Jagex and the dangers of osrs gold for sale Half-Assed Wildy
With all the excitement about the revival of wilderness in the game, I'll examine what this would mean to the game. How the new mechanics of the last few years would interact with "the wild" and the potential problems this could create.
Let's first talk about wilderness boundaries. Prior to 07 there was no safe zone. The most basic wilderness design has zones of safety. These zones could be argued to be permanent, but they can disrupt the current battles. It is promoted to hop into a safe zone and it is also a focus for on fighting these areas.
In addition, it defeats the purpose. The issue is whether we'll see a new wilderness design within BH worlds, or the old one. This raises another issue that is the current activity in the wilderness that were not present before. Do they stay or go, and what effect could this have.
Personally, I'm in favour of moving all minigames (Clan Wars FOG, Clan Wars and sealing off Deamonhiem) to a various locations, but the most difficult part is the 3 quests. Defender of Varrock, as well as the Summer questline each have substantial portions in the wild. I believe that if the quests are to remain, it is recommended to complete the quest. What is this referring to? You are completely on your own once you get to the quest's start point, or when you enter the wilds in the Defender of Varrack story. This could alter the quest little, but it shouldn't affect it too much.
Green Dragons should remain, as should armoured Zombies (or Chaos Ele) as well as all other training spots will remain the same. The Corporeal beast is a fascinating point. While it might be enjoyable for barrage runners to go to the cave, the boss mechanic in RS is distinctive in that you will be able to bank many times due to its high risk nature. It might be more appealing if the entrance were moved closer to the wildy.
Summoning presents a challenge. It would be great to be able to drop anything at any time, exactly as in the rest of RS. The restriction of pouches in this manner feels strange in pvp realms. I have no solution to this, maybe the best option is to simple keep the pouches in the form of "pouch in invent, combat increases"
The most important thing is that you cannot have pvp wilderness realms. Never. The thrill of the wilderness provided one thing that pvp/bh realms were lacking, and it was the best handling I have ever seen.
Pvp meeting pve players. It was possible to utilize the resources available, like treasure trails, runes and dragons to earn rewards. However, this was not a requirement. My above point for the quests is that every player should have access to that type of content, but making some worlds "safe" is a blunder entirely. It's the most crucial thing. If there's a secure place to stay away from attacks, that defeats all the purpose.
Since there's a safe one just one step away, no runecrafter will use the dangerous deep. The zombies who are armored are able to run on safe planets and then move to more dangerous ones once they are out of the buy runescape coins. This is applicable to all worlds. This is an appeal, don't promote the idea "safe" realms.
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