in Al Kharid (I had previously overlooked the fact that there are two Fremennik warriors).

15-Nov-2019 22:30:45

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Shifu said:
I don't know how technically feasible it all is, but I think it'd be more beneficial to significantly stretch the map out, but keep the towns about the same size (or allow for estimated growth at a later date). Then just put your few outlying buildings as actual outliers and fill the rest with greenery.
That, in my opinion, would make the world feel a lot less cluttered but would remove only a handful of pieces of content.

Thank you for your response.

I fully support the idea of an expanded game world with greater distances between locations. Other players have proposed such an update on the forums and on Reddit. Here is a forum thread containing such a proposal, with comments from Mod Matthe.

The next best alternative to a global rescale would be a much smaller, but still significant, series of updates to improve the efficiency of the use of space in the world of RuneScape. However, these two proposals should not be considered mutually exclusive, as an enlarged game world would still benefit from small updates intended to reduce clutter.

23-Nov-2019 18:39:09

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Shifu said:
So, I don't think it's a case of the world has too many features, but rather the world is too small to display the features properly.

The world is certainly too small to properly contain the entirety of its features. Stated differently, the total volume of features is too great to fit comfortably within the world. This implies that features are too large or too numerous, or both, to be contained within reasonable margins; the point is that the presence and severity of clutter are influenced by both the total area of the game world and the quantity and size of features.

I don’t think that all content or features should necessarily be preserved. In my opinion, each feature is worthwhile if and only if it offers a significant contribution to the game, whether that contribution is aesthetic, functional, or otherwise. This is obviously subjective, and players are likely to disagree on exactly which features are worthwhile or not, even if they share the same general view that features should be removed under certain circumstances. Regardless, the point remains that not every feature is necessary or particularly useful. Features can and should be removed when the costs - such as clutter or other issues - of their preservation outweigh the benefits. As such, the removal of a feature can potentially benefit the game, provided that it is done for appropriate reasons.

23-Nov-2019 18:59:21

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Thanks for your feedback.

I agree that Armadyl’s Tower and other features related to past world events should be removed. The tower served its purpose in the second world event and has since outlived its relevance.

I also see your point regarding the Makeover Mage. As a counterpoint, the area to the west of Falador is very crowded. It contains the starting points for the Grim Tales and Witch’s House quests in addition to the house involved in the latter quest. It also contains the Dark Wizards’ Tower, a crystal tree, a mining site, and a photo booth, not to mention the Makeover Mage.

The question is ultimately whether the detrimental effects of the clutter produced by the Makeover Mage are greater than the value of the unique character of the mage or vice versa. However, the line must be drawn somewhere. The sentimental value of a feature should not stand in the way when the benefit of the game requires that it step aside.

08-Dec-2019 00:02:27

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