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Wilderness War: Wilderness Player Type system post on RSB


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Please refer to my post on Raichase's thread Let's talk Wilderness... for a discussion on how this suggestion system came about and what it might give back to the Wilderness.

 

 

 

I hope that if this suggested system is taken up by players, and then ultimately by Jagex themselves, in some similiar form, that a new 'war' among players might errupt for control of the Wilderness.

 

 

 

The war I imagine would be among the inflitrators, the new Adventurers with their paid bodyguards, either WildFighters or Avengers, against hordes of Random PKers.

 

 

 

WildFighters & Avengers being of different gods, though guarding the same Adventurers, might share a mutual distrust, which itself might periodically errupt in civil conflict. Destorying some of their cohesion, theyby allowing Random PKers to take advantage once again of re-ignited chaos.

 

 

 

It's a system I hope that will encourage a shifting sea of alliances among players; whether paid mercenaries, crusading do-gooders, or agents of evil seeking to plunge the Wilderness back again into it's current deathly silence.

 

 

 

All up an epic battle shall ensue ... well at least I hope it does, if this suggestion gets up; should lead to an increase in activity for a time as players once bitten retry their luck in the Wildy again.

 

 

 

Basically it will allow players to form alliances based on mutual trust, guaranteed by self-selected Player Types for the duration of that journey into the Wilderness.

 

 

 

So whether your sick of PKing for fun or profit, or else you've grown tired of being overly helpful or gracious to all comers, or stranded somewhere in between, this system should always have a place for you.

 

 

 

I'm reposting here the tightest summary yet I've been able to make of this sytem so please visit this thread and show your support.

 

 

 

Greetings & Salutations Texas,

 

 

 

If you feel that my suggestion differs too greatly, or is an entirely new system, then I should probably post it on a separate thread in future.

 

 

 

I am discussing it here with you because it was inspired by your system, but it goes quite a bit further.

 

 

 

The two main reasons I've gone further are:

 

1. Anti-RPKers DO attack uncursed Random PKers (RPKers). I beg to differ with 'Just Whiner' since not being able to do so in the member's Wildy would put them at a huge disadvantage, once Random PKers wear Clan Capes.

 

2. Adventurers who are not skilled in PKing can be protected by experienced WildFighters & Avengers.

 

 

 

I've worked for quite a few weeks developing the game mechanics that fit within current Wilderness play that also doesn't require Jagex to add new menu options to the Console. On the Wilderness Warning pop-up, 4 choices would appear. This pop-up remembers your previous choices. You can change this choice by re-entering Wildy; except if currently cursed (4 Unique Icons)

 

Staff Note: I have Logic Tables & Pseudo Code that I used to proof this concept. PM me if you wish to use it.

 

 

 

Requires 4 PKer Types divided into 2 classes

 

 

 

DEFENSIVE PKer: (INITIAL DEFAULT)

 

0. Adventurers: can only be attacked by Random PKers. This is their defensive nature. As they're primarily treasure seekers & questers, they can only strike 'cursed' Random PKers. In exchange they can seek safety by asking (possibly hiring) WildFighters & Avengers for protection.

 

 

 

OFFENSIVE PKer:

 

1. The Random PKer: are as PKers are now in the Wildy; they can continue to attack all others as befits Chaotics in Zamorak's realm.

 

2. Wild-Fighters: A Guthix inspired type who won't attack Adventurers, but do get 'first-strike' on Avengers; keeping Avengers in check if they get cocky.

 

3. Avengers: who can strike uncursed Random PKers, but can't strike uncursed Wild-Fighters; being lawful Saradomin Avengers they're there to target Zamorak's agents the RPKer!

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Below are two screen-shots on how the Wilderness warning pop-up might look with the Wilderness Player Types system in place.

 

 

 

 

 

 

 

warning_interface-default.gif

 

This is either the default if a player has never visited the Wilderness before. Or if they're an Adventurer who's returning (who hasn't obviously visted the abyss - since they're uncursed)

 

 

 

 

 

warning_interface-rpker_cursed.gif

 

This would be for a Random PKer, returning into the Wilderness cursed (obviously they've been cursed by attacking and/or killing another player, else they've entered the abyss, so all the other options have been blacked out - until the curse lifts of course).

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Texas Blade and myself are now working together on the Official RuneScape Boards:

 

 

 

2 Types of PKers (7.2)

 

 

 

Please visit us there and show your support and express your own ideas on it's possbilities, or even to give us your incisive criticism.

 

 

 

We've been taking lots of feeback and hopefully the new look thread will more clearly explain what this suggestion will achieve & that's it's worth your time checking it out!

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Congratulations!

 

 

 

In addition to triple-posting, you have gone against what makes runescape unique: lack of combat classes!

 

 

 

Way to go, moron!

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You only have to type four extra keys for me to not think "ur" an idiot.

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I don't think that this idea will ever be considered by Jagex. Sorry, but its basis just don't seem feasable. :twisted:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Oh and....

 

 

 

Player-Killer for life. Leave the wilderness for what it was meant for.

 

 

 

Sorry again, but the wilderness was created for pking. Fighting with other players with very high stakes as you lose alot if you fail.

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Congratulations!

 

 

 

In addition to triple-posting, you have gone against what makes runescape unique: lack of combat classes!

 

 

 

Way to go, moron!

 

 

 

Sorry for triple posting. I was simply trying to update the thread for information purposes (no one else had posted yet on the thread).

 

 

 

Correct me if I'm wrong. The combat classes in Runescape are based on Melee, Ranger and Mage.

 

 

 

This suggestion is for Role-Playing purposes in the Wild for those who don't want to randomly kill others. I don't see how that is creating combat classes.

 

 

 

Instead it is adding Role-Playing Types: which many players do attempt to play already (by not killing or actively killing random players) but would be a good enhancement if supported by the Wilderness system.

 

 

 

Regards,

 

 

 

Fey Warrior

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Two points about what this system won't change:

 

(Points the Gold_Tiger10 didn't understand: the system is built upon PKing & could not exist without it)

 

1. This system doesn't create Non-PKers.

 

2. This system doesn't remove any danger from being PK'ed; apart from that players do by being, well trained, well armed & well organised.

 

 

 

What this system does do:

 

It enables players to role-play less chaotic characters in the Wilderness for people who don't want kill everyone; trading off the right to kill all others in order to cooperate with up to 3 other Wilderness Player Types.

 

 

 

I don't think that this idea will ever be considered by Jagex. Sorry, but its basis just don't seem feasable. :twisted:

 

 

 

Oh and....

 

 

 

Player-Killer for life. Leave the wilderness for what it was meant for.

 

 

 

Sorry again, but the wilderness was created for pking. Fighting with other players with very high stakes as you lose alot if you fail.

 

 

 

This is still PKing - in the true sense of Player Killing.

 

 

 

So there no need to apologise, as that won't change, if this is adopted.

 

 

 

The extra Wilderness Player Types* will likely be used by those not wanting to kill all other players; just those there for PKing purposes; by allowing those players to cooperate it will allow for better role-playing in the Wilderness.

 

 

 

AND: there is NO IMMUNITY from the Random PKer. Adventurers who don't will to actively PK (be an Offensive PKer) can still be killed by the Random PKer. So I would ask that this be acknowledged in any criticism. Thanks.

 

 

 

You can still be a random PKer and kill everyone in sight. This suggestion will not stop you, if you wish to make that choice, from doing exactly that.

 

 

 

Regards,

 

 

 

Fey Warrior

 

 

 

*These Player Types are only meaningful in the Wilderness i.e. they're not classes, but a role-playing preference for you as a Player Killer.

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Didn't read it all, but I get the jist of it. This won't happen as the wilderness is meant to be dangerous!! If you can't attack a different player type or something it would take away half the point of the wilderness, the Abyys is meant to be dangerous because it's good, so is mage arena and clue spots, it's all part of it.

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Drops: Barrows: 60+ DK: 4... Dragon: 60+ Whips: 2... GWD: 0...ouch!

Main Goal: 2000 total with no 99's

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You know, we already have groups of people that have wars, shifting alliences, mutual distrust, shady alliences, and PKing, they're called CLANS!

 

 

 

True. But unlike clans this system is designed to allow for cooperation between people who aren't in clans, or who haven't heard of clans yet.

 

 

 

Nothing against clans. I'd like to join one, one day. However, it would be advantageous to allow some cooperation and trust between players who prefer to have more options than playing only a random PKer in the Wilderness, which is currently all clanless players have on offer.

 

 

 

Besides, this system isn't designed to specifically support clans, although some clans may wish to play specific Player Types.

 

 

 

Regards,

 

 

 

Fey Warrior

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nah sorry but i do not support, wilderness is ment for pk-ing if you can only attack sertain people then it will get controlling and boring(in my oppinion)

A friend to all is a friend to none.

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Didn't read it all, but I get the jist of it. This won't happen as the wilderness is meant to be dangerous!! If you can't attack a different player type or something it would take away half the point of the wilderness, the Abyys is meant to be dangerous because it's good, so is mage arena and clue spots, it's all part of it.

 

 

 

Thanks for your feedback. However I do feel you have missed the point of this system.

 

 

 

Under it the Wilderness will remain an extremely dangerous place. This will NOT change or remove that danger.

 

 

 

Random PKers will still be able to kill any other Player Type.

 

 

 

You as a player can however, choose not to be a Random PKer, if you so wish.

 

 

 

So only among those players who choose to play Player Types, that don't kill everyone, will you not be able to kill everyone. For that choice you then get to play a little more cooperatively; but again that depends upon your ability to negotiate with other players. However, this won't stop Random PKer Player Type from killing you or your friends. Only your skill in battle will do that.

 

 

 

The choice for players to play a less bloodthirsty Player Type in the Wilderness, along with Radnom PKers will make the Wilderness more interesting; and play more diverse than it is now.

 

 

 

As a Random PKer, you can continue to wreak havoc if you so desire. That will not change.

 

 

 

Regards,

 

 

 

Fey Warrior

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nah sorry but i do not support, wilderness is ment for pk-ing if you can only attack sertain people then it will get controlling and boring(in my oppinion)

 

 

 

Thaks for your feedback.

 

 

 

However, this is missing the point of the sytem.

 

 

 

It in no way reduces the Danger of the Wilderness. If anything it could increase player interest, because people will be able to play in there preferred way, rather than just as random PKers; which everyone is currently forced to do.

 

 

 

This system is based on Player Killer types. All types can kill other players. The only difference is that some types, if people choose to play them trade off the ability to kill everyone for the ability to work cooperatively with other players.

 

 

 

PKing will occur, if not in greater numbers, since a type like Avengers is specially built to only PK Random PKers.

 

 

 

You can choose to continue to attack everyone in this system as a Random PKer, if that's your choice.

 

 

 

Or you could even choose to be a WildFighter, who can specifically exploit the Avenger's desire to kill Random PKers (Avengers can only attack WildFighters when cursed) and continue to fight killing Random PKers, and other WildFighters.

 

 

 

The Adventurer type is the only one who is restricted to killing only cursed Random PKers, but in exchange for that they can only be killed by Random PKers (not WildFighters or Avengers). This type is probably best suited to questers/rune miners/rc'ers who aren't intersted so much in PKing but simply getting from A to B.

 

 

 

These different choices (no ONE will be FORCED to play any specific type if they don't wish to) will make the Wilderness more interesting because people will be able to choose to act differently and more lawfully, or continue down the spectrum into chaotic behaviours, if that's their preference.

 

 

 

Regards,

 

 

 

Fey Warrior

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In other words they're two free wildernes capes you don't have to wear and limit your ability to attack people that decide to limit their risk by joining one side.

 

 

 

Sorry, I don't support this.

 

 

 

Thanks for your feedback. However, this is not a correct assumption.

 

 

 

There is nothing 'free' about this system, nor are Player Types attempting to replace clan capes or group specific devices (there's only 4 Player Types while there are 50 Wildy Clan Capes). It's about a player's fundamental behaviour towards others in the Wilderness.

 

 

 

As an Avenger you give away the ability to attack uncursed WildFighters, who may for their own reasons wish to attack you. Until they are cursed, you are vulnerable to their attacks but you cannot attack them. In exchange for this vulnerability, you then also sign up to the ability to not attack (never attack) other Avengers (who aren't necessarily your team-mates - this is not about being in the same clan or group - though teams or groups could use this feature).

 

 

 

As an Adventurer, you give away the ability to attack uncursed Random PKers, who can continue to freely attack you until they are cursed. Since Random PKer types are probably going to choose to attack everyone, specifically so they can attack Adventurers this is significant vulnerability. In exchange for this you give-up/are free-from-attack from other Adventuters, WildFighters and Avengers.

 

 

 

This is more fundamental than Wildersness Capes, since it is attached to the kind of role-play you wish to undertake in the Wilderness.

 

 

 

This system hinges at the point where the system decides where and who you can PK.

 

 

 

It's a way of showing the kind of player you are:

 

 

 

- Are you a chaotic & bloodthirsty kinda player, who will kill all others regardless: then a Random PKer is probably what suits you!

 

- Might you be a strong, independent but honourable Fighter: then the WildFighter type would best show you as the quintessential fighter, who either ignores/helps the weak, but will challenge any one who displays the ability to fight.

 

- Or you could be the crusading type, who wishes to avenger yourself and the deaths of your friends upon the heads of ruthless & soulless killers like Random PKers: you are an Avenger by nature.

 

 

 

Else you aren't really taken by all this Wilderness Player Killing madness and only need to go there to achieve a quest/find an item/gather resources - you are then by default an Adventurer.

 

 

 

Wilderness Clan Capes can be put-on/taken-off at any point which means they're not a fundamental role-playing attitude you wish to portray when entering the Wilderness; Wildy Capes are more about alligences (clans-teams) than this system will ever be. Wilderness Capes, also do not remove/surrender the right to still attack other players.

 

 

 

This system is about role-play on a far more fundamental level. It's actually designed to continue to work with Wilderness Clan Capes (they now become quite an advantage for Random PKers & WildFighters).

 

 

 

Wildy Clan Capes also have features, like colouring the dots on mini maps, and controlling who your first-click attack is moved to the right menu on (yes you could be clanning with WildFighters & Adventurers, if you're an Avenger for example) as well as visually displaying your alligences when uncursed, which this system won't do until you're cursed.

 

 

 

It's basically what the current random PKer type would be if they were a less psychotic fighter, a self-appointed hero type, or just an ordinary citizen (who only attacks those who prove to be dangerous).

 

 

 

As such it's designed around the behaviour of individual players, how they wish to conduct themselves in the Wilderness rather than badge themselves as being part of specific clan or group. Player Types are for all players regardless if they're in a clan or not.

 

 

 

So no: they are not Wilderness Clan Capes, nor are they designed as a replacement for them. It's about what kind of PKer you wish to be individually & how you wish to conduct yourself in the Wilderness.

 

 

 

Regards,

 

 

 

Fey Warrior

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