Yea. I'll stay. Might just edge sit but no really motivated to skill anymore..
What would "I feel motivated in RSCR again!" look like, or require?
Since you asked:
One general concept - Give doing things a purpose.
Give 99 a purpose for nearly every skill. Mind you these are just rough examples/suggestions and are probably bad and could be replaced by a better idea. But as long as there is a purpose.
Agility: Walk speed increased by 15% in neutral areas.
Prayer: Drain speed reduced by 15%.
Ranged: Max distance increased by 1 tile.
Smithing: Superheat spell is free and gives no magic xp.
Mining: 50% chance of receiving an extra ore.
Herblaw: Potions have an extra dose.
Crafting: Everlasting dragonstone amulet that doesn't require charging. Maybe 8/8/3/3/3 stats instead of 10/6/3/3/3 *UNTRADEABLE*
Woodcut: Less of a % chance of causing a named tree (yew/magic/etc) to expire after a successful cut.
etc.
Re-work agility and firemaking training. Create new interesting grind methods.
Abandon the idea of adding content in wildy to entice people to go there. I don't have fun in unfair fights no matter which side I'm on, forcing me to go to wildy at a disadvantage because my bag is customized for a purpose other than pk'ing is not fun for the player. I personally don't find it fun camping and pk'ing 3-item'ers who don't desire to fight me. In my opinion, leveling or gathering for skills should be a stress-free fun experience that gives time to chat with other players and friends. I feel that wildy doesn't work well unless the server has hundreds of players.
STEAL THE WOW BATTLEGROUNDS CONCEPT.
I remember years ago another private server did a capture-the-flag, it was ridiculously fun. Not having the risk of losing your items when you die seems to create a lot more interest in pvp. You could host these as events or create some sort of queue system. This will promote skill, strategy, and teamwork in pvp. Why did WoW initially create battlegrounds? Because group world pvp sucked. Just like wilderness sucks (imo). New forms of pvp are the way to go, not trying to revamp wilderness.
Some battleground ideas:
Capture-the-flag (obviously) - Steal the other teams flag and bring it back to your base. If you die while holding the flag it returns back to the opponents base. 3 captures wins
Ranged battleground - Two teams, Put two NPC's in a cage with X amount of health, one for each team. The NPC can only be ranged down with arrows/bolts, whichever team kills the other NPC first wins.
Node based battleground - Something like Arathi Basin in WoW, several neutral nodes that can be taken over by a team, after holding a node for X time it awards Y points, reach Z points and your team wins.
After winning in a battleground, you get a point added to a counter. Accumulate enough points and you can get some sort of cosmetic item or weapon or whatever. This gives PVP a purpose.
ACHIEVEMENTS - PLEASE, ACHIEVEMENTS.
RSC is the perfect game for achievements, all we do is grind, let it be a grind toward something. It would be like the slayer skill, but with much more capability. Give kick-ass non-tradeable rewards for completing them. They could be combat items, cosmetic, materials, the sky is the limit on this:
ex: Kill 5,000 ogres = dragon mace
ex: Nested achievement must be completed in certain order Kill 100 spiders > kill 100 unicorn > kill 100 bears > kill 100 guard dogs = bear-skin pattern cape
ex: Fish 3,000 trout = some sweet fish boots
I will do them all, cause there's a purpose.