Wilderness resource area and wilderness bonuses
Posted: Tue Nov 14, 2017 3:30 pm
I'm sure our players have noticed by now that we're currently working on adding as many new features in the wilderness as possible, with the earlier release of Black Chinchompa's, Lava Dragons and Callisto. Andres is currently working on Vet'ion, which means we're getting close. The only ones to be added after Vet'ion are Scorpia, the Chaos Fanatic and the Crazy Archaeologist.
However, I don't want to release far too many new bosses at once, so it's time for something else in the wilderness that's not PvM-related. Therefore, it seems like the perfect time to start making work of the deep wilderness Resource Area!
One thing we've already settled on is adding an NPC that can note your items, so you can extend skilling trips, but increase the amount of risked items. We will however have to re-evaluate our "keep 3 stacks of items on death" vs "keep 3 individual items on death", since players can currently keep a stack of thousands of noted skilling supplies when they die, which is not the case in OSRS (you can only keep 3 items max there, so if you have a stack of 100 noted items, you'll only keep 3 and lose the rest of the stack).
Anyhow, Dark Crabs. They have been a topic of some debate, but we still haven't settled on how exactly they should work. Being only obtainable within the deep wilderness resource area, they should certainly be (among the) best food(s) in the game.
We already have Rocktails as best food, along with choc-ice and triangle sandwiches which work exactly the same way (although choc-ice can overheal for 11 instead of 10), I wanted the Crabs to have another unique effect to make them really worth it.
Therefore, I would like to suggest the following:
Secondly, bonus XP. I would like to add a global +20% XP gain in the wilderness, which would apply to everything - combat, slayer, hunter, woodcutting, mining, fishing, cooking, smithing etc. Agility XP would probably remain unchanged. High alching would also not grant bonus XP, since you can just do that in a remote corner of the wilderness.
However, I would also like to add incentive for players to have Bounty Hunter enabled at all times. Therefore, I would like to make the bonus XP (along with possible bonus NPC droprates) only apply to players who have Bounty Hunter enabled. This is not as much "forcing" players to enable Bounty Hunter, rather giving them incentive to. You don't have to, but then you can't enjoy the extra bonus XP and NPC drops either.
However, I don't want to release far too many new bosses at once, so it's time for something else in the wilderness that's not PvM-related. Therefore, it seems like the perfect time to start making work of the deep wilderness Resource Area!
One thing we've already settled on is adding an NPC that can note your items, so you can extend skilling trips, but increase the amount of risked items. We will however have to re-evaluate our "keep 3 stacks of items on death" vs "keep 3 individual items on death", since players can currently keep a stack of thousands of noted skilling supplies when they die, which is not the case in OSRS (you can only keep 3 items max there, so if you have a stack of 100 noted items, you'll only keep 3 and lose the rest of the stack).
Anyhow, Dark Crabs. They have been a topic of some debate, but we still haven't settled on how exactly they should work. Being only obtainable within the deep wilderness resource area, they should certainly be (among the) best food(s) in the game.
We already have Rocktails as best food, along with choc-ice and triangle sandwiches which work exactly the same way (although choc-ice can overheal for 11 instead of 10), I wanted the Crabs to have another unique effect to make them really worth it.
Therefore, I would like to suggest the following:
- Heals for 23 HP (unlike Rocktails, it does not overheal)
- Restores 5 prayer points
- Protects you from Leech curses for 2, 3 or 5 minutes (haven't settled on a time yet)
- Grants 14,100 fishing XP and 9,400 cooking XP (highest in the game vs 11,400 fishing XP and 7,600 cooking XP for rocktails)
Secondly, bonus XP. I would like to add a global +20% XP gain in the wilderness, which would apply to everything - combat, slayer, hunter, woodcutting, mining, fishing, cooking, smithing etc. Agility XP would probably remain unchanged. High alching would also not grant bonus XP, since you can just do that in a remote corner of the wilderness.
However, I would also like to add incentive for players to have Bounty Hunter enabled at all times. Therefore, I would like to make the bonus XP (along with possible bonus NPC droprates) only apply to players who have Bounty Hunter enabled. This is not as much "forcing" players to enable Bounty Hunter, rather giving them incentive to. You don't have to, but then you can't enjoy the extra bonus XP and NPC drops either.