Lets discuss the Map of the wild to Player ratio


Player avatar

B U B B A Send PM

subscriber

Posts: 388

So, what do you guys think about the huge ass wild when only 10-20 people are in wild at a time?
Do you guys think that we should add more NPC's to the already added npcs?
Make it so their is 20 spots for 20 different people to train and never have to fight over spots?
Don't guys think it's funny how the wilderness is made for pking, but the teleport man tele's you nonskulled?
Do you guys like the fact that if you kill someone that they can come back for next 20 mins nonskulling you?
I'm wondering why the pking is dead..
Why so many npc's in each spot..
The player base on classic on 1 server was 1500.
We have 80-90 and 10-20 people in wild. Shit maybe make a bigger wilderness?
For some reason I think the current wilderness isn't working for pkers what do you guys think?
Right now it seems like wilderness is just nonstop afk area.
You die you teleport to edgeville and teleport right back to wilderness.
How do you guys feel about this?

Lets have a GENERAL DISCUSSION on this!


[img]http://i.imgur.com/DLqmWq1.gif[/img]

Player avatar

fear nothing Send PM

subscriber

Posts: 457

+1


[img]http://i.imgur.com/GH0nYE6.jpg[/img]

Player avatar

neilkeps Send PM

subscriber

Posts: 199

+1 bro id be keen


[img]http://i64.tinypic.com/10odx6a.jpg[/img]

Player avatar

TotalEnigma Send PM

subscriber

Posts: 56

You explained the wilderness perfect


[img]http://i65.tinypic.com/2rnyl41.jpg[/img]

Player avatar

Cub Send PM

subscriber

Posts: 292

I tried to suggest two systems that I felt would incrase wilderness population, Player Killer accounts & Wilderness tokens. It seems like the majority of the server is against having higher xp rates for accounts made just for pking.

Player avatar

Mona Lisa Send PM

subscriber

Posts: 53

wildy is dead because people cba to train pkers at this exp rate. truth.


R.I.P. Patrick aka Hostile

Player avatar

padwan121 Send PM

subscriber

Posts: 678

Increasing the xp rates is foolish....mona Lisa u just seem like a lazy ass to me.


Time waits for no man..so what is your plan? Live a life of reget? Or a life you wont forget.

Player avatar

padwan121 Send PM

subscriber

Posts: 678

Stewart bean.


Time waits for no man..so what is your plan? Live a life of reget? Or a life you wont forget.

Player avatar

Teemu Send PM

betasubscriber

From: Helsinki
Posts: 213

B U B B A said:

So, what do you guys think about the huge ass wild when only 10-20 people are in wild at a time?
Do you guys think that we should add more NPC's to the already added npcs?
Make it so their is 20 spots for 20 different people to train and never have to fight over spots?
Don't guys think it's funny how the wilderness is made for pking, but the teleport man tele's you nonskulled?
Do you guys like the fact that if you kill someone that they can come back for next 20 mins nonskulling you?
I'm wondering why the pking is dead..
Why so many npc's in each spot..
The player base on classic on 1 server was 1500.
We have 80-90 and 10-20 people in wild. Shit maybe make a bigger wilderness?
For some reason I think the current wilderness isn't working for pkers what do you guys think?
Right now it seems like wilderness is just nonstop afk area.
You die you teleport to edgeville and teleport right back to wilderness.
How do you guys feel about this?

Lets have a GENERAL DISCUSSION on this!


[img]http://i61.tinypic.com/2mq3w39.jpg[/img]
[img]http://pove.arkku.net/upload/uploads/teamfin.png[/img]

Player avatar

zazo x Send PM

subscriber

Posts: 513

My input:

Teleport = Skull.

Replicate the number of NPC's from RS Classic (or close to replicated) in popular AFK areas in wilderness to encourage PKing.

Remove 1v1 area from Edgeville completely. 90% of this servers PKing happens at castle, a good 75% is team PKing. It's not tactical for team PKing to have a 1v1 zone in Edgeville, over the varrock bridge is a perfect 1v1 zone.

Last edited by zazo x (2 Apr 2016 16:33)

Player avatar

KizL Send PM

betasubscriber

From: Seattle
Posts: 4,660

Tele = skull and if you die you skull again if you attack ANYONE.

coming back nonskulled is bullshit.


~K!zL


IGN: Alerion, No Mercy, Attila and KizL
[img]http://i.imgur.com/fkgmebI.png[/img]
UP and Subscribe to RSCRevolution on Reddit!
----> RSCRevolution's Reddit ----> RSCRevolution Facebook

Player avatar

runeknight95 Send PM

subscriber

From: Pleb Nation
Posts: 916

Time to get back:  It is faster than real rsc, because there is no banker for dragon ammy tele in lumby, now we have the skipper which is a few seconds quicker than grabbing a D ammy. Overall I can kill someone and bank before they can gear up and bother me. Doesn't need changing

Too many NPC's: Maybe make the better locations harder to escape for instance the otherworldly beings only has 1 way out. Graveyard is so good to train at but easy to run and log

Free attacking for 20 mins: I don't like it, Im not sure how it was in real rsc I would not mind the attack being refreshed on death so the person would skull.

Teleport = skull: Maybe to castle only? I dont feel like being skulled walking to KBD or some shit pointless, but if youre going to castle, youre going to fight.


Check Out my "Quality of life" improvement suggestion thread and vote +1 ty!---->
http://www.rscrevolution.com/viewtopic.php?id=4338
Check out my Auction house improvement suggestion thread http://www.rscrevolution.com/viewtopic.php?id=8292
Moo Moo Moo MOO MOOOOOOOOOOOOOOOOOO

Player avatar

B U B B A Send PM

subscriber

Posts: 388

runeknight95 said:

Time to get back:  It is faster than real rsc, because there is no banker for dragon ammy tele in lumby, now we have the skipper which is a few seconds quicker than grabbing a D ammy. Overall I can kill someone and bank before they can gear up and bother me. Doesn't need changing

Too many NPC's: Maybe make the better locations harder to escape for instance the otherworldly beings only has 1 way out. Graveyard is so good to train at but easy to run and log

Free attacking for 20 mins: I don't like it, Im not sure how it was in real rsc I would not mind the attack being refreshed on death so the person would skull.

Teleport = skull: Maybe to castle only? I dont feel like being skulled walking to KBD or some shit pointless, but if youre going to castle, youre going to fight.


No-one fights over spots period because of how many npcs makes it useless.-There is enough for everyone--You admit there is TOO MANY NPC'S
Refresh death history when dying-#No nonskullers
Teleport should= Skull. The whole point of teleporter update was to help motivate pking. Not speed up training process.
--
What the fuck do you mean about time to get back...There needs to be a timer..with reset death history.


[img]http://i.imgur.com/DLqmWq1.gif[/img]

Player avatar

zazo x Send PM

subscriber

Posts: 513

B U B B A said:

runeknight95 said:

Time to get back:  It is faster than real rsc, because there is no banker for dragon ammy tele in lumby, now we have the skipper which is a few seconds quicker than grabbing a D ammy. Overall I can kill someone and bank before they can gear up and bother me. Doesn't need changing

Too many NPC's: Maybe make the better locations harder to escape for instance the otherworldly beings only has 1 way out. Graveyard is so good to train at but easy to run and log

Free attacking for 20 mins: I don't like it, Im not sure how it was in real rsc I would not mind the attack being refreshed on death so the person would skull.

Teleport = skull: Maybe to castle only? I dont feel like being skulled walking to KBD or some shit pointless, but if youre going to castle, youre going to fight.

No-one fights over spots period because of how many npcs makes it useless.-There is enough for everyone--You admit there is TOO MANY NPC'S
Refresh death history when dying-#No nonskullers
Teleport should= Skull. The whole point of teleporter update was to help motivate pking. Not speed up training process.
--
What the fuck do you mean about time to get back...There needs to be a timer..with reset death history.

+1^^... What would be the point of altering buildings/fences and leaving the same number of NPC's... It's just as easy to box NPC's and get away than it would be to exit the graveyard with 1 less exit. Right now 6-8 people can train in there and get good XP, shouldn't be like that.

Why should the teleporter be to castle only? Getting in to the wild that fast should come with a price (a skull. 3k is nothing. you'll be pulling back 200x that amount from your farming trip.) If people want to get to farming areas non-skulled, quickly, there's always dragon ammies and seers teleport.

Upon death, your history should definitely be re-set so you skull if you re-attack someone you've already been in combat with after porting back out to the wild after xx amount of time dieing. Nothing wrong with the timings it takes to get back to edge. Happened to me tonight, I had a 1 item flats port out no skull 4 times trying to PJ me after I killed his alt, risking 3k for teleport while I'm risking 2 sets.

Player avatar

runeknight95 Send PM

subscriber

From: Pleb Nation
Posts: 916

B U B B A said:

runeknight95 said:

Time to get back:  It is faster than real rsc, because there is no banker for dragon ammy tele in lumby, now we have the skipper which is a few seconds quicker than grabbing a D ammy. Overall I can kill someone and bank before they can gear up and bother me. Doesn't need changing

Too many NPC's: Maybe make the better locations harder to escape for instance the otherworldly beings only has 1 way out. Graveyard is so good to train at but easy to run and log

Free attacking for 20 mins: I don't like it, Im not sure how it was in real rsc I would not mind the attack being refreshed on death so the person would skull.

Teleport = skull: Maybe to castle only? I dont feel like being skulled walking to KBD or some shit pointless, but if youre going to castle, youre going to fight.

No-one fights over spots period because of how many npcs makes it useless.-There is enough for everyone--You admit there is TOO MANY NPC'S
Refresh death history when dying-#No nonskullers
Teleport should= Skull. The whole point of teleporter update was to help motivate pking. Not speed up training process.
--
What the fuck do you mean about time to get back...There needs to be a timer..with reset death history.


You are so ignorant and cant comprehend properly written sentences done talking to you.


Check Out my "Quality of life" improvement suggestion thread and vote +1 ty!---->
http://www.rscrevolution.com/viewtopic.php?id=4338
Check out my Auction house improvement suggestion thread http://www.rscrevolution.com/viewtopic.php?id=8292
Moo Moo Moo MOO MOOOOOOOOOOOOOOOOOO

Player avatar

runeknight95 Send PM

subscriber

From: Pleb Nation
Posts: 916

zazo x said:

B U B B A said:

runeknight95 said:

Time to get back:  It is faster than real rsc, because there is no banker for dragon ammy tele in lumby, now we have the skipper which is a few seconds quicker than grabbing a D ammy. Overall I can kill someone and bank before they can gear up and bother me. Doesn't need changing

Too many NPC's: Maybe make the better locations harder to escape for instance the otherworldly beings only has 1 way out. Graveyard is so good to train at but easy to run and log

Free attacking for 20 mins: I don't like it, Im not sure how it was in real rsc I would not mind the attack being refreshed on death so the person would skull.

Teleport = skull: Maybe to castle only? I dont feel like being skulled walking to KBD or some shit pointless, but if youre going to castle, youre going to fight.

What is wrong with your brain.

No-one fights over spots period because of how many npcs makes it useless.-There is enough for everyone--You admit there is TOO MANY NPC'S
Refresh death history when dying-#No nonskullers
Teleport should= Skull. The whole point of teleporter update was to help motivate pking. Not speed up training process.
--
What the fuck do you mean about time to get back...There needs to be a timer..with reset death history.

+1^^... What would be the point of altering buildings/fences and leaving the same number of NPC's... It's just as easy to box NPC's and get away than it would be to exit the graveyard with 1 less exit. Right now 6-8 people can train in there and get good XP, shouldn't be like that.

Why should the teleporter be to castle only? Getting in to the wild that fast should come with a price (a skull. 3k is nothing. you'll be pulling back 200x that amount from your farming trip.) If people want to get to farming areas non-skulled, quickly, there's always dragon ammies and seers teleport.

Upon death, your history should definitely be re-set so you skull if you re-attack someone you've already been in combat with after porting back out to the wild after xx amount of time dieing. Nothing wrong with the timings it takes to get back to edge. Happened to me tonight, I had a 1 item flats port out no skull 4 times trying to PJ me after I killed his alt, risking 3k for teleport while I'm risking 2 sets.


The teleport to castle should be skull, all other teleports no skull.
IF IT SKULLED YOU EVERYWHERE, NO ONE WOULD USE IT. PERIOD. Save 3 minutes to get to the gy for a skull? no ty

Last edited by runeknight95 (3 Apr 2016 01:33)


Check Out my "Quality of life" improvement suggestion thread and vote +1 ty!---->
http://www.rscrevolution.com/viewtopic.php?id=4338
Check out my Auction house improvement suggestion thread http://www.rscrevolution.com/viewtopic.php?id=8292
Moo Moo Moo MOO MOOOOOOOOOOOOOOOOOO

Player avatar

B U B B A Send PM

subscriber

Posts: 388

runeknight95 said:

zazo x said:

B U B B A said:

What is wrong with your brain.

No-one fights over spots period because of how many npcs makes it useless.-There is enough for everyone--You admit there is TOO MANY NPC'S
Refresh death history when dying-#No nonskullers
Teleport should= Skull. The whole point of teleporter update was to help motivate pking. Not speed up training process.
--
What the fuck do you mean about time to get back...There needs to be a timer..with reset death history.

+1^^... What would be the point of altering buildings/fences and leaving the same number of NPC's... It's just as easy to box NPC's and get away than it would be to exit the graveyard with 1 less exit. Right now 6-8 people can train in there and get good XP, shouldn't be like that.

Why should the teleporter be to castle only? Getting in to the wild that fast should come with a price (a skull. 3k is nothing. you'll be pulling back 200x that amount from your farming trip.) If people want to get to farming areas non-skulled, quickly, there's always dragon ammies and seers teleport.

Upon death, your history should definitely be re-set so you skull if you re-attack someone you've already been in combat with after porting back out to the wild after xx amount of time dieing. Nothing wrong with the timings it takes to get back to edge. Happened to me tonight, I had a 1 item flats port out no skull 4 times trying to PJ me after I killed his alt, risking 3k for teleport while I'm risking 2 sets.


The teleport to castle should be skull, all other teleports no skull.
IF IT SKULLED YOU EVERYWHERE, NO ONE WOULD USE IT. PERIOD. Save 3 minutes to get to the gy for a skull? no ty

#Wilderness=AFK ZONE


[img]http://i.imgur.com/DLqmWq1.gif[/img]

Player avatar

zazo x Send PM

subscriber

Posts: 513

runeknight95 said:

zazo x said:

B U B B A said:

What is wrong with your brain.

No-one fights over spots period because of how many npcs makes it useless.-There is enough for everyone--You admit there is TOO MANY NPC'S
Refresh death history when dying-#No nonskullers
Teleport should= Skull. The whole point of teleporter update was to help motivate pking. Not speed up training process.
--
What the fuck do you mean about time to get back...There needs to be a timer..with reset death history.

+1^^... What would be the point of altering buildings/fences and leaving the same number of NPC's... It's just as easy to box NPC's and get away than it would be to exit the graveyard with 1 less exit. Right now 6-8 people can train in there and get good XP, shouldn't be like that.

Why should the teleporter be to castle only? Getting in to the wild that fast should come with a price (a skull. 3k is nothing. you'll be pulling back 200x that amount from your farming trip.) If people want to get to farming areas non-skulled, quickly, there's always dragon ammies and seers teleport.

Upon death, your history should definitely be re-set so you skull if you re-attack someone you've already been in combat with after porting back out to the wild after xx amount of time dieing. Nothing wrong with the timings it takes to get back to edge. Happened to me tonight, I had a 1 item flats port out no skull 4 times trying to PJ me after I killed his alt, risking 3k for teleport while I'm risking 2 sets.


The teleport to castle should be skull, all other teleports no skull.
IF IT SKULLED YOU EVERYWHERE, NO ONE WOULD USE IT. PERIOD. Save 3 minutes to get to the gy for a skull? no ty

Maybe that's why PKing sucks here. Because 99.9% would rather AFK/Train safely in Wildy than PK.