Wilderness-Why have wilderness Bonus if non-skulled????


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r u t h less Send PM

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Up exp in wilderness if skulled while training, and possible making the wilderness on the weekend full skulled when entering and nonstop skulled while in the wilderness. Warned before entering you will be skulled full time in wilderness(HIGHER THAN ANY OTHER DAY) to get more pkers in wild.-Unable to protect.
or another idea
--Above 10 wild=+2x, Above 20 wild=+3x,  Above 40 wild=+4x,---Have to be skulled.
--
This is for the WILDERNESS which was made because of on classic players were dying in banks, and in cities. Wilderness was made for player who wanted to pk.
WILDERNESS= small portion of the map compared to the Huge RSC WORLD MAP.
--


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GLeU Send PM

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Those are some big jumps in exp. I'd say .5 1 1.5 2x.

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Ultimate Fatal Final Acid Send PM

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This is a great idea for obvious reasons.

smile

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r u t h less Send PM

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GLeU said:

Those are some big jumps in exp. I'd say .5 1 1.5 2x.

Right now the system for some reason is.
+1x just for training in wild.
and
+.5x for being skulled.
=Total benefit of both 1.5.
-
Lets say a player is Gold subbed training in wild. = 10x in wild, due to 9x Gold and +1 wilderness bonus.

Now, if a player gets 100k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 5,000 more EXP an hour.
Now if a player gets 200k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 10,000 more EXP an hour
Now if a player gets 300k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 15,000 more EXP an hour
--
What player would risk a full set or RUNE or any armor for those benefits of being skulled. #Reason No-one Trains in wild skulled. Not worth it.
--
My Suggestion-Revamped--Flat+4x for being in 10+wild skulled.-If a little lower fine.
(10+wild)
Now, if a player gets 100k an hour EXP at 10x in a wilderness training spot. Adding that 4 will only get a player 40,000 more EXP an hour.
Now, if a player gets 200k an hour EXP at 10x in a wilderness training spot. Adding that 3 will only get a player 80,000 more EXP an hour.
Now, if a player gets 300k an hour EXP at 10x in a wilderness training spot. Adding that 3 will only get a player 120,000 more EXP an hour.
-
I'm sure a majority of players are willing to skull for a increase in exp of that amount and be willing to take the risk.
-
Sorry, not worth skulling for such a low amount of Exp you suggested. Why, would I risk a set for that amount and have to go grind for another set.
-
Remove a Majority of brand new training spots added to wilderness. #Castle.
-
Remove some Zombies from Graveyard and Add more red spiders. -This will keep all higher level pkers in a close area which the landscape is great for huge battles.#Scattered fights.#High wild Pking for higher levels.
-
Remove Npc's from over populated spots like Ice Mountain.-Hands down needs to be empty. The fact that one side of the mountain is F2p some days and other side is also a joke.
-
Cut down on Npcs in wild. Why make 10 different perfect training spots and not just a Central area of spots for players to easily check with one Teleport.
No-one wants to teleport to 38 wild to walk to bandits then castle then graveyard then Red spiders then Hobs then Greaters then 10 different training spots.
-
Nobody is interacting in the wild because No-one needs to change training spots at all let alone fight over them.
Rsc had level 2 rats packed in Draynor for fuck sake.


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Synbios Send PM

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Solid idea. However, I disagree with any type of auto-skulling when you enter the wilderness, especially if you can't protect items. This is a little too far. There are occasions where we like to enter the wilderness without to worrying about losing everything.

Getting no bonus XP while not skulled however makes sense; you're not really risking anything if you 3 item without a skull....and fighting 3 itemers doesn't drum up the PK excitement except for the lowest of lowlifes. (Haha tongue)

No Skull = No bonus. I'm game. Now the question is, what would be a fair XP boost while skulled? Somewhere in the 2-4x range sounds good to me....maybe possibly base it on wilderness level but then again maybe it's best to keep it the same across the board.

Last edited by Synbios (9 Apr 2016 17:37)

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r u t h less Send PM

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Synbios said:

Solid idea. However, I disagree with any type of auto-skulling when you enter the wilderness, especially if you can't protect items. This is a little too far. There are occasions where we like to enter the wilderness without to worrying about losing everything.

Getting no bonus XP while not skulled however makes sense; you're not really risking anything if you 3 item without a skull....and fighting 3 itemers doesn't drum up the PK excitement except for the lowest of lowlifes. (Haha tongue)

No Skull = No bonus. I'm game. Now the question is, what would be a fair XP boost while skulled? Somewhere in the 2-4x range sounds good to me....maybe possibly base it on wilderness level but then again maybe it's best to keep it the same across the board.

Thank you for input!


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Mod Tru Send PM

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r u t h less said:

GLeU said:

Those are some big jumps in exp. I'd say .5 1 1.5 2x.

Right now the system for some reason is.
+1x just for training in wild.
and
+.5x for being skulled.
=Total benefit of both 1.5.
-
Lets say a player is Gold subbed training in wild. = 10x in wild, due to 9x Gold and +1 wilderness bonus.

Now, if a player gets 100k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 5,000 more EXP an hour.
Now if a player gets 200k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 10,000 more EXP an hour
Now if a player gets 300k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 15,000 more EXP an hour
--
What player would risk a full set or RUNE or any armor for those benefits of being skulled. #Reason No-one Trains in wild skulled. Not worth it.
--
My Suggestion-Revamped--Flat+4x for being in 10+wild skulled.-If a little lower fine.
(10+wild)
Now, if a player gets 100k an hour EXP at 10x in a wilderness training spot. Adding that 4 will only get a player 40,000 more EXP an hour.
Now, if a player gets 200k an hour EXP at 10x in a wilderness training spot. Adding that 3 will only get a player 80,000 more EXP an hour.
Now, if a player gets 300k an hour EXP at 10x in a wilderness training spot. Adding that 3 will only get a player 120,000 more EXP an hour.
-
I'm sure a majority of players are willing to skull for a increase in exp of that amount and be willing to take the risk.
-
Sorry, not worth skulling for such a low amount of Exp you suggested. Why, would I risk a set for that amount and have to go grind for another set.
-
Remove a Majority of brand new training spots added to wilderness. #Castle.
-
Remove some Zombies from Graveyard and Add more red spiders. -This will keep all higher level pkers in a close area which the landscape is great for huge battles.#Scattered fights.#High wild Pking for higher levels.
-
Remove Npc's from over populated spots like Ice Mountain.-Hands down needs to be empty. The fact that one side of the mountain is F2p some days and other side is also a joke.
-
Cut down on Npcs in wild. Why make 10 different perfect training spots and not just a Central area of spots for players to easily check with one Teleport.
No-one wants to teleport to 38 wild to walk to bandits then castle then graveyard then Red spiders then Hobs then Greaters then 10 different training spots.
-
Nobody is interacting in the wild because No-one needs to change training spots at all let alone fight over them.
Rsc had level 2 rats packed in Draynor for fuck sake.



+1, I wouldn't mind to see some higher EXP rates if you risk ur life by training with a skull.

Maybe 1x or 1.5x instead of 0.5x.

Would make wildy more interesting imo smile!

Some new spot's would be cool. Also maybe make Rangeguild hotspot? & add more rune rocks, so PKers can hunt the miners while they're mining.
2 rocks with 30min respawn time is pretty low atm..


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r u t h less Send PM

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Mod Tru said:

r u t h less said:

GLeU said:

Those are some big jumps in exp. I'd say .5 1 1.5 2x.

Right now the system for some reason is.
+1x just for training in wild.
and
+.5x for being skulled.
=Total benefit of both 1.5.
-
Lets say a player is Gold subbed training in wild. = 10x in wild, due to 9x Gold and +1 wilderness bonus.

Now, if a player gets 100k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 5,000 more EXP an hour.
Now if a player gets 200k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 10,000 more EXP an hour
Now if a player gets 300k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 15,000 more EXP an hour
--
What player would risk a full set or RUNE or any armor for those benefits of being skulled. #Reason No-one Trains in wild skulled. Not worth it.
--
My Suggestion-Revamped--Flat+4x for being in 10+wild skulled.-If a little lower fine.
(10+wild)
Now, if a player gets 100k an hour EXP at 10x in a wilderness training spot. Adding that 4 will only get a player 40,000 more EXP an hour.
Now, if a player gets 200k an hour EXP at 10x in a wilderness training spot. Adding that 3 will only get a player 80,000 more EXP an hour.
Now, if a player gets 300k an hour EXP at 10x in a wilderness training spot. Adding that 3 will only get a player 120,000 more EXP an hour.
-
I'm sure a majority of players are willing to skull for a increase in exp of that amount and be willing to take the risk.
-
Sorry, not worth skulling for such a low amount of Exp you suggested. Why, would I risk a set for that amount and have to go grind for another set.
-
Remove a Majority of brand new training spots added to wilderness. #Castle.
-
Remove some Zombies from Graveyard and Add more red spiders. -This will keep all higher level pkers in a close area which the landscape is great for huge battles.#Scattered fights.#High wild Pking for higher levels.
-
Remove Npc's from over populated spots like Ice Mountain.-Hands down needs to be empty. The fact that one side of the mountain is F2p some days and other side is also a joke.
-
Cut down on Npcs in wild. Why make 10 different perfect training spots and not just a Central area of spots for players to easily check with one Teleport.
No-one wants to teleport to 38 wild to walk to bandits then castle then graveyard then Red spiders then Hobs then Greaters then 10 different training spots.
-
Nobody is interacting in the wild because No-one needs to change training spots at all let alone fight over them.
Rsc had level 2 rats packed in Draynor for fuck sake.



+1, I wouldn't mind to see some higher EXP rates if you risk ur life by training with a skull.

Maybe 1x or 1.5x instead of 0.5x.

Would make wildy more interesting imo smile!

Some new spot's would be cool. Also maybe make Rangeguild hotspot? & add more rune rocks, so PKers can hunt the miners while they're mining.
2 rocks with 30min respawn time is pretty low atm..

Great idea about the rocks! I think they should move a couple of them above graveyard and again try to make the Central area between:Hobs, Gravyard, Red spiders.


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Mod Jax Send PM

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Mod Tru said:

r u t h less said:

GLeU said:

Those are some big jumps in exp. I'd say .5 1 1.5 2x.

Right now the system for some reason is.
+1x just for training in wild.
and
+.5x for being skulled.
=Total benefit of both 1.5.
-
Lets say a player is Gold subbed training in wild. = 10x in wild, due to 9x Gold and +1 wilderness bonus.

Now, if a player gets 100k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 5,000 more EXP an hour.
Now if a player gets 200k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 10,000 more EXP an hour
Now if a player gets 300k an hour EXP at 10x in a wilderness training spot. Adding that .5 will only get a player 15,000 more EXP an hour
--
What player would risk a full set or RUNE or any armor for those benefits of being skulled. #Reason No-one Trains in wild skulled. Not worth it.
--
My Suggestion-Revamped--Flat+4x for being in 10+wild skulled.-If a little lower fine.
(10+wild)
Now, if a player gets 100k an hour EXP at 10x in a wilderness training spot. Adding that 4 will only get a player 40,000 more EXP an hour.
Now, if a player gets 200k an hour EXP at 10x in a wilderness training spot. Adding that 3 will only get a player 80,000 more EXP an hour.
Now, if a player gets 300k an hour EXP at 10x in a wilderness training spot. Adding that 3 will only get a player 120,000 more EXP an hour.
-
I'm sure a majority of players are willing to skull for a increase in exp of that amount and be willing to take the risk.
-
Sorry, not worth skulling for such a low amount of Exp you suggested. Why, would I risk a set for that amount and have to go grind for another set.
-
Remove a Majority of brand new training spots added to wilderness. #Castle.
-
Remove some Zombies from Graveyard and Add more red spiders. -This will keep all higher level pkers in a close area which the landscape is great for huge battles.#Scattered fights.#High wild Pking for higher levels.
-
Remove Npc's from over populated spots like Ice Mountain.-Hands down needs to be empty. The fact that one side of the mountain is F2p some days and other side is also a joke.
-
Cut down on Npcs in wild. Why make 10 different perfect training spots and not just a Central area of spots for players to easily check with one Teleport.
No-one wants to teleport to 38 wild to walk to bandits then castle then graveyard then Red spiders then Hobs then Greaters then 10 different training spots.
-
Nobody is interacting in the wild because No-one needs to change training spots at all let alone fight over them.
Rsc had level 2 rats packed in Draynor for fuck sake.



+1, I wouldn't mind to see some higher EXP rates if you risk ur life by training with a skull.

Maybe 1x or 1.5x instead of 0.5x.

Would make wildy more interesting imo smile!

Some new spot's would be cool. Also maybe make Rangeguild hotspot? & add more rune rocks, so PKers can hunt the miners while they're mining.
2 rocks with 30min respawn time is pretty low atm..

+1

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Fate Send PM

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I'd agree with 2.0x+ for skulled players.


Done in one take, because in life there are no repeats.

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Oopsie Send PM

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Fate said:

I'd agree with 2.0x+ for skulled players.

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305mule Send PM

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Fate said:

I'd agree with 2.0x+ for skulled players.

+1

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Au2er Send PM

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From: Australia
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+1 for this thread..

Also sick and fucking tired of killing 3 itemers so I can train and actually get exp.. Only to have them tele back to edge and back in spot within 2minutes.. How is this fair?  I'm skulled and willing to risk items, I've got food, I've got potions.. And all these fucking pussies just constantly afk and don't risk shit yet are able to take advantage of the exp bonus of wild. 

Remove the boat to edgeville for starters,  maybe the long walk will deter these people from incessantly walking back up and wasting my food.

Next step I would like it so people can't enter the wild without a minimum items as per their defence level plus amulet.  I just don't see how it's fair that people can multi log 10 characters all 3 itemed and get exp bonus... If they want to afk like this with no risk let them do it outside of wild.


team australia

F2p wild 24/7 below the fence please.

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scornedmagi Send PM

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Au2er, they are taking a risk. The fact that they deal with afk killers sucks for them. The 2 min ride back isn't the greatest when training either. Just cause you don't get a reward for killing them doesn't make it unfair. Besides how could you train at wild agility with a full invent of weps and armor...


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zazo x Send PM

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scornedmagi said:

Au2er, they are taking a risk. The fact that they deal with afk killers sucks for them. The 2 min ride back isn't the greatest when training either. Just cause you don't get a reward for killing them doesn't make it unfair. Besides how could you train at wild agility with a full invent of weps and armor...

How is that a risk? Walking from Lumbridge to the boat at Lumbridge, sounds like a hard life. There's plenty of spot's outside the wild you can train in, wilderness was made for fighting not for raves in the Graveyard

If this idea is implemented it will create non stop beef... This is one of the best suggestions to improve and revive PKing since I've been a member in this community.

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KizL Send PM

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+1 except fuck getting rid of the boat. That's dumb af.

And let them 3 item but if you kill them they can't come back and attack without getting a skull.

Skulltimer resets once you leave wild


~K!zL


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Mod Jax Send PM

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KizL said:

+1 except fuck getting rid of the boat. That's dumb af.

And let them 3 item but if you kill them they can't come back and attack without getting a skull.

Skulltimer resets once you leave wild


~K!zL

+1
Forcing people out of the wildy won't get you any more drops from killing people training..

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r u t h less Send PM

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Mod Jax said:

KizL said:

+1 except fuck getting rid of the boat. That's dumb af.

And let them 3 item but if you kill them they can't come back and attack without getting a skull.

Skulltimer resets once you leave wild


~K!zL

+1
Forcing people out of the wildy won't get you any more drops from killing people training..


No-one forcing anyone out of wild. Just Buff the xp in wild if skulled.

Resting death history when killing a non-skuller should be implemented. Nonsulling nonstop is dumb.


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Au2er Send PM

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Remove the fucking boat.. Dying should mean a walk back from lumby to edge.  Not a 2 second walk to boat and tele.

There's 3 itemers that just nonstop die , catch boat, die, catch boat.. Until basically the person killing them gives up out of just wasting food and potions on someone who can pretty much just keep teleing back to their training spot.


team australia

F2p wild 24/7 below the fence please.

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Mod Jax Send PM

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From: Montreal, tabernak
Posts: 129

r u t h less said:

Mod Jax said:

KizL said:

+1 except fuck getting rid of the boat. That's dumb af.

And let them 3 item but if you kill them they can't come back and attack without getting a skull.

Skulltimer resets once you leave wild


~K!zL

+1
Forcing people out of the wildy won't get you any more drops from killing people training..


No-one forcing anyone out of wild. Just Buff the xp in wild if skulled.

Resting death history when killing a non-skuller should be implemented. Nonsulling nonstop is dumb.

Exactly what I said-