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If you were in charge of RS, what changes would you make and why?


muggiwhplar

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The model I would use if I were creating a game looks like this:

 

Gear below level 60: smithed/crafted/fletched. Ammo is dropped by monsters.

Gear level 60 and above: obtained from bosses. 1 boss for weapons, 1 for armor. Each class gets its own boss, so 6 bosses per tier. They can be combined, like the skeletal trio, if necessary.

Perhaps they drop upgrade kits that you use on the previous tier to advance it. I.e. to get level 70 gear, you need level 50 armor and levels 60 and 70 upgrade kits.

I like the idea of quests giving some between tier items, or maybe they unlock certain bosses.

The idea is that you need to work through a progression in order to get the gear you want.

 

I would remove the following skills: strength, runecrafting, hitpoints, and agility. Agility could stay if it's redone and actually does something. These skills are pointless.

 

I would rebalance skilling requirements. You would unlock the ability to mine and smith all rune weaponry and armor at level 50, which is the melee level required to use them.

 

Armor and weapons would require a lot more resources. For example, the amount of tin and copper it takes to get level 5 mining would be roughly how many ores are required to make a bronze plate, legs, helm, shield & weapon/2h weapon.

 

Jewelry offers offensive or defensive bonuses. They degrade and cannot be repaired. Tiers above level 70 will be obtained through quests.

 

Boots are unlocked like RFD gloves. Tiers above level 70 will be obtained through quests.

 

Low level quests offer resource rewards to make it easier to progress. Since armor requirements are so huge at low levels, because they cannot be obtained through skills, these quests will help users stock up on resources, just in case.

 

Runes and arrows are sold by NPCs with an infinite stock. Melee weapons degrade. The price of 1 spell = the price of 1 arrow = the price of 1 melee hit. This is a cash drain.

 

Each level above the necessary level to use equipment provides a 1% multiplier. So someone with 99 melee in level 90 gear would hit 9% more than someone with just level 90 melee. Otherwise, stats don't increase DPS. Damage multiplier is capped at 9%.

 

Staves, robes, ranged armor are crafted. Melee weapons and armor are smithed. Ranged weapons are fletched.

 

Each weakness has 3 weapons. No more, no less. One must be 2h, the rest can be dual wielded. Leftovers are either removed or made cosmetic (bye bye claws).

 

Ranged damage is carried by the bow, but certain bows can only use certain arrows. A tier 10 bow can only use tier 10 ammo.

 

After level 50, weapon types no longer need to be consistent, they could change based on lore or something. For example, a dwarf boss could drop a hand cannon instead of a bow.

 

Higher leveled quests unlock new areas, give xp, unlock jewelry, boots, and gloves. Quests will go up to 99 requirements.

 

Since resources aren't needed much after level 50, most skills will be trained through things like the sawmill. You perform jobs and receive a chuck of xp. They also give rewards that help with other skills.

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I would cut the 5,000 castle war games requirement down to a much smaller amount, so I could finally own a trimmed completionist cape.

 

Obviously If I were in charge of the game I could just spawn one in my inventory..

4K469.png

"Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the watcher on the walls. I am the shield that guards the realms of men. I pledge my life and honor to the Night's Watch, for this night and all the nights to come."

"An imperfect man can do great deeds, and a great man imperfect ones.

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If I'm granted that I don't have to give a [bleep] about how "the community" responds:

 

* Remove the 5K CW game requirement from the trimmed Completionist Cape, without substitute. The move has not increased altruistic attempts at participation, has lead to "loafing" and is, frankly, an arbitrary achievement which is meaningless in nature. It therefore has no further place.

 

* Change the professional CW cape requirement from 5K games played to 2K wins. Although CW is a team game, and the role of individuals is therefore less, individual actions still make an impact. 2K wins is a more meaningful achievement than 5K games played, especially if we assume most of the 5K games are lost. For clarity, I'd define this as two thousand wins, not four thousand tickets, so as not to discourage players from claiming the rewards they've rightfully earned.

 

* Remove skillcapes from the game. I'm a firm believer that, when they were released, the general ethos of the community changed from "We'll get our levels as high as we find reasonable" to "We must persevere and get 99 in all skills at all costs, even 'real life' commitments". This is reflected in the number of 'maxed' accounts now compared to back then. This is no way for a game in the 21st Century to be played, even by MMORPG standards, which tend to abuse Skinner's Box mechanisms more than any other gaming genre.

 

There's a whole load of other ideas which I won't post here because I haven't thought them through properly.

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I don't really have any suggestions of my own, I simply felt the need to reaffirm what Gingy said:

 

If I'm granted that I don't have to give a [bleep] about how "the community" responds:

 

I feel the same way as well, there are certain things that must be changed, regardless of how certain segments of the community feel.

 

On Cwars:

 

* Remove the 5K CW game requirement from the trimmed Completionist Cape, without substitute. The move has not increased altruistic attempts at participation, has lead to "loafing" and is, frankly, an arbitrary achievement which is meaningless in nature. It therefore has no further place.

 

* Change the professional CW cape requirement from 5K games played to 2K wins. Although CW is a team game, and the role of individuals is therefore less, individual actions still make an impact. 2.5K wins is a more meaningful achievement than 5K games played, especially if we assume most of the 5K games are lost. For clarity, I'd define this as two thousand wins, not four thousand tickets, so as not to discourage players from claiming the rewards they've rightfully earned.

 

 

I am opposed to ridiculously long/difficult requirements on principle(mainly for reasons that you describe in the quote below) but I can't find anything disagreeable in your proposal. It's much like how the Castle Wars armour was, it wasn't promoted heavily, nor did it have much use beyond cosmetics, and it was a nice reward for a minority of people that really liked Cwars, perhaps they could get it after a few years of intense casual Cwars. That's the way these sorts of things should be, it's a nice reward but there's actually no compelling reason or incentive to obtain it unless you truly enjoy it.

 

* Remove skillcapes from the game. I'm a firm believer that, when they were released, the general ethos of the community changed from "We'll get our levels as high as we find reasonable" to "We must persevere and get 99 in all skills at all costs, even 'real life' commitments". This is reflected in the number of 'maxed' accounts now compared to back then. This is no way for a game in the 21st Century to be played, even by MMORPG standards, which tend to abuse Skinner's Box mechanisms more than any other gaming genre.

 

This, times a thousand. No, a million times.

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I'd completely overhaul the game such that everything that's considered an "achievement" right now is just a fun byproduct of playing the game recreationally. In other words, most of your XP would come as a result of playing minigames and stuff.

 

I'd definitely remove skillcapes and possibly the high scores as well (or, at least the rank aspect of it).

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I would change the Combat syatem back, bring back 3 Hit rule, have different Sections for Skillers & F2p on Hiscores, have more Jagex Mods in Game on every world each Day, Activly Ban the bots everyday, Skill Capes for F2p, clan Citadels for F2p. Lower Membership price ($5 per Month & Like $4.00 for 3+ Years of P2p active)

Level 99 Skills 28/28 200M exp Skills 6/28
Going for 200M All Skills. [qfc]48-49-837-63099395[/qfc]

@Matt258RS Twitch: Matt258RS

 

Whatpulse
My Youtube user name: birdman258 200MCook ProfitCook 200mPrayer MakinWines MyF2pSkillers

 

On 12/23/2011 at 4:39 PM, 'Jebrim' said:

But don't even begin to think that I think I'm better than you all simply because I've done 7.6k+ hours of Agility or because I have tens of thousands of fans.

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