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25-Mar-2013 - Wilderness Warbands


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#41
Unknown_Warrior
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These things seem really hard for me to play mainly because I don't know when they are actually played.
I mean, once every 8 hours is really, really sparse.

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#42
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How many weeks before they patch in something so the ent thing can tell us how long until the next one?

Also how many months before all these worldwide announcements that already have toggle options to turn em off if you do not want get moved outside the filter?

I'd quite like announcements on these things but at the same time I do not want all the level up and other general spam that gets in the way of chat that filter allows me to ignore.

Also totally agree on the 8 hours being too sparse, I can see they need to be rare due to high xp payout but couldn't you limit them to x-per-day like all the other D&Ds then bump em up to 4 hourly?

I mean for example say you work 9am - 5pm, odds are you'd be in bed like 10-11pm at the latest - then lets say in your timezone you heard a camp happened at 1am. That'd be a 1am, 9am, 5pm cycle - so your out the door before the 9am one, not home til after the 5pm one and really ought to be asleep by the 1am one...when exactly are you meant to play this content?

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#43
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Also totally agree on the 8 hours being too sparse, I can see they need to be rare due to high xp payout but couldn't you limit them to x-per-day like all the other D&Ds then bump em up to 4 hourly?

The reason they want so few is so that everyone who's doing them will be doing them all at once. There's no point to it if there's no competition, so there has to be a good crowd for every warband.

#44
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Also totally agree on the 8 hours being too sparse, I can see they need to be rare due to high xp payout but couldn't you limit them to x-per-day like all the other D&Ds then bump em up to 4 hourly?

The reason they want so few is so that everyone who's doing them will be doing them all at once. There's no point to it if there's no competition, so there has to be a good crowd for every warband.


If they capped it at 3 a day (the most you can do in a 24 hour period atm) and doubled the rate to 4 hourly (so there's only 6 in a 24 hour period) how exactly would they become super sparse?

The trouble with 8 hourly, as i covered in my post, is it can end up with a cycle where you can never actually reach the content.

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#45
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The reason they want so few is so that everyone who's doing them will be doing them all at once. There's no point to it if there's no competition, so there has to be a good crowd for every warband.


One solution to that is designate an official warband server, and synchronise all warbands across all servers so they would be on at the same time (or at least the timers).

Either that, or just simply let warband occur only on a select few worlds, but the announcement is global, letting you know maybe 15-30 minutes before hand that a warband will happen on warband servers

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#46
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The best part of this update is that the quest cape's stats are equal to those of skillcapes again.

Or that skill capes are now useless.

Except they're still the best all-around capes.

Also, at least Tokhaar-Kal is worth using over a skillcape now.

#47
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Warbands are 25 crates a day and timers are world and non-wave based.
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#48
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Except they're still the best all-around capes.

Behind the max and completionist capes (Which, obviously, have every right to be better). If you don't have the requirements for those two, though, they're pretty much the best overall (Though still surpassed in specific areas by a lot of other capes).

#49
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Also totally agree on the 8 hours being too sparse, I can see they need to be rare due to high xp payout but couldn't you limit them to x-per-day like all the other D&Ds then bump em up to 4 hourly?

The reason they want so few is so that everyone who's doing them will be doing them all at once. There's no point to it if there's no competition, so there has to be a good crowd for every warband.


If they capped it at 3 a day (the most you can do in a 24 hour period atm) and doubled the rate to 4 hourly (so there's only 6 in a 24 hour period) how exactly would they become super sparse?

The trouble with 8 hourly, as i covered in my post, is it can end up with a cycle where you can never actually reach the content.


It's simple. You've now spread out all those people over twice as many spots, and so you have half the player density per game. They want a really high player density per game in order to enable the pk-er aspect they want.

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#50
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Except they're still the best all-around capes.

Behind the max and completionist capes (Which, obviously, have every right to be better). If you don't have the requirements for those two, though, they're pretty much the best overall (Though still surpassed in specific areas by a lot of other capes).

With how few things have meaningful prayer bonuses, i'd say ardy cape is, for the most part, better than skill capes. And there are really very few places you'd want to use an overall cape over a class specific cape now that there are no defensive incentives.

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#51
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I personally can't wait for their stance update coming. Ideally I hope this is something easily switched much like the old combat.



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#52
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Also totally agree on the 8 hours being too sparse, I can see they need to be rare due to high xp payout but couldn't you limit them to x-per-day like all the other D&Ds then bump em up to 4 hourly?

The reason they want so few is so that everyone who's doing them will be doing them all at once. There's no point to it if there's no competition, so there has to be a good crowd for every warband.


If they capped it at 3 a day (the most you can do in a 24 hour period atm) and doubled the rate to 4 hourly (so there's only 6 in a 24 hour period) how exactly would they become super sparse?

The trouble with 8 hourly, as i covered in my post, is it can end up with a cycle where you can never actually reach the content.


It's simple. You've now spread out all those people over twice as many spots, and so you have half the player density per game. They want a really high player density per game in order to enable the pk-er aspect they want.


Not entirely true.
If more people can access the content due to the run times not excluding them entirely then you'd get like 150-200% more players per day than from the 8 hour games, so even with the extra time slots player density wouldn't take too much of a hit.
Plus like I said it wouldn't become super sparse - they'd still be enough for a decent competitive pker element.

It's all very well extolling the virtues of the 8 hour cycle, especially if you CAN get there - but it doesn't alter the fact its a poor choice as it is entirely possible that a lot of people simply cannot play at any of the times.

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#53
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I personally can't wait for their stance update coming. Ideally I hope this is something easily switched much like the old combat.

Stance update? I haven't heard of this.
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#54
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Also totally agree on the 8 hours being too sparse, I can see they need to be rare due to high xp payout but couldn't you limit them to x-per-day like all the other D&Ds then bump em up to 4 hourly?

The reason they want so few is so that everyone who's doing them will be doing them all at once. There's no point to it if there's no competition, so there has to be a good crowd for every warband.


If they capped it at 3 a day (the most you can do in a 24 hour period atm) and doubled the rate to 4 hourly (so there's only 6 in a 24 hour period) how exactly would they become super sparse?

The trouble with 8 hourly, as i covered in my post, is it can end up with a cycle where you can never actually reach the content.


It's simple. You've now spread out all those people over twice as many spots, and so you have half the player density per game. They want a really high player density per game in order to enable the pk-er aspect they want.


Not entirely true.
If more people can access the content due to the run times not excluding them entirely then you'd get like 150-200% more players per day than from the 8 hour games, so even with the extra time slots player density wouldn't take too much of a hit.
Plus like I said it wouldn't become super sparse - they'd still be enough for a decent competitive pker element.

It's all very well extolling the virtues of the 8 hour cycle, especially if you CAN get there - but it doesn't alter the fact its a poor choice as it is entirely possible that a lot of people simply cannot play at any of the times.


with different worlds having different times, they could quite easily hop
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#55
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Having now attempted one of these I see my thoughts on the 'bad' route and sabotage are well founded:

People run in and get seen to grief or because they are battle hungry - this entirely disables the drain and switch of the obelisk and without the opposing forces to divert attention the camp people are kind OP to try and fight, made worse by the fact many will then bail as they came armourless. Leaving the camp to linger on basically unbeatable and useless.

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#56
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BOATLOADS OF FUN!

I like warbands. Definetly a bit of revival in wilderness action.
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#57
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Also totally agree on the 8 hours being too sparse, I can see they need to be rare due to high xp payout but couldn't you limit them to x-per-day like all the other D&Ds then bump em up to 4 hourly?

The reason they want so few is so that everyone who's doing them will be doing them all at once. There's no point to it if there's no competition, so there has to be a good crowd for every warband.


If they capped it at 3 a day (the most you can do in a 24 hour period atm) and doubled the rate to 4 hourly (so there's only 6 in a 24 hour period) how exactly would they become super sparse?

The trouble with 8 hourly, as i covered in my post, is it can end up with a cycle where you can never actually reach the content.


It's simple. You've now spread out all those people over twice as many spots, and so you have half the player density per game. They want a really high player density per game in order to enable the pk-er aspect they want.


Not entirely true.
If more people can access the content due to the run times not excluding them entirely then you'd get like 150-200% more players per day than from the 8 hour games, so even with the extra time slots player density wouldn't take too much of a hit.
Plus like I said it wouldn't become super sparse - they'd still be enough for a decent competitive pker element.

It's all very well extolling the virtues of the 8 hour cycle, especially if you CAN get there - but it doesn't alter the fact its a poor choice as it is entirely possible that a lot of people simply cannot play at any of the times.

It's all nice and dandy to make a D&D occur more frequently and then limit the amount of times you can play it per day, but tell me, when Sinkholes was running on its 30 minute reset cycle, did you ever manage to get a game going 8 hours or later after the reset?

Either way it's going to screw people from certain timezones/lifestyles out of being able to play this piece of content the maximum number of times per day; at least the 8 hour cycle makes sense in that it caters to each major continent of players, and by making it much less frequent, people who want to play will definitely make an attempt to show up whenever the next warband is about to gather because they might not get another chance in that day.

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#58
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Since learning the worlds are staggered at half hour intervals the time thing isn't an issue.

What is an issue is an issue, currently, is it seems to be hard to actually predict when they are going to occur. Hazarding a guess I'd say the discrepancies seen thus far from Rswikis times are caused by the 8 hour timer starting when a camp finishes. So on a busy world your talking like 5-10mins if the camp gets downed, but if the camps linger for say an hour if unfinished (which is often the case it seems as they are a pita if some douche runs in the middle and ruins the siphon/summon allies bit) then it offsets them by an hour.

Please Jagex just give us a timer of Quarcus!

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#59
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Yeah and it's kinda over before you know it (either by death or already looted real fast)

maxed clans definetly milking this hehe
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#60
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inb4 PVP clans just camp warbands all day

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