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25-Mar-2013 - Wilderness Warbands


Unknown_Warrior

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It's nearly impossible to get into one of the warband friends chat these days, and even if you do, you are quite likely to be kicked for people who pay the owner for VIP priority access. It's become quite frustrating.

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All they need to do to make it a proper nerf is to still have the times it appears happen randomly; but when the warband does happen, it appears across all the worlds simultaneously...

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All they need to do to make it a proper nerf is to still have the times it appears happen randomly; but when the warband does happen, it appears across all the worlds simultaneously...

Wouldn't the friend's chats just congregate into one single world, repeating what is currently happening?

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What skill do you think is best after mining? I know ideally I should stop mining now and finish it with warbands, but I can't bring myself to stopping when it's so close zzz.

 

I am tempted to do farm, but that's probably the worst choice. But gp is not an issue for me, so the buyables are not much better. Any opinions?

smithing probably, it's the most expensive and slowest of the buyables available.

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Huh, just did this for the first time today. Much easier than I thought it would be for 300k farm exp, only annoying thing was a bit of a wait time. I'm kinda sad I didn't push myself to do this before, but oh well better late than never.

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Huh, just did this for the first time today. Much easier than I thought it would be for 300k farm exp, only annoying thing was a bit of a wait time. I'm kinda sad I didn't push myself to do this before, but oh well better late than never.

Omgawd, we're like the same!

I'd probably be at the very least 92 herblore had I started doing this on release date.

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That doesn't mean they don't plan on nerfing it in other ways! Perhaps limiting it to 1 warband/day ?

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That becomes a point of semantics - whether limiting the amount you can do Warbands is not effectively the same as limiting the amount of xp from Warbands.

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They could still increase risk, by making stronger NPCs or increasing the cash value of resources. You could even get a system where killing someone carrying resources increases the number of resources available for you to loot. Something like: kill someone carrying 25, get cash and 5-10 more resources you can loot from the tents.

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Are HLF whining about this?

 

God, sometimes they ought to stfu on things like this. They get all whiney cause something became easier than when they did it. And what? It doesn't effect you, you've done it stop trying to spoil it for others just because you want some fake 'prestige' to your achievement.

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Are HLF whining about this?

 

God, sometimes they ought to stfu on things like this. They get all whiney cause something became easier than when they did it. And what? It doesn't effect you, you've done it stop trying to spoil it for others just because you want some fake 'prestige' to your achievement.

I don't think the whining's completely illegitimate, when you have a skill method with almost zero risk and cost that completely wipes out any other training method.

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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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Are HLF whining about this?

 

God, sometimes they ought to stfu on things like this. They get all whiney cause something became easier than when they did it. And what? It doesn't effect you, you've done it stop trying to spoil it for others just because you want some fake 'prestige' to your achievement.

I don't think the whining's completely illegitimate, when you have a skill method with almost zero risk and cost that completely wipes out any other training method.

 

Stop whining go pk since your maxed and in hlf.

Tada risk restored.

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The only PKers at warbands are griefers and a select few going for the wand, most of which are all in the warband chats. I don't think most maxed players would waste their time pking for a paltry 100k or a 4m wand, especially when there's a full FC ready to kill you. I do warbands every day, and while I enjoy the overly gratuitous exp, I certainly can't deny that it's over the top. I don't know how you can't see how ridiculous it is to get around 300k exp a day in barely any time and practically non-existent risk or cost.

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It's not possible to PK someone under protection of a friends chat so busy as the ones in use for warbands without a team so big that the profit would be extremely minor. That is something Jagex ought to adress. Giving PKers some xp would be good. Even if it's something like 1k slayer xp per resource item killed, or bonus loot from tents. If a fully loaded player is worth 10-25k slayer xp, it's definitely worth just randomly killing them.

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Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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It's not possible to PK someone under protection of a friends chat so busy as the ones in use for warbands without a team so big that the profit would be extremely minor. That is something Jagex ought to adress. Giving PKers some xp would be good. Even if it's something like 1k slayer xp per resource item killed, or bonus loot from tents. If a fully loaded player is worth 10-25k slayer xp, it's definitely worth just randomly killing them.

 

Buying resource pks for 99 slayer

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Are HLF whining about this?

 

God, sometimes they ought to stfu on things like this. They get all whiney cause something became easier than when they did it. And what? It doesn't effect you, you've done it stop trying to spoil it for others just because you want some fake 'prestige' to your achievement.

I don't think the whining's completely illegitimate, when you have a skill method with almost zero risk and cost that completely wipes out any other training method.

 

Stop whining go pk since your maxed and in hlf.

Tada risk restored.

This is hardly a whine, but I suppose I will have to concede to your flawless argument there Mr. English major.

 

It's also you're btw.

 

E:

Just so that my post isn't as pointless as yours, I'd like to ask: what's the risk involved in doing warbands?

From my understanding, you're risking 5 minutes of your time and under 10k in gear in exchange for around 80k XP in a stat, which is similar to:

 

- 50 minutes of Mining

- 1M+ GP in adamant platebody losses for Smithing

- 1M+ GP in overload costs for Herblore

- 1M+ GP in mahogany tables for Construction

- Probably 200k or so in fruit seeds for Farming

 

Don't forget the time spent for the longer activities like smithing 256 adamant platebodies.

 

Have you ever failed warbands before (i.e. pked for supplies)? How often do you fail? 1 in 3? 1 in 12? Every time you get the Wand of Treachery?

 

What's the benefit to a pker who tries to kill you? 100k in supplies? What's the risk that he'll get decimated by the other 99 people in the FC, or the others in the spillover chat?

 

What then are the benefits to "skillers" doing warbands?

How do the XP rates hold up to other XP D&Ds?

 

Finally, given that the content was balanced with much higher risks anticipated and originally intended to be used every 8 hours, how should the balancing team react now that the risk has been almost completely eliminated (or reduced to the point of meaninglessness) as this D&D has become dominated by Warband FCs?

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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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Simplest fix in my mind: Make the number of resources lootable from a warband limited to say, 500(random number)(i.e., only 20 people could loot 25 resources from the camp until the camp is empty), and make it so that when you pk, you get the resources, not cash. That way, it becomes a competition for resources rather than an everyone can get their fill.

 

Not that I want this change, I like the exp, but if they were going to fix it, this would be it in my mind.

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Have you ever failed warbands before (i.e. pked for supplies)? How often do you fail? 1 in 3? 1 in 12? Every time you get the Wand of Treachery?

 

Had wand 3 times, now I don't loot til I see it go. Have had camps die mid-loot (solved by showing up on time). Fail (not 25/25) would be 1/25 camps, if that (over 2 accounts). Alot of people also don't realise that you can get PK'd and if you haven't looted the full 25, you can return (assuming still up) and finish looting what was left of the 25. (And get pk'd again like a champ)

 

What's the benefit to a pker who tries to kill you? 100k in supplies? What's the risk that he'll get decimated by the other 99 people in the FC, or the others in the spillover chat?

 

No real benefit other than griefing, which is obviously a personal "high" of sorts. Risk: High.

 

What then are the benefits to "skillers" doing warbands?

 

- No cash sink

- Relatively risk free (either as a 200 CBTer in an FC, or a Level 4 roaming alone).

 

How do the XP rates hold up to other XP D&Ds?

Troll invasion comes in (@99) at 931k/h (rounding down, assuming 5 minute Hard Mode, which is easily achieveable). However, the comparison shouldn't be made to others since rather than 3 times/day we're looking at monthly (even if it was 1 Warband/Month, it'd be superior over TI).

 

Finally, given that the content was balanced with much higher risks anticipated and originally intended to be used every 8 hours, how should the balancing team react now that the risk has been almost completely eliminated (or reduced to the point of meaninglessness) as this D&D has become dominated by Warband FCs?

 

Good luck. This design feeds into the clan mentality perfectly, most powerful controlling the area. Does the risk get reduced too far? Well, maybe, but there are always going to be ways to reduce the risks that weren't previously "thought of". Jagex seems to be notoriously bad at viewing things from a player perspective in that regard.

 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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