Personally, I'm willing to move all minigames (Clan Wars and FOG, securing Deamonhiem), to different locations. But the three quests are where things get tricky. Defender of Varrock, as well as the Summer questline both have significant portions that are in the wild. I believe that if the quests are to remain, it is best to instill the entire quest. What does this mean? When you reach the point of beginning your quest or enter he wilderness as part of he defense of varrack tale, you are completely on your own with no player interaction. This could alter the quest slightly, but it won't alter the quest in any way.
I believe Green Dragons, armoured Zombies, Chaos Ele and the like should all stay the same. The most effective training location in the game is a little dangerous! However the Corporeal beast is a fascinating aspect, and I'm sure it's enjoyable to send runners crashing into the cave, the boss's mechanic is unique in RS because you'll be banking a number of times because of the extremely risky nature. If the entrance were moved nearer the border of the wildy, it might prove more attractive since it's currently beyond level 20, which is the tele cut off point.
Summoning also presents a challenge and I'd much rather have to have a unique set of game rules and lending could be easily solved by not allowing lent weapons in the wild, summoning combat level will need to change. It is a good idea to have the ability to drop all at once, as with the rest of RS. The limitation on pouches is strange in the world of pvp. It is impossible to find an answer, therefore I recommend that you leave it as "pouchin invent and combat is a step up".
Last but not least, you can't have pvp wilderness areas. Never. One thing was missing from PVP/BH worlds: the excitement of the wild. This was the most effective experience I've witnessed in any game.
Pvp meeting pve players. It was possible to use the resources available, such as treasure trails, runes and dragons to gain rewards. However, this was not a obligation. The above points for quests stand as every player must have access to the content. However, making certain worlds safe defeats the purpose of the quests. This is the thing I am most concerned about. If a world is safe from being attacked that defeats the goal of the quests.
There's no reason a runecrafter should use dangerous abyss. There are many safe ones one hop away. Zombie-hunters in armour can hop over to a safer world once they have left the wilderness. In fact, that would work for any world. This is a request to don't promote the notion of "safe" worlds and the half-assed wilderness. it is not a good idea and detracts from the fun of being in the wild.
Wilderness and Free Trade
The ongoing debates over free trade and wilderness have raised concerns about what happens to items that were created in order to replace it. A quick background... GE was established about a month prior to the notorious updates that were intended to replace free trade.
The initial design of the armor for warriors of the past was to look like statuettes. But, since the PvP drops of the time were so bad that they created the luck drop for the equipment of ancient warriors, so you could obtain them and make some money (the economy was very poor at the time).
Statuettes- These statuettes, introduced with the new bounty hunter systems gave people hope for good loots. Estimated potential- Introduced with the bounty hunter's new system, it provided players a feel for the likelihood of a good chance to get loot. PvP realms were created to replace the bounty hunter who used to have multiple worlds, this number is now very few.
Hotspots: Locations where loot was more accessible to players. Clan Wars- These were the first minigames that were available to players on f2p. They replaced large wilderness fights for clans. The new Bounty Hunter- Jagex introduced a new method to pk.
FFA Arenas - This is the most unimportant thing in Runescape. The update introduced an update that ended clan warfare for ever. It was able to decrease the number of arenas and made the experience more boring. Don't forget the danger zone. Request assist- Was created after we couldn't trade items in order to create various kinds; e.g. making armour to lower levels, air/law/etc rune running.
Capped Trading- Simple however, it will likely not be effective if updates go ahead. Gravestones- Were created so people couldnt trade from deaths, and let people regain items. DA tournaments were created to bring back staking. However, they fail badly, even with the most recent updates. Revenants- Created to take the place of pkers, people complained because they were too powerful however they're poor. But, they're too strong in f2p.
Proof 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 every wild old pking sites such as the big bone and the small bone yards were destroyed; # in your article in case you've have read this long.
Pvp Worlds- The number of PvP realms has been cut down to around two over the years. DA tournaments - The previous one was taken out and replaced by some shzzlety stuff that fails just as often. The changes made it difficult to conduct certain activities. Shops run by players These are the sections that sell goods and services through forums. The rune-based business model is a great way to make money.
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