23 November Updates - Wilderness Resource Area
- Respire1337
- Premium Donator
- Posts: 2555
- Joined: Fri Dec 02, 2016 9:56 pm
Re: 23 November Updates - Wilderness Resource Area
Pretty hype for these. Can't wait to die while fishing dark crabs! :p
- Pim
- Premium Donator
- Posts: 1911
- Joined: Thu Jul 21, 2016 10:35 pm
- Location: KBD
Re: 23 November Updates - Wilderness Resource Area
Nice Mike! looking good!
Does this also mean that you lost cash/ticket stacks right now on death?
Does this also mean that you lost cash/ticket stacks right now on death?
- Iron adam
- Event Coordinator
- Posts: 11868
- Joined: Sun Aug 24, 2014 6:07 am
- Contact:
Re: 23 November Updates - Wilderness Resource Area
viewtopic.php?f=73&t=65228Mike wrote:Good point regarding the Armadyl GWD. Was an in-game suggestion made for this already?
-
- Premium Donator
- Posts: 4
- Joined: Sat May 30, 2015 9:52 pm
Re: 23 November Updates - Wilderness Resource Area
I second this.Color x wrote:Did you not add exp bonuses to skilling in the resource area? Why would anyone choose to skill there if there is no incentive?
- B0rnt0b3pk
- Fanatic
- Posts: 5103
- Joined: Wed Apr 10, 2013 8:37 pm
Re: 23 November Updates - Wilderness Resource Area
Always nice to see some updates to keep the community happy. However I have a point of concern.
You're putting one of the best fishing/cooking xp in the wilderness, same with the previously added black chinchompas. I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible. That is no fix for reviving the wilderness. You might increase the how many people enter the wilderness, but you will also increase the tention between actual Pkers and other parts of the community that doesn't like that aspect of the game. Everyone has their method of playing, and those increasingly added bosses and best skilling methods ruins it for those players. You and other people might say "No one is forcing you to the wilderness", well you are. First of all if people play for effiency, you are indeed forcing them into the wilderness for the best xp rates. You're forcing pvmers to risk their items to get boss pets becuase they like collecting all pets (not nessecarly they do it becuase they like the wilderness). What about turning around the argument of "no one is forcing players to the wilderness" by making requirements that pkers do need to enter or use several escape spots in the wilderness? Since it's already easy to get 99 skills, why not make stepping stone require 300m+ agility xp? Skilling area requires 1b+ xp in all the skills you can find? Well, n no one is forcing them to pk in that one area, are we?
Bottom line is you are making it worse for skillers and forcing them to the wilderness. If you want to force them to said areas, pkers should have same reqs as skillers do to use certain stuff for either escapes or enter resource areas. That way it would be most fair.
You're putting one of the best fishing/cooking xp in the wilderness, same with the previously added black chinchompas. I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible. That is no fix for reviving the wilderness. You might increase the how many people enter the wilderness, but you will also increase the tention between actual Pkers and other parts of the community that doesn't like that aspect of the game. Everyone has their method of playing, and those increasingly added bosses and best skilling methods ruins it for those players. You and other people might say "No one is forcing you to the wilderness", well you are. First of all if people play for effiency, you are indeed forcing them into the wilderness for the best xp rates. You're forcing pvmers to risk their items to get boss pets becuase they like collecting all pets (not nessecarly they do it becuase they like the wilderness). What about turning around the argument of "no one is forcing players to the wilderness" by making requirements that pkers do need to enter or use several escape spots in the wilderness? Since it's already easy to get 99 skills, why not make stepping stone require 300m+ agility xp? Skilling area requires 1b+ xp in all the skills you can find? Well, n no one is forcing them to pk in that one area, are we?
Bottom line is you are making it worse for skillers and forcing them to the wilderness. If you want to force them to said areas, pkers should have same reqs as skillers do to use certain stuff for either escapes or enter resource areas. That way it would be most fair.
- Pim
- Premium Donator
- Posts: 1911
- Joined: Thu Jul 21, 2016 10:35 pm
- Location: KBD
Re: 23 November Updates - Wilderness Resource Area
High risk = high reward. You're wrong here fam, this is good for the wilderniss.B0rnt0b3pk wrote:Always nice to see some updates to keep the community happy. However I have a point of concern.
You're putting one of the best fishing/cooking xp in the wilderness, same with the previously added black chinchompas. I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible. That is no fix for reviving the wilderness. You might increase the how many people enter the wilderness, but you will also increase the tention between actual Pkers and other parts of the community that doesn't like that aspect of the game. Everyone has their method of playing, and those increasingly added bosses and best skilling methods ruins it for those players. You and other people might say "No one is forcing you to the wilderness", well you are. First of all if people play for effiency, you are indeed forcing them into the wilderness for the best xp rates. You're forcing pvmers to risk their items to get boss pets becuase they like collecting all pets (not nessecarly they do it becuase they like the wilderness). What about turning around the argument of "no one is forcing players to the wilderness" by making requirements that pkers do need to enter or use several escape spots in the wilderness? Since it's already easy to get 99 skills, why not make stepping stone require 300m+ agility xp? Skilling area requires 1b+ xp in all the skills you can find? Well, n no one is forcing them to pk in that one area, are we?
Bottom line is you are making it worse for skillers and forcing them to the wilderness. If you want to force them to said areas, pkers should have same reqs as skillers do to use certain stuff for either escapes or enter resource areas. That way it would be most fair.
More pvmers to kill for pkers, will invite pkers to enter the wilderniss cuz they can get loot and that's appealing. More pkers that enter the wild will then run into each other and have fights. This total image = active wild eventually.
Log in sometimes, its actually working, theres alot more activity in the wilderniss lately on both pvmers and pkers aspect.
- B0rnt0b3pk
- Fanatic
- Posts: 5103
- Joined: Wed Apr 10, 2013 8:37 pm
Re: 23 November Updates - Wilderness Resource Area
Higher traffic doesn't equal better wilderness. It creates only more tention between the playerbase. Only time will tell tho but I'm certain that's what is going to happen. OSRS is a living example of that.Counterret wrote:High risk = high reward. You're wrong here fam, this is good for the wilderniss.B0rnt0b3pk wrote:Always nice to see some updates to keep the community happy. However I have a point of concern.
You're putting one of the best fishing/cooking xp in the wilderness, same with the previously added black chinchompas. I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible. That is no fix for reviving the wilderness. You might increase the how many people enter the wilderness, but you will also increase the tention between actual Pkers and other parts of the community that doesn't like that aspect of the game. Everyone has their method of playing, and those increasingly added bosses and best skilling methods ruins it for those players. You and other people might say "No one is forcing you to the wilderness", well you are. First of all if people play for effiency, you are indeed forcing them into the wilderness for the best xp rates. You're forcing pvmers to risk their items to get boss pets becuase they like collecting all pets (not nessecarly they do it becuase they like the wilderness). What about turning around the argument of "no one is forcing players to the wilderness" by making requirements that pkers do need to enter or use several escape spots in the wilderness? Since it's already easy to get 99 skills, why not make stepping stone require 300m+ agility xp? Skilling area requires 1b+ xp in all the skills you can find? Well, n no one is forcing them to pk in that one area, are we?
Bottom line is you are making it worse for skillers and forcing them to the wilderness. If you want to force them to said areas, pkers should have same reqs as skillers do to use certain stuff for either escapes or enter resource areas. That way it would be most fair.
More pvmers to kill for pkers, will invite pkers to enter the wilderniss cuz they can get loot and that's appealing. More pkers that enter the wild will then run into each other and have fights. This total image = active wild eventually.
Log in sometimes, its actually working, theres alot more activity in the wilderniss lately on both pvmers and pkers aspect.
-
- Honor Player
- Posts: 5836
- Joined: Thu Apr 11, 2013 12:03 am
Re: 23 November Updates - Wilderness Resource Area
Nobody’s forcing skillers to skill in the wilderness. This is an optional, high-risk high-reward alternative.
- Rapsey
- Sysadmin
- Posts: 5505
- Joined: Tue Dec 01, 2009 8:00 am
- Location: Belgium
Re: 23 November Updates - Wilderness Resource Area
No one is forcing anyone. We are trying to make the Wilderness a viable skilling option, not the undisputed best option.B0rnt0b3pk wrote:I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible.
It's not really fair to compare just the XP. There's way more overhead involved in using the Wilderness resource area: you have to get over there, you'll probably want to do banking trips every so often, and every time a PK'er shows up you lose several minutes. All in all you may find that despite the XP rates, skilling there isn't any faster than it is outside the Wilderness.
- Keiler05
- Premium Donator
- Posts: 174
- Joined: Mon Apr 21, 2014 5:15 am
Re: 23 November Updates - Wilderness Resource Area
Thank you so much!!!!!! Wohooo!!! hahaMike wrote:@Keiler05, please use the 'Edit' function on the forums rather than double posting
I've removed the poison effect from Wingman Skree, will be included in the next update, hopefully along with a new wilderness boss.
Only 4 more bosses to add before we can add the wilderness achievement diary! There will be many boss releases in short succession, but it needs to happen. Something to look forward to!