September 2017 Newsletter
Hi all,
We know you've been busy solving treasure trails and fighting deadmen, but we wanted to give some preview of our future updates, as well as request some feedback on our choices for development!
SCAPERUNKNOWN'S BATTLEGROUNDS
Mod Kleio has been developing a
new minigame, originally based on the mod-run hunger games events but also taking influence from the new famous survivalism shooter PUBG. The goal is to be the last person alive, and this is accomplished by out-looting, out-fighting, and out-smarting your opponents.
Players will be dropped onto a large new custom landscape with maxed stats but no items.
They will forage in nearby buildings for single-time spawns of weapons, food, armor, etc, and the livable zone will shrink incrementally forcing players into smaller vicinities until only one remains.
Players participating in an earlier, smaller incarnation of the hunger games event.
All stats will be returned to normal and items removed when the game ends, with the winner receiving their proverbial chicken dinner (but better).
We are very excited for this minigame queue, so let us know what you think!
Runecrafting?
Magical ruins have always held sway over the mysterious forces of rscrevolution.This segment isn't confirming that runecrafting will be the 18th or 19th skill added to the game, but we are heavily considering it at this time and want your feedback. PKers have complained of a shortage of runes in circulation and expressed an interest in increasing runes drops. This solution would actually lead us to nerf the quantities of runes that NPCs drop because runes would become a
skiller supplied PK commodity, just like food, and skilled players can craft based on demand.
In the meantime, we will soon buff mage bank rune store to make runes more readily available.
Slayer!
We've been slow-cooking Slayer for a while, and although it's getting closer, it isn't quite time to serve it up to you yet. The new equipment, items, tasks, NPCs and areas associated with the skill are being revised so that we can provide an experience that is completely faithful to the existing look and feel of RSCR, the same way treasure trails was implemented as a fully classic release. This new skill will bring you to exotic locales, and teach you new strategies for dealing with all the slayer monsters that always belonged in the world of RSC but just hadn't been added yet.
level-180 Sapphire Dragon in progressA preview of the skill tab as it will appear with slayer includedWe will say more about slayer in a stand-alone post later on.
Wilderness Changes
We are zeroing in on a plan of action to reinvigorate PKing. These vary from the concrete to the theoretical.
Rough map of RSCR wilderness. It could fit ten underground passes!
The original wilderness was designed to support hundreds of PKers roaming it at any given time, but its vast landscapes of haunted trees and dirt tend to serve no purpose on a server with an immediate population not in the thousands. So one of the biggest problems with the wilderness is just that: it's so big, even with a bunch of people doing their own thing they aren't likely to see any action. Some ideas we are mulling over are:
a) Adding even more teleports in addition to the obelisks to make the wilderness feel faster to traverse
b) Literally shrinking the size of the wilderness by halving the distances between popular locations
c) something else?
We are also actively buffing farming locations in the wild so that spots with the most risk are always the highest reward.
HP/Prayer/Fatigue sidebar
We will be rolling out this feature to include PvP / wilderness. Previously it was only available out of PvP situations. This was popular on PK servers years back and players have expressed a desire for it here.
Team Fort PKing
Remember
team territory, the wilderness island where clans feuded to determine who can enjoy the experience bonuses and loot autobanking? It's been through a few major iterations, from when it was castle+ to when it became a more open area with four rooms.
Fort v1 Preview (click to show) ▼
Fort v3 Preview (click to show) ▼
Since introduction it seems to have lost that spark that made it so attractive. We want to get team battles going again, and we are considering a few different options to do so including changing the design of the territory (a mixture of v1 and v3 with new elements), only activating the territory during certain hours, or some other option. Please let us know what you think.
More QoL Updates and In-game World Map
Continuing with our quality of life updates, will be releasing an in-game world map which you will be able to activate within in the client. It will have the following features:
-Shows landscape and object placement of live server
-Draws names over notable locations, cities, etc.
-Draws live player locations of mutual friends (unavailable in wilderness except for: team, party)
-Potential implementation for travel/teleport use
Current worldmap by Glen (click to show) ▼
So, we know you're really busy with everything in-game but please let us know what you think if you have time!
Billy