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PKer/NonPker toggle~UPDATED INFO~


melorna

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***EDITED after 20 replies to my posts. Five of these replies were either neutral or offered suggestions to improve upon my idea. :thumbsup: Of the remaining 15 replies, EIGHT people obviously didn't read the thread and posted complaints about things that had already been addressed. :wall: I've decided to update this first post in the hopes that people will actually read and understand what I'm suggesting before they reply. I would like some serious feedback on this idea, not just flaming or complaining without actually reading the posts.

 

 

 

 

 

 

 

I respectfully accept that some people just don't want any changes to the wilderness. :|

 

 

 

 

 

 

 

ORIGINAL POST

 

 

 

I made this suggestion as an aside to another thread. Someone suggested that it should have a thread of its own so I thought I'd go ahead with it. This is the original suggestion:

 

 

 

 

 

 

 

What about a toggle for PK or Non-PK upon entering the wild that can only be changed after exiting the wild? A "guthix balance symbol of neutrality" could float over the non-PKers heads to let everyone know they can't kill or be killed. PKers can kill each other to their hearts content and the rest of us can go about our non-PKing business without worrying about getting killed. No one would have an advantage over anyone else and, those people who like to PK can still find plenty of victims in the "PKing community."

 

 

 

 

 

 

 

D_V_Devnull added this suggestion:

 

 

 

 

 

 

 

That idea mentioned back on Page 3 of this thread would be a good idea to add to the game, though. (The one about PK/Non-PK control, and the special sign over the head for Non-PK'ers. It would let both PK'ers and Non-PK'ers have their chances at what they wish to do, and no innocents would be "picked on" and/or "ridiculed".) But instead of just simply having to exit wildi to switch it, force a 30-minute time limit minimum between changes in addition. That will make PK'ers think twice about trying to mask themselves.

 

 

 

 

 

 

 

I think D_V's idea is a great addition to my suggestion and wondered what anyone else thinks about this entire idea.

 

 

 

 

 

 

 

As I stated elsewhere in this thread:

In my opinion, this change would increase the excitement of the PKing experience because PKers would essentially be "picking on someone their own size" rather than jumping unsuspecting newbies and those of us who provide them with no real competition.

 

 

 

 

 

 

 

If you know you are fighting someone who came to the wild prepared to fight, you also know you have a better chance at some really good loot. And, if you are a PKer who is afraid to fight against other characters that were created for PKing, then maybe you shouldn't be a PKer yourself.

 

 

 

 

 

 

 

UPDATED INFO

 

 

 

 

 

 

 

  • 1. The original suggestion is to have a toggle where a player must choose to be a PKer or NonPKer as they enter the wild. Some type of symbol (I suggested a guthix balance/neutrality symbol) would float above the heads of the NonPkers to let everyone know that these players cannot kill or be killed by another player. In this situation, a player in the wild would have a skull or no symbol at all to indicate they were a PKer. All NonPKers would have the balance/neutral symbol.
     
     
     
     
     
     
     
    2. NO player would be able to toggle from PK to NonPk without leaving the wild completely. Upon exiting the wild, there would be a 10-30 minute delay on the player's ability to toggle from one setting to the other. Skulled players would have to wait 30 minutes, not skulled and "neutral" players would only have to wait 10. (This would be similar to the delay on the Home teleport.)
     
     
     
     
     
     
     
    3. Items that only spawn in the wilderness would not be able to be picked up by NonPkers. Items dropped by PKers when they die would also not be able to be picked up by NonPkers. If you don't risk your life for the loot, you don't have the right to claim it.
     
     
     
     
     
     
     
    4. Trading would not be possible between PKers and NonPkers. This would prevent clans from having some members on each setting and trading the loot to players who would then be able to "protect" the loot with their NonPker status.
     
     
     
     
     
     
     
    5. Areas of the wild that have an equivalent in the "safe" world, such as the rc abyss and rune rocks, would be off limits to anyone toggled as a NonPker. If players don't want to risk being killed during these activities, they don't have to go in the wild. Thus the abyss and rune mining area would remain exactly the same as it is now.
     
     
     
     
     
     
     
    6. Level three clue scrolls would be effected during the search phase only. Since the clue can't be retrieved when dropped, killing a player holding a clue has no benefit for the pker anyway.
     
     
     
     
     
     
     
    If the end of the scroll, where the treasure is rewarded, is in the wilderness then the player would have to be toggled as a PKer to recover the treasure. The possibility of killing a player holding such treasure would still be available to PKers.
     
     
     
     
     
     
     
    7. This suggestion is not intended to do away with Pking or make it harder for PKers to fight each other or have clan wars. It is also not meant to give NonPkers an advantage in any way over Pkers. It is simply a suggestion that would allow NonPkers to explore and enjoy some of the things in the wilderness.
     
     
     
     
     
     
     
    8. The ability to use this toggle could be a reward for completing a quest that is set mainly in the wilderness. Combat skills (not combat level) necessary for the quest would be in the lvl 65-70 range. Any non-combat skills necessary would be in the lvl 55-65 range.
     
     
     
     
     
     
     
    If a player is able to survive and complete such a quest, they would earn the right to explore the wilderness in relative safety. Relative meaning safe from PKers. Of course, all monsters would still be able to attack and kill someone toggled as a NonPker.

 

 

 

To quote myself:

 

 

 

I'm not suggesting that the entire wilderness be made into a giant free-for-all where everything is as easy as it is in the "safe" part of Rs. My suggestion is only to make such a large portion of the Rs world more accessible to those who choose not to create a PKing character.

 

 

 

 

 

 

 

:idea: P.S. I take credit for the original idea, but I give credit to D_V_Devnull, dreghan, and decedenthope for their constructive ideas.

How you act when no one is watching is a great indicator of your true self.

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A good addition to this idea would be that if you have this on you can't enter the abyss and can't pick stuff up because rcer's would just put this on and go runecrafting in the abyss and pjers would be able to take anything they wanted from dead ppl.

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A good addition to this idea would be that if you have this on you can't enter the abyss and can't pick stuff up because rcer's would just put this on and go runecrafting in the abyss and pjers would be able to take anything they wanted from dead ppl.

 

 

 

 

 

 

 

NO!

 

 

 

 

 

 

 

the idea totaly sucks be honsted how would rs do this how??

 

 

 

 

 

 

 

and the wildy = deadly

 

 

 

 

 

 

 

why not just ask for there to be none!

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I made this suggestion because I have been playing Rs for about 1 1/2 years now and I have never PKed anyone and I have no desire to start. This is an aspect of Rs that holds no interest for me at all. I also have many friends who have never PKed and also have no intentions of doing so. We would like the chance to explore a very large portion of the Rs map that we currently find little more than an aggravation.

 

 

 

 

 

 

 

I agree with dreghan who said:

 

 

 

 

 

 

 

A good addition to this idea would be that if you have this on you can't enter the abyss and can't pick stuff up because rcer's would just put this on and go runecrafting in the abyss and pjers would be able to take anything they wanted from dead ppl.

 

 

 

 

 

 

 

I agree with the first point about the abyss as this is a special area that makes RCing more convenient but only if you are willing to take a risk to get there. If you don't want to be in danger, you can use the altars in the non-wild part of Rs. I think similarly, any special areas like this that have an equivalent in the "safe" world should be off limits to the NonPKers. Also, any item spawns that are not available in the safe areas should not be available to the NonPkers because again, the risk in recovery is the reason these items are lying around on the ground

 

 

 

 

 

 

 

As for the second point, I feel it is an even more important observation. It would be completely unfair if a NonPKer could loot bodies without risking themselves in the original fight. It would also be unfair if the NonPKers could trade with PKers as clans could set some members to each position and trade off the items looted without the risk of loosing them to another PKer or Pking clan.

 

 

 

 

 

 

 

As for limpbizkits statement:

 

 

 

 

 

 

 

NO!

 

 

 

 

 

 

 

the idea totaly sucks be honsted how would rs do this how??

 

 

 

 

 

 

 

and the wildy = deadly

 

 

 

 

 

 

 

why not just ask for there to be none!

 

 

 

 

 

 

 

In my opinion, this change would increase the excitement of the PKing experience because PKers would essentially be "picking on someone their own size" rather than jumping unsuspecting newbies and those of us who provide them with no real competition. I would not, and have not, asked for the wildy to be done away with, only to be made more user friendly to those of us who do not PK.

 

 

 

 

 

 

 

I expected opposition from certain players, namely the PKers, and it seems that is what I'm getting. These players don't want any changes made that might limit the number of victims they have to choose from. But seriously now, how rewarding can it be to jump an unarmed level 42 player in a frog princess dress, kill her just because you can, and recieve her dropped loot which consists of a shovel and 2 tuna? Wouldn't it be more exciting to know that attacking a PKer would provide you with a challenging fight that's guaranteed to end in a treasure trove of loot for at least one of you?

How you act when no one is watching is a great indicator of your true self.

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EDIT: Sorry, didn't read the post the first time around.

 

 

 

 

 

 

 

Oh kay. If and only if with the rule "As a non-pker, no items can enter or leave your inventory" That means no picking up drops, selling to the bandits camp general store, or trading. Also, if you die, you keep three items and the rest "disappear" (so you can't just run into the wildy with a full load of lobbies, die to a monster, and have a pker friend pick up the extra food). One exception: You can alch as a non-pker in the wilderness. That way, people can watch clan fights while alching without being in danger.

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Well, it could be made that you can choose that when you first start (as in WOW[Told to me by a friend]), so you can do PvP in the wilderness only if you chose it, and can only attack others who do also, or you will never be able to.

 

 

 

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The wilderness was meant to be scary and because YOU died and lost items, the most important thing in this game isn't going to be ruined. Sob up kid, I'm not sorry for your item losses and I doubt anyone else does too. Because the wilerness is meant to be dangerous, thats why you stay out of it if you're too scared, not ruin it to fit YOUR SELFISH needs.

"The cry of the poor is not always just, but if you never hear it you'll never know what justice is."

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The wilderness was meant to be scary and because YOU died and lost items, the most important thing in this game isn't going to be ruined. Sob up kid, I'm not sorry for your item losses and I doubt anyone else does too. Because the wilerness is meant to be dangerous, thats why you stay out of it if you're too scared, not ruin it to fit YOUR SELFISH needs.

 

 

 

 

 

 

 

I agree with Nick. The wild is meant to be scary and you are meant to lost your items in it. Suck it up and deal with it.

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The Wilderness is meant to be a dangerous place, where everyone runs the risk of being killed. That risk is a factor that can't be changed, and shouldn't be. The reason the put certain things like the rune rocks in the wilderness, is so that it is hard to get. Let's say they did make this new system. The price of rune ore would massively decrease because it would be so much easier to get without the threat of pkers. A small change like this could effect the economy and general game-play by alot more than you think.

 

 

 

 

 

 

 

The simple fact is, the wilderness is meant to be dangerous, and always should be. That's what makes it exciting to go in the wilderness.

 

 

 

 

 

 

 

*Edited with a look at recent posts*:

 

 

 

 

 

 

 

Err.. Stop flaming him please. There's no need for it.

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Prankster_King wrote:

 

 

 

 

 

 

 

Err.. Stop flaming him please. There's no need for it.

 

 

 

 

 

 

 

Thank you for the support, but I am a "she" not a "he". :)

 

 

 

 

 

 

 

Also by Prankster_King:

 

 

 

 

 

 

 

The reason the put certain things like the rune rocks in the wilderness, is so that it is hard to get. Let's say they did make this new system. The price of rune ore would massively decrease because it would be so much easier to get without the threat of pkers.

 

 

 

 

 

 

 

And a similar quote from starstellar:

 

 

 

 

 

 

 

The Wilderness is meant to be dangerous. Without it, the prices of certain items would drop (runite ore). PKing wouldn't have much of a profit anymore, making it even more pointless.

 

 

 

 

 

 

 

I'm sure everyone is, or should be, aware of the rune rocks under the Hero's Guild. This is one of the areas I was referring to when I stated the following:

 

 

 

 

 

 

 

I think similarly, any special areas like this that have an equivalent in the "safe" world should be off limits to the NonPKers.

 

 

 

 

 

 

 

Just as there are many different ages and nationalites playing this game, there are also many different ways to play and still consider it enjoyable. I enjoy working on almost all of the skills available in the game and I only have 9 quests to complete before I can get my Quest Cape. I don't have much to do with the mini-games and never PK because I play the game differently than those who spend hours on end PKing or in Castle Wars. That doesn't mean either type of player is better at Rs or plays in the "right" way. The game was designed to provide a wide range of things to do in order to attract as many people as possible.

 

 

 

 

 

 

 

I'm not suggesting that the entire wilderness be made into a giant free-for-all where everything is as easy as it is in the "safe" part of Rs. My suggestion is only to make such a large portion of the Rs world more accessible to those who choose not to create a PKing character. I agree completely that it wouldn't be fair to allow the NonPker to access the rune rocks in the wild. There are rune rocks in the safe world and if thats not enough for you, then take your chances in the wild.

 

 

 

 

 

 

 

I think most of the PKers who have issues with such a suggestion are the ones who would rather pick on people weaker and less prepared to fight. As I stated before, if you know you are fighting someone who came to the wild to fight, you also know you have a better chance at some really good loot. And if you are a PKer who is afraid to fight against other characters that were created for PKing, then maybe you shouldn't be a PKer yourself.

 

 

 

 

 

 

 

Nick_6464 wrote:

 

 

 

 

 

 

 

The wilderness was meant to be scary and because YOU died and lost items, the most important thing in this game isn't going to be ruined. Sob up kid, I'm not sorry for your item losses and I doubt anyone else does too. Because the wilerness is meant to be dangerous, thats why you stay out of it if you're too scared, not ruin it to fit YOUR SELFISH needs.

 

 

 

 

 

 

 

Let me clear up a few issues here. First, I don't agree with his statement that PKing is the most important thing in this game and I know a lot of other people who feel the same way I do. Second, I am one of the 20% or so of people playing Rs who is over the age of 18 so the "kid" thing doesn't apply to me. (And before anyone flips out over my quoted %, I suggest they check out the poll archives on as many fan sites as possible, along with the Jagex archives. Most sites have done polls asking the ages of players visiting their sites and it's easy to check out.)

 

 

 

 

 

 

 

And finally, if the ever so literate Nick had read and understood my post, he would have noticed that the only items I have ever lost in the wild were a princess dress, a shovel and 2 cooked tuna. Since the frog princess dress isn't tradable, it is also not able to be picked up after a person dies. Which, by the way, is precisely the only reason I keep those millions of frog tickets and wear the princess dresses into the wild. Killing me will get you a small amout of exp and pretty much nothing else.

How you act when no one is watching is a great indicator of your true self.

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then pkers could toggle on and off also

 

 

 

 

 

 

 

Toggle on: kill a dude

 

 

 

Toggle off:invulnerable to bank safely without losing stuff while skulled

 

 

 

 

 

 

 

situation 2: Toggle on: fighting in a clan war

 

 

 

Toggle off: almost dead and has to go to safety

 

 

 

 

 

 

 

it would kill the wild

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then pkers could toggle on and off also

 

 

 

Not with my idea added in. Did you read it?

 

 

 

 

 

 

 

Toggle on: kill a dude

 

 

 

Toggle off:invulnerable to bank safely without losing stuff while skulled

 

 

 

Not a valid point with my next idea addition.

 

 

 

 

 

 

 

Why? Because I now also suggest this: If you are skulled, you can't trade with someone who isn't skulled while you're skulled. Further, you can't switch to Non-PK-mode either.

 

 

 

 

 

 

 

situation 2: Toggle on: fighting in a clan war

 

 

 

Toggle off: almost dead and has to go to safety

 

 

 

Would also now become an invalid point.

 

 

 

 

 

 

 

Why? Because I now add to the suggestions with this: If you've been in any battle with another player in the last 10 minutes, you can't switch on the Non-PK-mode.

 

 

 

 

 

 

 

it would kill the wild

 

 

 

With all of my ideas added, it would not. I hope Melorna picks up on all of this soon. Obviously, I have added some complex ideas here.

 

 

 

 

 

 

 

And heck, for the like of the thought, if you get jumped in wildi, it activates that 10-minute limit immediately, without exception.

 

 

 

 

 

 

 

Wildi ain't gonna die because you lost a few targets. In fact, it will get far more dangerous for the PK'ers, especially those who are so dangerously evil it isn't funny. Personally my take on this is, "WHAT? YOU CAN'T TAKE A BIT MORE DANGER FROM A LIMIT IN YOUR PICKS???" ...

 

 

 

 

 

 

 

'Nuff said.

 

 

 

I hope Prankster_King sees this and changes his mind to support it.

 

 

 

 

 

 

 

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I don't know why, but I'm a bit surprised that people are complaining about potential issues that have already been addressed. Maybe a recap gathering all the important information into one post would help. Also, might I suggest reading the informative posts, not just the complaints?

 

 

 

 

 

 

 

  • The original suggestion is to have a toggle where a player must choose to be a PKer or NonPKer as they enter the wild. Some type of symbol (I suggested a guthix balance/neutrality symbol) would float above the heads of the NonPkers to let everyone know that these players cannot kill or be killed by another player. In this situation, a player in the wild would have a skull or no symbol at all to indicate they were a PKer. All NonPKers would have the balance symbol.
     
     
     
     
     
     
     
    NO player would be able to toggle from PK to NonPk without leaving the wild completely. Upon exiting the wild, there would be a 10-30 minute delay on the player's ability to toggle from one to the other. (This would be similar to the delay on the Home teleport.)
     
     
     
     
     
     
     
    Items that only spawn in the wilderness would not be able to be picked up by NonPkers. Items dropped by PKers when they die would also not be able to be picked up by NonPkers. If you don't risk your life for the loot, you don't have the right to claim it.
     
     
     
     
     
     
     
    Trading would not be possible between PKers and NonPkers. This would prevent clans from having some members on each setting and trading the loot to players who would then be able to "protect" the loot with their NonPker status.
     
     
     
     
     
     
     
    Areas of the wild that have an equivalent in the "safe" world, such as the rc abyss and rune rocks, would be off limits to anyone toggled as a NonPker. If players don't want to risk being killed during these activities, they don't have to go in the wild. Thus the abyss and rune mining area would remain exactly the same as it is now.
     
     
     
     
     
     
     
    This suggestion is not intended to do away with Pking or make it harder for PKers to fight each other or have clan wars. It is also not meant to give NonPkers an advantage in any way over Pkers. It is simply a suggestion that would allow NonPkers to explore and enjoy some of the things in the wilderness.

 

 

 

 

 

 

 

As far as the effect this idea would have on PKing, I stand by my original comments:

 

 

 

 

 

 

 

In my opinion, this change would increase the excitement of the PKing experience because PKers would essentially be "picking on someone their own size" rather than jumping unsuspecting newbies and those of us who provide them with no real competition.---Wouldn't it be more exciting to know that attacking a PKer would provide you with a challenging fight that's guaranteed to end in a treasure trove of loot for at least one of you?

 

 

 

 

 

 

 

I think most of the PKers who have issues with such a suggestion are the ones who would rather pick on people weaker and less prepared to fight. As I stated before, if you know you are fighting someone who came to the wild to fight, you also know you have a better chance at some really good loot. And if you are a PKer who is afraid to fight against other characters that were created for PKing, then maybe you shouldn't be a PKer yourself.

 

 

 

 

 

 

 

I believe D_V is expressing the same sentiments in his statement:

 

 

 

 

 

 

 

Wildi ain't gonna die because you lost a few targets. In fact, it will get far more dangerous for the PK'ers, especially those who are so dangerously evil it isn't funny. Personally my take on this is, "WHAT? YOU CAN'T TAKE A BIT MORE DANGER FROM A LIMIT IN YOUR PICKS???" ...

 

 

 

 

 

 

 

P.S. I take credit for the original idea, but I give credit to D_V_Devnull and dreghan for their constructive ideas. Oh yeah, I finished Contact tonight so I'm only 8 quests away from my Cape!!

How you act when no one is watching is a great indicator of your true self.

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It's a creative thought, though i doubt it would catch on.

 

 

 

 

 

 

 

Theres hardly any "explorers" now a days in the wilderness. Now it seems to be overrun by pures.

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This is never going to be happen. It seems so far-fetched.

 

 

 

The reason the wild is there is for finding things which is harder to get in non-wilderness. Without the wild, rarer resources would be easier to obtain, thus ruining the game. I COMPLETELY disagree.

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It's never going to happen. It would make the Mage Bank, Wildy Rune Mining, Treasure Trails, Abyss RCing way too easy. Those things were put in the wildy for a reason: to make them harder.

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Pansynator wrote:

 

 

 

Theres hardly any "explorers" now a days in the wilderness. Now it seems to be overrun by pures.

 

 

 

 

 

 

 

This is exactly the point of this suggestion. If a player hasn't created a "pure" PKer or at least a very strong combative character, the wild is pretty much off limits for exploring or much else. Opening up such a large area of the Rs map to NonPkers would be the end result of this suggestion being implemented.

 

 

 

 

 

 

 

Infam0us911 wrote:

 

 

 

This is never going to be happen. It seems so far-fetched.

 

 

 

The reason the wild is there is for finding things which is harder to get in non-wilderness. Without the wild, rarer resources would be easier to obtain, thus ruining the game. I COMPLETELY disagree.

 

 

 

 

 

 

 

And pretty much the same from timmay929:

 

 

 

It's never going to happen. It would make the Mage Bank, Wildy Rune Mining, Treasure Trails, Abyss RCing way too easy. Those things were put in the wildy for a reason: to make them harder.

 

 

 

 

 

 

 

I would ask again that people please read the postings before commenting. The following two quotes, taken from my last posting, covers the concerns of both these people.

 

 

 

 

 

 

 

Items that only spawn in the wilderness would not be able to be picked up by NonPkers.

 

 

 

Areas of the wild that have an equivalent in the "safe" world, such as the rc abyss and rune rocks, would be off limits to anyone toggled as a NonPker.

 

 

 

 

 

 

 

Also, level three clue scrolls would be effected during the search phase only. Since the clue its self can't be retrieved, killing a player holding a clue has no benefit for the pker. Also, level 3 clues come with their own "built in" attacker to keep things interesting. I know plenty of people who don't even try for level 3 scrolls because of the mage protecting the treasure.

 

 

 

 

 

 

 

If the end of the scroll, where the treasure is rewarded, is in the wilderness then the player would have to be toggled as a PKer to recover the treasure. This would maintain the risk in completing a high level scroll, and keep the possibility of killing a player holding such treasure available to PKers.

 

 

 

 

 

 

 

Reading what has already been suggested, it should be obvious that implementing this "toggle switch" idea would only change two things about the wilderness: PKers would only be able to attack other PKers, and NonPKers would be able to explore a much larger portion of the Rs map.

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my idea for this is that there is a hard quest, almost all in the wilderness, awarding you with a special amulet. the amulet could only be equipped/unequipped when you have nothing else equipped, and outside of the wilderness. this could stop people from using the rune rocks, getting to the kbd, using the mage arena, etc., and would make it impossible to attack the wearer(as in removing the "attack" option.) i would agree then because some people(like me) enjoy walking around the wilderness, enjoying the gloomy scenery, and generally exploring.

 

 

 

 

 

 

 

it also lets high class, orginized clan wars to be done correctly, letting wears act as referees, or mearly observers.

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Killed Hobgoblin Champion: 1/28/07

 

The economy is run by 13 year olds. Inflation hits when their girlfriends dump them. Besides, in any normal economy an influx of new items is a good shot in the arm.
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Im sorry, but this idea is HORRIBLE! It would be the end of luring, RC pking and in most forms basic pking. Look at this situation for an example.

 

 

 

 

 

 

 

A person with a Blue Pee-Hat walks in wildy. Most people his/her level would try to attack without hesatation. BUUUUUT, they have toggled the option. OH NOES! NO PHREE 450M FOR ME!!! With this option, there would hardly be a living soul pking anywhere. The wildy is meant to have it's risks and be SCARY :ohnoes: and it isn't intended for people to run around it with all their rares and cash saying PK MEEE....HAHAHAHA I R TEH INVINCIBLE!!!

 

 

 

 

 

 

 

Rune Mining in wildy is meant to have it's risks. The same with abyss runecrafting and gaining access to god spells. This (IMO) would dramatically drive the prices for Pure Ess, Rune Ores, ETC down but drive the prices for bloods UP because many more people wouldnt be scared and could do Mage Arena with ease.

Diljot <3

 

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