The Return of The Wilderness Introduction: The privilege of the wilderness has been taken from the players due to the numerous reasons along with innumerable complaints. Some of those problems consist of: Luring, Rushing, Pjing, teaming, abyssal hunters, and random clue killers (whom I will describe below). This particular action has stirred up a riot of "Pay 2 Pk." I lack any further knowledge or information of this resistance. The buildup of loathing and fury led to a catastrophic loss of players. I would like to propose my solutions to these issues, with the least damage dealt as possible. ------------------------ I -The First Problem: Luring. The first problem to initiate this suggestion topic is Luring. Luring, in this situation, is the "art" of trickery, deceiving fellow (innocent) players into a trap, so they can and will be mercilessly slaughtered for their valued item. Many people have complained they have lost whips, and other valuable belongings. I ,too, have fell for this rather deadly trap and lost my whip too. The Solution: To this first matter, I would like to suggest the prevention of noted items to the wilderness. This may interfere with clue scrolls (level -3) as we know and have witnessed that sometimes the rewards are noted (food, etc.). So I would say clue scroll rewards are to be immune.Of course players are cunning. They probably won't note the items, instead they can just drop the items. A third and final addition, to reinforce the previous duo, is to prevent bringing the same item to the wilderness in 1 inventory. In case they bring different items, then item's with a high alchemy value of 40k coins cannot be dropped. However, this will interfere with kills (smite) so therefore drops will be excluded. This will only affect weapons and armor since those are the only things that have a high enough value to cause misery. *This may not be required due to trade/drop cap. Why I wrote "may" is because the item may not necessarily have to be dropped, because lurers may have their victim purposely kill another lurer holding the decoy items. So when the victim picks up the kill from the lurer, theother lurers will attack. So when the victim dies, he/she will keep the decoy items instead. However this plan will not fail, for the caps are reinforcing it. ------------------------ II - The Second Problem: Rushing. I do not appreciate this neither. It is (in a way) impolite, unfair, and extremely exasperates the unaware victim. Rushing is the "art" of ambush; it is when one player suddenly attacks another player who is inattentive or defenseless, concluding in a "E@zy Pwn@ge". Though it would be a shame to have privileges taken away from another privilege players are yearning for. For this matter, I would like to suggest an option (absolutely necessary) to ask a player to fight. Perhaps a little symbol next to the wilderness level, clicking it then choosing the designated pker will automatically send a request to fight. If the request is denied, then no fight, and vice versa. **This will also protect Abyssal Runecrafters. ** This would help players who are fighting with more expensive equipment deny those of lower value. This way, the benefits and losses will be equal between the two players. ------------------------ III The Third Problem: Player Jacking. Player Jacking, other known as Pjing, is the "art" of ... cheating a fight. Pjers attack the winner of a battle, in hopes of obtaining both the fighter's spoils. This was a major problem in which many players/pkers ranted about. I would like to offer a simple solution; give the victor 30 seconds to collect the spoils - In the meantime he/she will not be able to be assaulted by others -, but after the time, they will be vulnerable. ------------------------ IV The Fourth Problem: Teaming Team work and friends are great, but definitely not if used in the wrong way for the wrong reason. teaming is The "art" of having multiple players target one player, which is truly unfair. Teaming can be done in multi-way combat and non multi. Multiway is having everyone simultaneously assault the target. Nonmulti is attacking in turns, by having one player stop attacking to let the others "have their share." My answer to this is if someone is to be teamed unfairly, then have the scene monitored and automatically remove the victim's "wilderness skull" to ensure safety. Unless the player falls into a multiway zone, it will be too late (for not everything will be safe, there has to be a few dangers). If the player is "lured" into the multiway zone (I.E. auto-retaliation movement), Then the player will have to turn auto-retaliation off. If in a case, the player is panicking due to the presence of the team, filled with trepidation of losing his/her valuable items, then please have the players automatically stop right before entering the Multiway Combat Zone. ------------------------ V Conclusion: Player Killing is a dangerous yet fun activity that brings mutual feelings between pkers. This privilege has been taken away due to irresponsibility and immaturity. However, in hopes of return and possibly a hint of trust, Jagex has given players hope that it will return. As suggested, Jagex asked for suggestions rather than nothing but complaints. I have shared my thoughts and opinions to the problems which led to the disappearance of the wilderness and the welcoming of the Bounty Hunter Minigame. I hope these answers will help bring "the old" Pking back to the game. -------------------------------------------- Extras: -Players with clue scrolls or clue caskets, or abyssal runecrafters will not be able to be attacked, ensuring a safe trip. (Many people complained of "Abyssal Pkers") -Please keep the revenants; players need a little danger (Nothing can be perfect). -Please keep Bounty Hunter; many players have grown fond of it. **If we can "pk" and play the game maturely, THERE WILL be a second chance. Thank you for taking your time to read this Article - Heavenflashg. Your support would be most appreciative. I am sorry if there are any typos or mistakes, I was in a rush.