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Wilderness and free trade vote! - Now Closed

  

576 members have voted

  1. 1. Should Jagex reintroduce free trade and the old Wilderness?

    • Yes.
      351
    • No.
      169
    • Indifferent ...
      56


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What are they going to do about overload? If I want to kill the chaos elemental with overloads, what's preventing me from pking with it?

 

I don't really get why they aren't allowed anyway. They aren't much better than super pots.

 

Pkers thought it was unfair that you can't tell that they have overloads without highscoring them, basically, your combat wasn't affected.

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What are they going to do about overload? If I want to kill the chaos elemental with overloads, what's preventing me from pking with it?

 

I don't really get why they aren't allowed anyway. They aren't much better than super pots.

 

Pkers thought it was unfair that you can't tell that they have overloads without highscoring them, basically, your combat wasn't affected.

 

I do see the annoyance though, Herblore's sole high level purpose is bonus combat levels - there is no extreme crafting potions just extreme combat pots. In that sense Herblore should be displayed on your combat level if you are using extremes.

 

Old issue though, and I am sure they wont allow extremes to be used though I wonder how they will stop someone from potting up outside the ditch and hopping over. To my knowledge pkers already do that by potting up logging out and switching to pvp worlds

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What are they going to do about overload? If I want to kill the chaos elemental with overloads, what's preventing me from pking with it?

 

I don't really get why they aren't allowed anyway. They aren't much better than super pots.

 

Pkers thought it was unfair that you can't tell that they have overloads without highscoring them, basically, your combat wasn't affected.

 

I do see the annoyance though, Herblore's sole high level purpose is bonus combat levels - there is no extreme crafting potions just extreme combat pots. In that sense Herblore should be displayed on your combat level if you are using extremes.

 

Old issue though, and I am sure they wont allow extremes to be used though I wonder how they will stop someone from potting up outside the ditch and hopping over. To my knowledge pkers already do that by potting up logging out and switching to pvp worlds

 

This is a non issue anyway... all the babys that dont have high level herb can just level it so they can sit at the big boys table. THe rest of the poor noobs should just die and cough up their loot. Skills > all in runescape.

 

 

There shouldent be a combat level.... just a total level... issue resolved.

 

Anyhow i bet dollars to donughts that the smithing update they have planned would totally [bleep]ing blow with the current trade restrictions and GE limitations, hence this whole rollback thing... watch they will have a massive gamechanging update first THEN get rid of the restrictions. We all know how the overloads/herb updated went for that skill... people are still trying to recoup the cost from merchants that gouged on the GE.... THE GE CAN SMOKE A [rooster].


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Because this ballooned so quickly (38 pages already and I have it set to 40 posts per page...) and I'm short on time, I'll apologize for restating anything that I don't currently have time to check.

 

I've been hoping for but never expecting anything remotely close to this since the features were first disabled. My only qualm about their reentry is that jagex (aside: they need to quit changing the capitalization of the different letters or I'll just keep refusing to capitalize any of it) has refused to keep the PvP worlds if this goes through; why shouldn't those remain as an option, and perhaps just use the same rules as the wilderness for drops but with the current level range stipulations? It's nice to be able to fight people basically anywhere you want to and also allows for an extreme case of risk vs reward in the case of seeking an uncrowded resource where somebody may choose to camp and hunt potential harvesters or killers of whatever game element happens to be there; adds a level of thrill not seen elsewhere in the game, which may be sorely missed by some. I suppose it doesn't much affect me as I rarely if ever involved myself in any form of PvP after 2007, but those times that I did indulge, my preferred and favorite method was to run around Varrock and pick off anybody I thought I could handle-- something I won't be able to do anymore the way this update is tentatively stated to launch.

 

Anybody else see anything like this, which is removing a feature that doesn't necessarily have to be mutually exclusive with wilderness PK that they'd like to see kept in?


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What are they going to do about overload? If I want to kill the chaos elemental with overloads, what's preventing me from pking with it?

 

I don't really get why they aren't allowed anyway. They aren't much better than super pots.

 

Pkers thought it was unfair that you can't tell that they have overloads without highscoring them, basically, your combat wasn't affected.

 

I do see the annoyance though, Herblore's sole high level purpose is bonus combat levels - there is no extreme crafting potions just extreme combat pots. In that sense Herblore should be displayed on your combat level if you are using extremes.

 

Old issue though, and I am sure they wont allow extremes to be used though I wonder how they will stop someone from potting up outside the ditch and hopping over. To my knowledge pkers already do that by potting up logging out and switching to pvp worlds

 

This is a non issue anyway... all the babys that dont have high level herb can just level it so they can sit at the big boys table. THe rest of the poor noobs should just die and cough up their loot. Skills > all in runescape.

 

 

There shouldent be a combat level.... just a total level... issue resolved.

 

Anyhow i bet dollars to donughts that the smithing update they have planned would totally [bleep]ing blow with the current trade restrictions and GE limitations, hence this whole rollback thing... watch they will have a massive gamechanging update first THEN get rid of the restrictions. We all know how the overloads/herb updated went for that skill... people are still trying to recoup the cost from merchants that gouged on the GE.... THE GE CAN SMOKE A [rooster].

 

No, I don't feel like having to spend 125M+ on a non combat skill to pk, kthxbye.

 

Simple solution is just to make extreme/overloads tradeable, or put a cap on the percentage of levels boosted in the wild and prevent anyone over it to enter. Anyway, jagex already said they were going to figure out a solution to it.

 

EDIT: Simplest solution: reset all levels once you enter the wilderness. You can only pot once you're in the wild, and you can't bring extremes/overloads. Kind of like what they do when you try to log onto f2p with potted stats.

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What are they going to do about overload? If I want to kill the chaos elemental with overloads, what's preventing me from pking with it?

 

I don't really get why they aren't allowed anyway. They aren't much better than super pots.

 

Pkers thought it was unfair that you can't tell that they have overloads without highscoring them, basically, your combat wasn't affected.

 

I do see the annoyance though, Herblore's sole high level purpose is bonus combat levels - there is no extreme crafting potions just extreme combat pots. In that sense Herblore should be displayed on your combat level if you are using extremes.

 

Old issue though, and I am sure they wont allow extremes to be used though I wonder how they will stop someone from potting up outside the ditch and hopping over. To my knowledge pkers already do that by potting up logging out and switching to pvp worlds

 

This is a non issue anyway... all the babys that dont have high level herb can just level it so they can sit at the big boys table. THe rest of the poor noobs should just die and cough up their loot. Skills > all in runescape.

 

 

There shouldent be a combat level.... just a total level... issue resolved.

 

Anyhow i bet dollars to donughts that the smithing update they have planned would totally [bleep]ing blow with the current trade restrictions and GE limitations, hence this whole rollback thing... watch they will have a massive gamechanging update first THEN get rid of the restrictions. We all know how the overloads/herb updated went for that skill... people are still trying to recoup the cost from merchants that gouged on the GE.... THE GE CAN SMOKE A [rooster].

 

lol, all the babys huh?

 

 

Combat levels displays your ability to kill things. All things that improve your ability to kill that arent tradable should be included in the formula.

 

Defense inceases your ability to survive, and armor to wear so it is included

Att/str/mage/range - increase the amount of damage you can dish out therefor are included

Prayer - Major bonuses on the damage you can shoot out so it is included in the formula

Summoning - Included only in the case you got a familiar out, because in cases where you couldnt use a familiar it would be counting against you otherwise.

 

Herblore - It gives you large bonuses to combat that arent tradable, therefor someone with herblore has more of an ability to kill someone without. Works the same as prayer in this example so when extremes are in use it should be counted in your combat level.

 

I think that is perfectly reasonable, however hard it is for players like you to see. Otherwise Jagex can continue to do nothing leaving overloads to be unusable in pvp doesnt affect me either way :lol:

 

 

But yeah I agree the future smithing update will blow up the prices, stock up on rune/coal now (and hope a new metal isnt added)

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Herblore should not add to combat. In the end, every skill adds to combat somehow someway. The solution is to just make the potions tradeable. Or disallow them in the wild, and when you hop over the ditch have any potions immediately go away so you can't pot outside.

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d00d, players already hit 600s in PvP with super pots and turmoil. Do we REALLY need to raise that to 700s by allowing OVLs? FFS.


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d00d, players already hit 600s in PvP with super pots and turmoil. Do we REALLY need to raise that to 700s by allowing OVLs? FFS.

 

Yeah, i mean people running around in and out of the wild with dark bows trying to one shot somebody with hits over 1000 with extreme range pots is definitely what we need in pvp.

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Jagex could just do what I suggested way back when the Extreme Potions came out - keep them untradeable, allow them to be used, but add another source of them. Some high level monsters could drop them. Hard and Elite clue scrolls could give small quantities of them. Maybe add a medium level quest that gives access to a shop that offers a small quantity of each of them at a fair price.

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Jagex could just do what I suggested way back when the Extreme Potions came out - keep them untradeable, allow them to be used, but add another source of them. Some high level monsters could drop them. Hard and Elite clue scrolls could give small quantities of them. Maybe add a medium level quest that gives access to a shop that offers a small quantity of each of them at a fair price.

 

Or keep them banned, so we don't unbalance pvp anymore.

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Just thought i would bring this up.

 

We know they are keeping zuriels, statius, morrigans and maby brawlers as drops from pking. We don't know how they are actually going to be droped. I didn't mind the old wild because pkers generally wouldn't bother you if you one itemed and did a clue. You had the occasional noob who did it for the lols but it was manageable. What i'm concerned about with the new wild is that anyone might have an equal chance of droping pvp gear.

 

That means that people might start camping clue locations for easy kills. The imature pkers were bad enough in the old wild, we don't need it to actually become a money maker.


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Ah the Herblore overload issue rears it's head. Now comes the guys with silly statements like "let's keep RS proper separate from PvP". That, combined with many, many non-tradable quest items that offer combat benefits with minimum risk or loss will be a problem like pre free trade changes.

 

First, it's very simple to allow Herblore to affect combat level just like Prayer and Summoning already do. However, to do that, Jagex needs to offer non-tradable combat benefits from Herblore potions from skill level 3+. Pretty sure players would love ability to merge pots, pots that give a 5 minute non-degradable boost, damage absorbing benefits, etc. Then if you don't want herblore to affect your combat level, just never have a flask of any kind in your possession similar to what is the case with Summoning. Hell, it'd be easy for Jagex to offer the option to deactivate prayer so it can't affect your combat level.

 

Face it, being better at other skills and quests will give you access to items that improve combat. By bringing back the Wilderness to all of RS, it's silly to then say not to have major aspects of RS have an impact in the Wilderness. Balance is cool, but complete boycott is not.


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All of this talk about combat levels not adequately representing combat ability reminds me of a little group called pures. Hmm...


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Why is it that we can use chaotic weapons in PvP but people think it is unfair to have extreme potions in PvP?

 

Just thought i would bring this up.

 

We know they are keeping zuriels, statius, morrigans and maby brawlers as drops from pking. We don't know how they are actually going to be droped. I didn't mind the old wild because pkers generally wouldn't bother you if you one itemed and did a clue. You had the occasional noob who did it for the lols but it was manageable. What i'm concerned about with the new wild is that anyone might have an equal chance of droping pvp gear.

 

That means that people might start camping clue locations for easy kills. The imature pkers were bad enough in the old wild, we don't need it to actually become a money maker.

 

I still dont understand how anyone is immature for wanting to kill you.

 

If anything, it sounds like you are the immature one for crying when other people engage in behavior that is coherent with what the area was designed for... :unsure:


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Any skill can be linked to combat. You smith weapons, slay for weapons, mine for ore to smith weapons...etc. Herblore shouldn't be any different.

 

I don't remember the exact quote from MMG, but it was something along the lines of "Get better or GTFO"

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What are they going to do about overload? If I want to kill the chaos elemental with overloads, what's preventing me from pking with it?

 

In other news...

 

The Chaos Elemental has taken up residence in a new multi-combat cave in deep wilderness. Untradeable potions such as extremes and overloads will be permitted inside the cave, and as a result, player-vs-player combat is disabled while inside. All boosted stats will be reset to your original level when leaving the cave.

 

 

 

Not that I want that, but it's as simple as that.

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Or just slap an aura on anyone with extremed' stats. That way you can say "omg ext prod no fite" when you see it.

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extremes aren't overpowered necessarily, w good gear and serious gangsta skillz you can survive pretty easily


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Herblore should not add to combat. In the end, every skill adds to combat somehow someway. The solution is to just make the potions tradeable. Or disallow them in the wild, and when you hop over the ditch have any potions immediately go away so you can't pot outside.

 

If every skill gave hidden combat bonuses that would be true.

 

Such as firemaking giving you the ability to light weapons on fire for added damage - would be a combat bonus.

 

Smithing making your armor - isnt. However smithing adding armor plating or spikes to your armor (for added defense or offense, respectively is)

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Ah the Herblore overload issue rears it's head. Now comes the guys with silly statements like "let's keep RS proper separate from PvP". That, combined with many, many non-tradable quest items that offer combat benefits with minimum risk or loss will be a problem like pre free trade changes.

 

First, it's very simple to allow Herblore to affect combat level just like Prayer and Summoning already do. However, to do that, Jagex needs to offer non-tradable combat benefits from Herblore potions from skill level 3+. Pretty sure players would love ability to merge pots, pots that give a 5 minute non-degradable boost, damage absorbing benefits, etc. Then if you don't want herblore to affect your combat level, just never have a flask of any kind in your possession similar to what is the case with Summoning. Hell, it'd be easy for Jagex to offer the option to deactivate prayer so it can't affect your combat level.

 

Face it, being better at other skills and quests will give you access to items that improve combat. By bringing back the Wilderness to all of RS, it's silly to then say not to have major aspects of RS have an impact in the Wilderness. Balance is cool, but complete boycott is not.

 

Heres a thought. Have your boosted stats - extremes or not be reflected in your combat level. So a lvl 99 combat lvl drinks a super set and is boosted to 110 combat, and a 126 (no summoning of course) drinks an overload and would be 134 or so

 

Downside, may make you have to consider if it is worth boosting stats or not. Temporary boosts could make you leave combat in low levels of wilderness (your combat level may be too large a gap within a minute or two or fighting)

 

But hey it is one solution out there

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Would there be a return of fally park world 2? or will everything stay at the G/E - interesting thought


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Would there be a return of fally park world 2? or will everything stay at the G/E - interesting thought

 

Everyone will buy mats in the GE, unless a major update comes along or a would be merch clan trys to hoard it. If sellers cant sell for the price they raise it to, W2 will have those, along with people getting rid of lots of mats.

 

 

I am sure new items, rares and other expensive items will be heavily traded back in W2

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