Last but not least, you can't have pvp wilderness areas Cover Image


Last but not least, you can't have pvp wilderness areas

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Last but not least, you can't have pvp wilderness areas has not posted anything yet
Start date 17-11-21 - 08:36
End date 30-11-21 - 08:36
  • Description

    Last but not least, you can't have pvp wilderness areas. Never. The thrill of the wilderness allowed one thing that pvp and bh worlds are missing and was the most effective game I have seen in any other game.

    Pvp meeting pve players. Although it was not required, non-pvpers could to to participate in pvp games for rewards. As I stated earlier, everyone must have access to the quests. But making some areas safer isn't the point. This is the thing I am most concerned about. If a place is secure from attack that defeats the goal of quests.

    Since there's a safe one just one hop away, no runecrafter should use the dangerous deep. You can easily run on a safe planet and then jump to a more dangerous world once you're out of the wild, this would be possible with any planet. This is a plea, don't promote the notion of "safe" worlds or the half assed wilderness, it is not a good idea and detracts from the enjoyment of the wildy.

    Wilderness and Free Trade

    What happens to the items designed to replace wilderness? Quick history lesson... GE- was developed about a month before the infamous changes to replace free trade.

    At first, the armor of the ancient warriors was designed as statuettes. The pvp drop was so bad in the past that they decided to make them luck drops so you could obtain them.

    Statuettes: These statuettes, made available with the brand new bounty hunter system, provided hope to those who were looking for great loots. Estimated potential- It was introduced with new bounty hunter methods. It gave players an estimate of their chance to earn good loot. Pvp worlds-Were made to replace the old bounty hunter system, which had many worlds but then has now been cut down to very few worlds.

    Hotspots: Locations where loot was more accessible to players. Clan Wars- Some of the very first minigames available that were f2p-based, replacing big wilderness fights for clans. They used to be huge until Jagex failed updated it. New Bounty Hunter: After months of pvp jagex introduced lootkinder and a new way to play pk.

    FFA arenas- Perhaps the most useless thing in Runescape This update was released as a bundle that ended clan wars forever, it managed to reduce the amount of players in the arena and made it an overall more boring experience. Don't even get me going on about the risky arena. Request assistance - This was made because we were unable to trade items in order to make new ones, e.g. smithing armour for low levels, air/law/etc running.

    Capped Trading- Straight forward, will probably be rendered ineffective if updates are implemented. Gravestones- These were created to prevent traders from death and to allow traders to recover things. DA tournaments - Created to revive the staking system. However, they fail badly even with the latest updates. Revenants- Created to take the place of pkers, people complained because they were too powerful however they're poor. However, they are too powerful in f2p.

    Evidence that Jagex does not remove the content... Old Bounty Hunter- Was one of the first new methods of pking, a large crater was created from space, and it smashed every wild, old pking spots such as the big bone and small bone yards were destroyed. # in your article if you read this far.

    Pvp games- They have reduced the number of worlds for pvp to two. DA tournaments- They've replaced the previous one with some shizzlety crap that also fails as much. The things that were removed after the updates. Shops run by players These sections are used to sell products and services through forums. Rune running- Use to be a great method for people to earn money, enjoy nature laws, laws, airs etc

    Duel Arena- This was once a way to place huge bets and then lose a lot. Trading- Self-explanatory. Pking- Self explaining. Merchanting- Once existed quite self explanatory. It is still possible, but the technology is outdated. Trading hotspots Varrock, Falador. All five continents had trading zones that were always packed. Different regions included different goods.

    My mind has just exploded with ideas about how to teach multiple skills to 99 people while making a huge profit. I'm thinking about setting a goal of alching 100k or more yew bows from scratch and receive 99 Woodcutting Fletching, Woodcutting and Mage. The "supplies" I need to acquire are like this: Miner 100k+ Pure Essence Create the essence into nature runes.

    After I have gotten all the equipment, I would fletch the 100k+ longbows and then high alch the longbows. After a job well done I'll be rewarded with 70+mil and three 99's, which is really good. I'd like to hear your thoughts on my goals. If it's an "In your mind's eye" goal or one of the "Your freakin' mind" kind of goal. Please leave your comments. My woodcutting skill level is currently 96 to get an yews/hour rate. I don't know how long it may take. Perhaps it will take 4 months.
    If you want to know more information about OSRS Gold , please lock on