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More Leagues & possible party games tonight www.twitch.tv/botlinked

1 hour ago 0 0 0 0

Leagues? And actually starting it when it drops?! www.twitch.tv/botlinked

3 days ago 1 1 0 0

Been a little bit. Bit of ketchup and then we'll do a bit of gaming www.twitch.tv/botlinked

5 days ago 0 0 0 0

Gliding into the start of the week (late) with some games www.twitch.tv/botlinked

1 week ago 0 0 0 0

Yeah, we're being responsible (slept & now awake at night). Guess it's time to game it away www.twitch.tv/botlinked

1 week ago 2 1 0 0

Letting the wheel decide our match fate tonight www.twitch.tv/botlinked

2 weeks ago 0 0 0 0

Thank you for coming to my Ted Talk (I have work tomorrow and should not have been up talking about this at this time lmao)

2 weeks ago 1 0 0 0
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But again, this all requires a more thoughtful and thorough discussion from both a developer and community stand-point to ensure both the Wilderness and PvP in general does not become completely obsolete.

(16/16)

2 weeks ago 1 0 1 0

Using this method, it possibly introduces a lower "barrier to entry" for players to go and try Wilderness content rather than have a needed demand that Wilderness-based items get a method/way to be earned outside of the Wilderness.

(15/16)

2 weeks ago 1 0 1 0

To clarify in more detail from (a), this would include things like rogue's chests, agility training arena, black chins, etc. Maybe more "junk"/"Nothing" roles provided.

In addition, maybe the fountain of rune would not work on these worlds (i.e. can't safely run & charge glory's)

(14/16)

2 weeks ago 1 0 1 0

So for adjusting "rewards", the following methods could be discussed:

(a) All drop rate items from mobs/activities in these worlds are have higher rates
(b) Voidwaker pieces can only be dropped from harder boss version (again at a higher drop rate)

(13/16)

2 weeks ago 1 0 1 0

So if less "risk" is introduced through this method, it is safe to say the "reward" rates should not be kept the same (as this could cause a large increase in botting & flood the market with wilderness weapons & items).

(12/16)

2 weeks ago 1 0 1 0

This allows players to try out Wilderness content without feeling they need to do "money runs" to gear back up and try again from each death.

Another possible item (for "lower risk" wilderness worlds) could be adjustments of multi-combat zones/areas. One example being Scorpia.

(11/16)

2 weeks ago 1 0 1 0

For more clarity on (b), mats could include items like food, runes, potions, and ammunition. This would also include things like crystal shards, zulruh scales, Revenant ether, all looted items.

So for example, if you bring full crystal in, your armour would revert back to the seed form.

(10/16)

2 weeks ago 1 0 1 0

There could be two ways this could be approached (again, from a discussion standpoint):

(a) Make it so that in certain worlds the amount of safe items (for both non-skulled & skulled players) are increased on death
(b) Gear is not lost on death, but rather the all mats are

(9/16)

2 weeks ago 1 0 1 0

From the above two items, it seems like (a) could be a more "plausible" method of introduction/coaxing players into this area; as (b) could case friction by possible inclusion of un-wanted/needed safe spaces.

So what would "minimized" gear loss look like?

(8/16)

2 weeks ago 1 0 1 0

So how do we lower this "Risk" bar? Items like this can be discussed:

(a) for select worlds, gear loss is "minimized" (will discuss this more in another post here)
(b) "Smaller safe zones" (with a time-limit & no bank), which could allow for possible wilderness quest-lines

(7/16)

2 weeks ago 1 0 1 0
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It feels that players would rather grind/interact with raids/bosses/events in safe worlds & zones to gain similarly powerful gear; as they do not have to deal with other players killing them to stop said progress & take their gear (which costs them time and in-game currency).

(6/16)

2 weeks ago 0 0 1 0

Additionally, even though some unique weapon drops can be obtained here (and be very useful/strong for PvM outside of the wilderness zone); players aren't finding the "Reward" to be worth the "Risk" (i.e. a majority driver possibly being time investment).

(5/16)

2 weeks ago 1 0 1 0

Please note, this is the nature of PvP zones (I am not arguing this). However, the argument made is that a large majority of players that do "interact" with the wilderness now are people that are extremely low or non-stakers (gear-wise) to complete clue steps or simple progression tasks.

(4/16)

2 weeks ago 1 0 1 0

To bring this back into the video provided by Framed, one problem that was identified is that due to the sheer number of worlds available for players to play, it becomes difficult to find other players that want to PvP.

Hence, these players typically attack anyone they can find.

(3/16)

2 weeks ago 2 0 1 0

In terms of solutions (without any major overhaul/change to the Wilderness location itself), this idea will discuss ideas on lowering "Risk" while making it a bit harder to gain the Wilderness "Rewards" (in a certain context) to help introduce/coax players into this location.

(2/16)

2 weeks ago 1 0 1 0

#OSRS #Wilderness

This post is a continuation of this this thread. One or two possible solutions will be identified here to help "ease-in" or introduce more players to this location (rather than causing a major work-around/update for the game).

(1/16)

2 weeks ago 2 0 1 0

I will continue this in a new thread from a quote tweet done on post #28 of this chain (to help give me a bit more leash on writing an idea or two for discussion).

(29/TBC)

2 weeks ago 1 0 0 0

So OSRS in terms of "Risk/Reward" for PvP worlds/Wilderness leans more-so towards EFT (with slightly less risk).

As current OSRS players seem to be more "risk adverse" (people can speculate the cause), what can be introduced/changed to bring players to the Wilderness?

(28/29)

2 weeks ago 0 0 1 1

Skulled players on the other hand, are players that have initiated/attacked other players or worn an item to cause this status. Normally on death to a player or monster/AI, they will lose all items (or keep 1 item if they have a certain prayer on).

(27/29)

2 weeks ago 1 0 1 0
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Non-Skull players will keep their 3 most valuable items when killed by another player (4 if they have a certain prayer on). Meanwhile standard death rules apply if you die to a monster/AI generally while in PvP worlds/Wilderness (from my understanding).

(26/29)

2 weeks ago 1 0 1 0

When in a PvP world or in the Wilderness, there are two visible statuses shown over the player's head: Non-Skulled and Skulled players.

Non-Skulled players are players that have not attacked a player or worn an item to cause this status.

(25/29)

2 weeks ago 1 0 1 0

(b) you lose everything you came in with and looted (will exclude secure containers for simplicity); with a very slim chance of gear being returned to you through an in-game "insurance" option.

So where does OSRS fit in terms of "Risk/Reward" for Wilderness/PvP?

(24/29)

2 weeks ago 1 0 1 0

If you die at any point during the raid, the following happens for the above things:

(a) your task progress (other than for kill or looting tasks) will be reset back to the starting progress you had before you entered the raid (i.e. if you started at zero, it will be set back to zero).

(23/29)

2 weeks ago 1 0 1 0