Let's first discuss the wilderness borders. There was no safe zone prior to 2007. This wilderness design is one of the fundamentals, and it includes safe zones. Although you may claim that they should not be removed, they do disrupt any currently pvp battles. The idea is to move into a secure zone and it also concentrates fighting around them.
This is a defeat for the primary purpose of the lawless area. We need to consider whether we can get a new redesigned wilderness, either like the one in BH Worlds or the one we have now. This brings up another problem, current activities in the wilderness that weren't present before. Do they stay or go and what impact could this have.
Personally, I'd like to move all the minigames (Clan Wars FOG Sealing off Deamonhiem Defender of Varrock, and Sealing off Deamonhiem) However, the three quests make it very difficult. The Defender of Varrock and Summer questline both contain large chunks of the wilderness. If we assume that the quests will stay, I believe it would be best to instancing the entire quest. What exactly do I mean by this? You are completely on your own once you get to the quest's start point, or when you enter the wilds as part of the story of the Defender of Varrack. While this would slightly change the quest it wouldn't affect it in any way.
Green Dragons and armoured Zombies, Chaos Ele, and other similar things must be the same. However, I think the most effective training location should be a little risky. But the Corporeal beast is a fascinating aspect, and I'm sure it would be fun to barrage runners going to the cave the boss's mechanic is unique in RS in that you will be banking a number of times because of the high risk nature. If the entrance was relocated closer to the border of the wildy, it could be more appealing as it is currently just past level 20, the cut-off point for telegraphs.
Summoning also presents a challenge, I would far prefer unique basic game restrictions and lending could be easily solved by not allowing lent weapons in the wilderness, summoning combat level must be adjusted. It would be very convenient to be able at all times, to remove everything as in the rest RS. Additionally, limiting pouches this way in pvp environments feels unnatural. There is no solution to this issue. Perhaps the best solution is to leave it in the form of "pouchin create, fight goes down"
Last but not least, you can't have pvp wilderness areas. Never. There was one thing missing from pvp/bh worlds: the thrill of the wild. It was the best handling of it I've ever seen in any game.
Pvp meeting pve players. While it wasn't required, non-pvpers could to to join potential pvp to earn rewards. My earlier point on quests is that everyone should have the ability to gain access to the content. But, making certain worlds "safety" defeats all of it. This is the aspect I'm concerned about the most, if there is an uninvolved world that doesn't be attacked, it negates the point of it all, an element of risk.
There is no reason for a runecrafter to use a the abyss of danger since there's a safe one to use one hop away. Armoured zombie runners can run on safe worlds and then move to more dangerous ones after they have gotten out of the wilderness. This would be true for all worlds. This is a request. Don't promote the idea of safe worlds or the half-assed wilderness. That would defeat the purpose and degrade the enjoyment of wildy.
Wilderness and Free Trade
Since free trade and wilderness are under discussion What will happen to items that were initially designed in order to replace them? A quick history lesson: GE- was founded around a month prior to the infamous changes that substituted free trade.
At first, the armor of the ancient warriors was designed as statuettes. The drop in pvp was so terrible in the past that they decided to make them luck drops so you could get them.
Statuettes: These statuettes introduced with the new bounty hunter systems, provided hope to those who were looking for great loots. Estimated potential was introduced with new bounty hunter systems. It gave players an indication of their chances to get decent loot. PvP worlds were created to replace the bounty hunter system, which had many worlds but then has now been cut down to a handful of worlds.
Hotspots are areas that provide loot that is more 'kinder to players. Clan Wars- One of the very first minigames to allow the use of F2P. They replaced massive wilderness fights between clans. New Bounty Hunter- After many months of pvp, Jagex made loot kinder and provided a brand new method to play pk.
FFA Arenas - This is the least important thing in Runescape. The latest update brought with it a package that destroyed clan warfare for ever. It managed decrease the number of arenas and made the experience more boring. The arena is dangerous. Request assistance - This was made because we were unable to exchange items to make new ones, e.g. making armor to lower levels, air/law/etc running.
Capped Trading- Straight forward It will likely be rendered useless if the updates do go ahead. Gravestones- Were created so players could not trade after death, and let people regain items. DA tournaments were created to bring back the staking system. However, they fail badly, even with the most recent update. Revenants- Created to replace the pkers, some complained that they were too powerful however they're poor. They're still too powerful in F2P.
Evidence that Jagex does not remove content... Old Bounty Hunter- Was one of the first new methods of pking, a crater appeared from out of space, and it smashed all the wildy old pking sites like the big bone, and small bone yards were destroyed; you can include the number in your article in case you've have read this far.
Pvp worlds- They have reduced pvp worlds over time to around two. DA tournaments- They have replaced the old one with some shizzlety crap that also fails as much. Some things that were affected by the changes. Shops owned by players- These sections are used to sell products and services on forums. The rune-based business model is an excellent way to make money.
Duel Arena- It was once a method to make big bets and lose big. Trading- Self-explanatory. Pking- Self explicatory. Merchanting- It is still possible to do so. It is still possible, but the technology is outdated. Hotspots for trading: Varrock, Falador. All five continents had trading zones which were always crowded. Different regions included different goods.
I've just thought of ways you could develop various skills up to 99 and earn a substantial profit. I'm considering making a goal to alch 100k or more yew longbows made from scratch, and then get 99 Woodcutting Fletching, Woodcutting, and Mage. It is my responsibility to obtain the following "supplies".
Once I have all the supplies in hand, I will flytch my 100k+ longbows. Then, I will high alch my longbows. After a great job, I will be rewarded with 70+ mil and three 99s. It's really nice. I would like to know your opinions about my goals and whether its a good goal, or maybe if its an "In your dreams", or a "Your beyond your mind" kind of goal, if you understand what i mean. Please leave your thoughts and my woodcutting level atm is at 96, which is a yews/hour ratio. It could take some time. Perhaps it will take 4 months.
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