Re: Wilderness achievements & additions
Posted: Wed May 24, 2017 1:38 pm
James wrote:I've got like 5k kills and I'm fairly sure that I would barely have 100 kills at mage bank. Change that requirement to level 49+ wilderness (or whatever level it is north of the wilderness fence).
Grizzly mint wrote:i agree with james on the mage bank kills. i have over 4k kills spread on multiple accounts and i doubt i have more than 50 near mage bank.
"Don't put anything there because no one goes there" is a bit of a self-fulfilling prophecy tbh. Could also turn it around and put stuff there so people have a reason to go there. I'm not suggesting we do this mindlessly, that would make it very difficult to complete the tasks once the initial rush is over. Just don't ignore the opportunity to bring areas to life that have been dead until now. That's also why I initially suggested MB rather than the whole deep wild area. We don't have the players to make large areas active, but if we focus on bringing smaller areas to life it might work. (also in smaller areas it would be significantly harder to boost without anyone noticing)Azu rite wrote:Good luck getting 100 kills neat mage bank when hardly anyone goes out there.
Then don't? It's not a PK'ing diary. If you only want to PK I'd imagine you just wouldn't do a diary which is 50% PvM activities. Of course I do agree the scale of the tasks should be balanced but spending a few hours killing glacors doesn't seem so excessive tbh.James wrote:Edit: The 40 choc-ices from glacors seems a bit excessive too. As someone who plays purely to PK I don't really want to spend hours killing a thousand glacors.
That's why we initially only used drops for items that aren't very rare. We wanted to mix it up a bit so it's not just 15 tasks of "get X kills of NPC Y".A iron girl wrote:I think drops might make it a little unreliable and someone might get really mad after not getting a required item after very high kc. Why not just remove drop requirements and add kc requirements instead?
Jon wrote:For those of us who were already forced into the wilderness once before (already have comp capes), why should we be forced to enter the wilderness yet again to wear a cape we already worked for? Is it solely to boost wilderness activity just because this is PkHonor?
No, it's not just to stimulate Wilderness activity, though of course we hope it does. Don't forget that we're talking about the completionist cape here, the cape for having completed all quest/tasks/achievements. We're not just going to stop adding new content simply because a bunch of people have obtained their capes and want to be able to continue wearing them without doing anything. To the best of my knowledge that's what the completionist cape is supposed to be.I2aw origins wrote:Yes I understand that reqs will change periodically but this is a huge change all of a sudden. Especially since most of these (or even all maybe) aren't even logged yet, some people who have put hundreds or thousands of hours to get the current comp cape reqs is just going to be shafted.
They won't be redone. If it turns out that one of the tasks is bad or gets massively boosted we may change that one task of course, but overall it's there to stay. The 500 kills req being reworked into this is a special case because frankly, with all the boosting it needs to be reworked. Bear in mind that I am in favor of compensating those who already had (part of) that requirement, by letting it count as having completed one or more of the new tasks.Jon wrote:What happens when everyone does obtain these new wilderness requirements, and the wilderness becomes empty again? Will they just be tossed away and redone to boost wilderness activity again?