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Clan Wars Update Released!


The Observer

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The popular Wilderness minigame, Clan Wars, has received a colossal update this week.

 

 

 

When you next challenge a player to a clan war, you'll notice a range of new options that better suits your battling tastes; for example, you can choose whether players are able to return to the fray after dying, how long the battle may last, how many kills are required for a victory, and even what combat styles are permitted during the fight.

 

 

 

You might wish to force an end to a battle if either team is reduced to five survivors. This avoids chasing down over-energetic die-hards who just won't stand still. Oh, and if you prefer real penalties for failure, you can choose to make players lose all of their items on death.

 

 

 

Beyond that, there's a selection of arenas featuring a variety of different landscapes, so you'll have more choice about where you'd like to fight. Do you prefer obstacles that block Magic/Ranged attacks or obstacles that don't? Do you like empty spaces without any obstacles at all? The original Clan Wars arena will naturally remain available, although some areas of it have become single-way combat zones.

 

 

 

For the more adventurous fighter, Clan Wars offers a pair of vast, free-for-all arenas. Just wander in, alone or with friends, and prepare to fight against anyone you meet. There are no combat restrictions in those arenas, so you'll have free rein to make your own entertainment!

 

 

 

Calladin, the Clan Wars custodian, has something new to offer as well. He'll let you set a friend (or enemy!) as your caller. When you're in a Clan Wars arena, any chat you receive from that player will be copied to your head-up display, so it'll be easier to spot their messages in the chaos of a battle.

 

 

 

So, set your favourite options and prepare to fight, warrior!

 

 

 

 

 

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In Other News:

 

 

 

Herblorists may be pleased to hear that Bob Barter, the expert on herb prices who stands by the Grand Exchange, is now offering a new service. If you ask him nicely, he'll look through your inventory and try to combine your 3-dose, 2-dose and 1-dose potions into vials containing 4 doses. He even knows how to handle barbarian potions and calquat kegs.

 

 

 

If you use a chisel on a large block of granite, you'll now be able to cut it into smaller blocks for use as Summoning ingredients.

 

 

 

A convenient right-click option has been added to the ghost disciples around the Ectofuntus, to help players collect their tokens even when they don't have the Amulet of Ghostspeak.

 

 

 

One of the skeletal wyverns was appearing as level 158 rather than level 140, even though it was really no tougher than the other level 140 wyverns. It's had its level adjusted to match the rest; this will not affect its difficulty in combat.

 

 

 

Eniola, the banker at the Ourania Altar, will henceforth expect payment from players wishing to use his services to collect purchased items from the Grand Exchange.

 

 

 

Our Graphics team has been busily fixing yet more bugs, including the following:

 

 

 

The battle hood, obtained as a reward from Fist of Guthix, was appearing as green rather than purple in players' inventories. Its proper colour has now been restored.

 

Following this year's graphical update, players were finding that their computers had trouble rendering certain map areas, resulting in low frame-rates. We've made some cosmetic changes to various bits of scenery to reduce this problem.

 

When a female character wore Verac's helm, their head was appearing out of proportion to the rest of their body.

 

The bug lantern, used for killing harpie bug swarms, tended to render badly alongside certain leggings.

 

When combined with a highwayman mask, the cavalier hat was often appearing too high above the head of its wearer.

 

Players wearing the new ringmaster hat were finding their chat bouncing strangely above their heads.

 

The helmet obtained from the Drill Demon random event was causing players to lose their hair when they took it off.

 

Crab shell gauntlets were causing players' wrists to change colour!

 

If a player chose to wield an undead chicken during the Animal Magnetism quest - and who wouldn't wield such an item? - they'd sometimes find that the chicken appeared some distance from their actual hand.

 

The Zamorak banner, made in the workshops of players' houses, was stretching into people's heads.

 

The Bandos tassets were hanging down too much at the front, leading to graphical glitches.

 

The Amulet of Catspeak was incorrectly positioned on female characters.

 

Snakeskin vambraces were causing players' arms to move in unexpected ways.

 

The Saradomin, Zamorak and Guthix coifs, obtained as Treasure Trail rewards, were suffering from a problem that frequently caused players' heads to become transparent.

 

 

 

Well, the clan wars update has been finally released! What does your clan think about it? Will you use clan wars more often now?

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Havn't actually checked out the clan wars changes yet, as I was more interested in the new FFA arena. They look promising, and I'm sure hunting clans and having random run ins will be alot of fun even if there is no loot involved.

 

 

 

As for clan wars it's nice to have the option to toggle with certain rules, and the first to X kills, most kills after X time will make the arena alot more enjoyable.

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What bothers me about the update is the amount of stuff they borrowed from other places, the two FFA arena's are pretty much the same and pretty much a copy of some of the wild, even some of the lava formations are in the same shape as they are in the northern wild, even the demonic ruins are there.

 

 

 

As for the arenas:

 

Clan Wars Classic - Same as it was with some extra 1vs1 spots

 

Plataeu - Looks like the floor was "borrowed" from the karamja volcano dungeon, pretty bare, the death cages are two islands on opposite sides of the big one

 

Forest - Bunch of tree's "borrowed" from the wild, looks like it's all single, the death cages are squares of trees

 

Torrents - Everything is "borrowed" from castle wars, the torrent buildings are like the two at the center of castle wars and guess what, the death cage are walls around the thing

 

Forgot this ones name - Borrowed from FOG, same buildings and same ground, death cages are two buildings at the center of the arena

 

 

 

And as for the update:

 

09-Sep-2008 12:24:19

 

As you'll probably have noticed, numerous worlds never actually got today's update.

 

 

 

Our systems administrators apologise for this error, and are working on updating the remaining worlds ASAP. They estimated a few minutes.

 

 

 

Meanwhile, I'd recommend trying to find a world where the update DID happen. You can spot them by the "Decant" option on Bob Barter, and the Clan Wars setup menu thingy.

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What bothers me about the update is the amount of stuff they borrowed from other places... pretty much a copy of some of the wild, even some of the lava formations are in the same shape as they are in the northern wild, even the demonic ruins are there.

 

 

 

I've seen quite a few people commenting that they LIKE having the demonic ruins and lava lake back for PVP use.

 

 

 

I wouldn't have liked the update any better with different graphics. If Jagex feels like being cheap on the graphics for a PVP minigame, I can live with that. It's not like they've skimped on graphical updates for 2008. It was some months ago that they posted on the RSOF to say that the Clan Wars coding was about finished, and they were just waiting on the graphics; maybe they got bored waiting? I know quite a lot of people did.

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My only anger is that the arenas are so small. The FFA arenas could have been larger by 20% so more than 2-3 large clans can be in there without intense crowding.

 

 

 

Anyways, I love the new arenas. A lot of training can be done in each of them, properly teaching one square hugging & anti-hugging techniques in the plateau with the bones, and the Rocks in the Quarry or mine one is even better for practicing hugging+attacking with range.

 

 

 

The forest one is also nice for rangers to learn how to pile a lot better.

 

 

 

Plateau = Organization, such as piling as soon as someone dies.

 

Forest = Meleers.

 

Quarry/Mine = Rangers.

 

Turrets = Ranges...however meleers can get up onto the towers pretty quickly so it could be either, then again, a bind in f2p will be devastating in this arena.

 

 

 

Honestly, it's great if you're not allowing certain types of combat, or your clan has more rangers/meleers than the opposite combat type. Other than that only levels and quickness of organization will prevail in the plateau. To me they feel like superb training areas, and then the classic arena to put it all to the test.

 

 

 

As I said before all the options for Clan Wars are greatly accepted, especially that max of 10k kills. That will be a blessing for many clans. Time limits could be a bit higher, as in 30 minutes or so.

 

 

 

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Free For All

 

 

 

I really like the layouts, but they need to be larger for any real wars to take part in there. Without level ranges, they should do the top half as multi, and the bottom half as non-multi. Clans will be crowded, and it will be more annoying than that lovely chaotic rush.

 

 

 

I really hope that clans start to use the Dangerous FFA though to better represent what a war in Runescape was, and should be. That expensive, 30m+ armour and weapons shouldn't be used, as in a war you'd actually lose these, and to me Jagex did an awful job in allowing this sort of thing to happen.

 

 

 

*I'm only talking F2P here, not P2P.

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I love this update.

 

I love the fields some are kinda dull.

 

I LOVEEEEE THE FFA,my friends and I took over a buliding lol =P~ for like 5minutes

 

until random people took out our lower levels and it fell from there Lol

 

 

 

but is some arenas single combat or something?

 

cause its been bugging me alot.

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Definitely looking forward to check this out, as a Castle Wars fan I am looking forward to try the copycat arena of that. We've been waiting for that for a long time. :thumbsup:

You're accusing me of bigotry, how ironic. It's a nice attempt at argument, but your responses are facile and asinine, if not diatribe. Who's arrogant now?

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This looks like a huge update, compared to the original one. I cannot wait to try it out for myself.

My relaxation method involves a bottle of lotion, beautiful women, and partial nudity. Yes I get massages.

 

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I like the free-for-all portals and the extra arenas. But they kinda ruined it for us by making the outter bounds in "classic arena" single-combat zone. Outter Bounds rule was standard in P2P wars. We are gona need to use the other arenas for our P2P wars.

 

 

 

 

 

hmm i like it so far, but i think the real update to look forward to is the pvp worlds. :D

 

 

 

Agree.

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All in all quite a good update, my only critiscm is that jagex could have:

 

a)made it possible to loot food

 

b)made a reward, much like the proposed pvp items.

 

 

 

I like the ffa arena, actualy feels like hunting old clans again which was allways fun.

 

 

 

Cant comment on the pkri option at clan wars yet as havent been in a full scale one, but we have a trip planed for friday so should get a good overview of it then.

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