A- Wilderness characteristics that we loved (which Bounty lacks)
B- Problem with the old Wilderness (RWT- according to Jagex)
C- Logical Solution with justification (takes into account the characteristics of our old lovable wilderness and the problem Jagex is trying to solve)
A- Wilderness Characteristics:
Firstly I would like to list the various things that many other player killers and I found so exhilarating about the Wilderness.
1) Choice between multi-combat and non multi-combat areas. Whether to player kill as a team vs. team, individual vs. individual, or merely just ranging across the entire wild looking for a fight. This is shown by the tendency of players to congregate in low level Varrock (multi-combat) and Edgeville (non multi-combat).
2) The gradient of levels allowed one a choice as to whether they would encounter low risk (level 1) or a higher risk (level 20+). This also gave players the wondrous ability to almost choose the range of levels that they would be up against (I chose the word ‘almost’ because it is the Wilderness and therefore unpredictable-which is one thing we love about it).
3) The unknown. Not knowing who or what levels you will come across in the wild added a tense, dramatic sense to the Wilderness as you sweep through the vast expanse of land.
Note: Bounty Hunter does none of the above
B- Problem:
Jagex has cited prevention of real-world trading in their explanation for their removal of our beloved Wilderness.
With the previous Wilderness, Jagex had hoped the players themselves would disrupt attempts to real-world trade in the Wilderness.
“If a trader goes into the Wilderness with the intention of transfering some items to a cheat, all we need is a nearby PKer to kill them both and it solves the problem nicely (as well as being good fun/reward for the PKer who gets the stuff!” –Runescape front page
Jagex thought the previous Wilderness was “a bit on the big side”; shrinking it would deny real-world traders a safe corner to exchange items but big enough to run around in.
C- Solution:
In my opinion, the obvious result is to merely SHRINK THE WILDERNESS!
There should be two player killer Wildernesses: multi-combat and non multi-combat.
Both of these Wilderness “arenas” should contain the following characteristics (I use “arena” as my term for a smaller version of the Wilderness):
- Small width: Real-world traders go to a deserted corner of low-level Wilderness to kill-trade their items/gold (it is highly unlikely that any real-world trader would take millions into level 40 Wilderness in order to make a trade because of the excessive risk). By effectively reducing the width of the Wilderness, players who usually congregate in Edgeville for non multi-combat player killing can now go to the non multi-combat Wilderness “arena” while players who usually congregate in Varrock for multi-combat player killing can now go to the multi-combat Wilderness “arena.” This eliminates the large spaces that are usually seen in between Edgeville and Varrock that real-world traders use. This congregation of players who usually player kill in level 1 Wilderness will effectively prevent real-world trading (you never see people real-world trading among the oodles of people fighting in Varrock or Edgeville). The width of each “arena” should be about the size of the Edgeville or Varrock wild; the width cannot be too small or everyone will be fighting on top of each other and it would be very confusing (unless by implementing these updates, you have driven away most of the player killers usually seen there- which I don’t doubt is possible, for I will be one of them if this continues).
- Moderate length: Although the congregation of player killers at the base of the Wilderness arenas (level 1) will prevent real-world trading, an excessively long Wilderness is not necessary. However, a range of Wilderness levels is needed to add to the unpredictability of the landscape. Level 40 Wilderness would be a good compromise. This would allow player killers to seek fights with a better range of levels and gives them the choice as to how big this range will be (which is what we loved about the old Wilderness and what Bounty clearly lacks). Length would prevent a group from merely massacring everyone who joins (which is happening currently in Bounty).
Further specifications: (added some from suggestions)
- I dislike the idea of arenas because it seems too enclosed, too controlled, too predictable, too contradicting of the name “Wilderness”. It should be open-air, come-and-go as you please. Also, it prevents people from ‘entering’ and upon entering becoming immediately massacred. The old Wilderness at least let you see what you were getting into.
- There should be two distinct long rectangles of Wilderness (one multi-combat, one non multi-combat; separated by a wall or something) so people can walk in and out of the Wilderness as they please (just like before walk out of Wilderness only at the base- Level 1; you can even keep the Wilderness ditch). It would have the retro feel of the old Wilderness, but just on a smaller width scale. You can probably just even wall off two long rectangles of Wilderness going all the way to level 40 that already exists and make that the new “Wilderness”!
-Limit what items can be brought into wilderness (Gold,Rares...)
-Limit the number of worlds you can PK in, similar to the way they have it now for BH and dueling
Post your comments!
~L3ss Than 33




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