Everyonedies Posted October 29, 2009 Share Posted October 29, 2009 I played pre-wild (was a total noob but i was there when logging in was just logging in there were no severs or choices to be made) I was a non-player killer but was trying to train to become one. What made the old wild so great was that it was the best place to train in RSC there were very few places to really train any any decent pace and those few places outside of the wild were always crowded the wild was great because you got better xp per hour and you could chase/pk others if they came to train. No one had 99 everything so everyone had to train and everyone wanted to train in the best place. (this is why we will never have the old wild again, we will never have anything like it again) This created the classic battles over training spots, clans and friends who would come to your defence if attacked was all born out of this but now... Today there is tons of much much better places to train and thus no one cares to go to a pvp or bounty world unless its to make money. Making money was never what the wild was about, sure the good pkers made money but most importanly they made a name for themselves and were less likely to be attacked while training.(training is why the wild was so great) Now everyone has 99 everything and now, fights are fair and people are fighting for money. Before fights were unbalanced and payback was always around the corner for pking someone while they are training and had low food. So if you read this now you can sorta understand why the old wild was so great now here is my idea: 1) Leave pvp worlds how they are. 2) Get rid of bounty worlds as they are3) Make wild on the old bounty worlds a bit different creating double xp while training and create some new places to train.(no noted items allowed)4) Make a rank system that tracks both kills and time spent on the old bounty worlds still give out bountys and if you kill your bounty you have a better chance at getting the pvp special weapons. (rank never goes down) 5) Your auto skulled so you can only save one item if you use protect item.6) You get nothing for kills but a chance for the pvp weapons(tradeble) and brawlers(brawlers work the same), gennie lamps of different xp amounts(based on the amount of GE value the player killed lost with a max of lets say 20k xp), and special gennie lamps only used on one skill(also based on the GE value of what the player killed lost and has a max of 50k xp) The maxes on the Gennie lamps would only be dropped if the player killed lost more then 30mil on death.7) As your rank increases you gain the ability to purchase at set prices pvp weapons the are the same but are untradable.(creates minor money sink) This is my thought out idea to get the wild back but in a way that will not open it to RWT. The only items gained that can be worth money(traded) are the PVP degrading weapons. Please take time to read through it. http://www.clanhavok.net/ Link to comment Share on other sites More sharing options...
Youmu Posted October 30, 2009 Share Posted October 30, 2009 That would be a nice idea. Although, my suggestion is to make PvP +1 worlds for all those that use expensive weapons, and for the 1-itemers. For normal PvP worlds, you're auto-skulled (as you mentioned), but you cannot use protect item. Just like now. BlogTrimmed | Master Quester | Final BossBoss pets: Bombi | Shrimpy | Ellie | Tz-Rek Jad | Karil the Bobbled | Mega Ducklings120s: Dungeoneering | Invention Link to comment Share on other sites More sharing options...
quelmotz Posted October 30, 2009 Share Posted October 30, 2009 Interesting idea. Would give "balanced characters" an advantage over skillers, as they can actually defend themselves instead of getting one-hit killed by some bloodthirsty pker or some other person competing for the training spot. This would give players more incentive to train combat, and would also be an interesting way to train. But I think double exp is a bit over-the-top. 1.5 times exp would be more reasonable based on "risk=reward". Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Everyonedies Posted October 30, 2009 Author Share Posted October 30, 2009 Interesting idea. Would give "balanced characters" an advantage over skillers, as they can actually defend themselves instead of getting one-hit killed by some bloodthirsty pker or some other person competing for the training spot. This would give players more incentive to train combat, and would also be an interesting way to train. But I think double exp is a bit over-the-top. 1.5 times exp would be more reasonable based on "risk=reward".My main idea is to make the xp so good that it forces everyone who wants the best xp to use the wild again like in runescape classic. But instead of money being the main reason people are pking its for xp. Even though some money can be made by getting the pvp special weapons. This fixes the 2 main problems with what we have now with pvp one its filled with only people who want to pk and 76k and two it created alot of inflation. This fix will bring back non-pkers into the wild. I guess alot of people never got to experience the thrill of escaping pkers while trying to train or the fun of "gunning" down the poor guy training who stayed a little too long and only had a few peices of food left. At least for me this is what made pking and training in the wild so much fun. http://www.clanhavok.net/ Link to comment Share on other sites More sharing options...
Aiel Posted November 1, 2009 Share Posted November 1, 2009 this is a pretty good idea, perhaps you could also add the ability to get the items people lost on death? (common enough so you would at least break even on an average kill?) DK drops (solo/LS): 66 hatchets, 14 archer rings, 13 berserker rings, 17 warrior rings, 12 seerculls, 13 mud staves, 7 seers ringsQBD drops: 1 kite, 2 visages, 4 dragonbone kits, 3 effigies, lots of crossbow partsCR vs. CLS threads always turn into discussions about penis size....It's not called a Compensation Longsword for nothing.I've sent a 12k combat mission to have Aiel assassinated (poor bastard isn't even Pincers-tier difficulty). Link to comment Share on other sites More sharing options...
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