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Nbness2

3,000 words in an attempt to fix the wilderness

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Over the past weeks, I have noticed very glaring issues with the wilderness and the mechanics surrounding it that creates a very toxic attitude towards getting in-to PvP and towards PvPers. This post is an attempt at suggesting ideas that would solve some of the issues with these mechanics and systems and possibly renew interest in PvP. These seem to be the most glaring issues concerning the community, but then again engagement with my in-game surveying was quite low overall so these may not be completely accurate.

 

PLEASE provide feedback. Am I fucking stupid? Am I on the right track? What's up?

 

Identified Issues

  • Beginner PvP and barrier to entry
  • No reward for killing other PvPers due to auto-keeps and Death pet mechanics
  • Lack of outside-rewards for PvPing

Goals

  • Create more engaging PvPing for everyone
  • Create more risk for entering the wilderness
  • Decrease overall reward
  • Increase incentive for PvPing

Non-goals

  • Create more currency for the sake of reward

Barrier to entry

    Starting off is what I believe to be the most annoying part of SpawnPK. A newcomer logs in to a server named SpawnPK expecting to… well… Spawn and PK. But the state of auto-keep makes PKing as a newcomer very not-rewarding and even a huge pain, and that’s not even mentioning the huge catalogue of custom items that they likely don’t know about. And the pets? Don’t even get me started, the pets are another huge hurdle for newcomers to overcome.

    When asked for how to get better gear, the most common answer I have seen is: PvM until you get enough money for auto-keep gear. The biggest issue with this is that you aren’t directed to it, and that the name of the server implies that you can simply Spawn some items and PK with them. Technically, you can. But now I’ll explain why in reality you can’t.

The first problem

    The first problem: Auto-keep gear. Currently, when you die with auto-keep gear it breaks. You are required to pay gold to repair it, and when it breaks on death it drops a quantity of coins that correlate to the repair price. HOWEVER, the repair price is so low for these items that killing a player who wears this untradable gear is not rewarding for newer players. This wouldn’t be too much of an issue if base price of un-spawnable equipment was much lower but killing somebody with auto-keep gear might net a newcomer 200m to 400m which could afford somebody 1-2 pieces of Bandos equipment. Not even a special-attack weapon.

The first solution

    The first part of this solution is to modify the behavior of gear that is auto-keep but does not break on death. The goal of this part is to increase risk (and possibly reward) of the person bringing this gear in to the wilderness. Examples: Blood slayer equipment breaks on death and must be repaired for 30m each. Blood ring (upgraded berserker ring in the blood fountain) has +2 (total +6) crush attack and melee strength but breaks on death and must be repaired for 15m.

    The second part of this solution is to increase the proportion of the repair price on drop. This will give others a more rewarding effort for taking somebody down with such strong gear, rather than getting a very lucky hit/combo and getting rewarded a measly 300m for taking down somebody with gear worth 2000x as much as your reward. An example: Increasing the reward-on-death to 90%, so an item that costs 50m to repair would reward the winner of a fight with 40m.

    The third part of this solution is to increase the repair price of certain pieces of equipment and decreasing the price of others. For example: Increase the price of something like Cursed Obsidian and decrease the price of ornamental amulets and rune pouch. This creates a more consistent base-reward as rune pouches and amulets are something anyone wants to bring all the time but creates a decision between bringing auto-keep gear that might be expensive to repair and cheaper equipment that doesn’t need to be repaired. An example: Obsidian pieces costing 350m a piece to repair, would it really be worth it to go edge pking with slightly better stats with a base of 1b risk for you (900m reward for enemy) versus the guy risking 100-200m?

    Third part version 2: Remove extra stats from tradable-upgraded-to-auto-keep gear while lowering the repair price. This doesn’t give the one with auto-keep gear an inherent advantage stat-wise but guarantees they always have a piece of gear available at a lower price. An example of this: Cursed obsidian gear has no extra stats, but costs say 50m a piece to repair rather than the current 200m. This is beneficial to the one risking the gear because it’s cheaper than the tradable version of gear but has the same stats. This is also beneficial to the one fighting against this person because they still risk some but aren’t at a huge advantage.

The second problem

    The second problem: Knowledge. One of the most astounding things about SpawnPK to newcomers is how many custom items there are and how laughably busted they are, especially when used against their spawn gear. These sorts of items can really make or break somebody when starting out. An example of one of these items would be the Barrelchest axe. You can get smited from 1 hit at 50 prayer points due to the 60% prayer drain of non-upgraded smite/ss and the axe spec. That ain’t kosher. That doesn’t bring into account smite pets either. And before you say, “oh no nbness omg there’s a counter”!! Yeah, there are, but they’re super expensive.

The second solution

    I’m not sure if there is a real solution other than restricting the effects of certain pets, equipment, and blood perks in a place like Edgeville, which should be the “beginner zone”, as it’s where all the beginners start. It allows people to get into the game quickly without being overwhelmed by too much information being bombarded upon them.

 

Lack of PvP incentive

    Simply put, there is no incentive to PvP outside of risk fights. There is better reward for killing a PvMer, simply because they take less time to kill. Imagine you get in-to an intense deep-wild fight with someone. You have 1 brew left and you finally take them out. You get 15 blood money and 300m cash while you were risking 5b. Was it worth that time? You could have just killed 2-3 PvMers and gotten better payout.

The first lack of incentive

    The first lack: Auto-keep gear. This was addressed in the last topic. To keep it short: Auto keep gear is too strong for how cheap it is to repair, and it doesn’t give enough reward to justify fighting other PvPers.

The second lack of incentive

    The second lack: Items kept on death mechanics. While technically in the same category as auto-keep gear, this technically also encompasses items that can or can’t be kept on death due to skull, prayer, pets, etc. You can risk up to SIX non-autokeep items while unskilled or THREE non-autokeep items while skulled due to the death pet/death combination pets/shade genie and protect-item prayer. This allows for someone to bring a lot of expensive gear in-to the wilderness with essentially no risk but all the reward.

The second solution

    As a foreword to the parts of this solution, I will mention that these changes will very much impact players like myself (players like myself being PvM focused) and will also create a little bit more incentive to kill PvMers, but also a little bit more incentive to PvM.

    The first part of this solution: Give death pets a cost. I completely understand that the point of the death pet is to keep an extra item or two, but with how expensive items get and how little risk you need to exhibit to consistently hit high and effective for essentially free. There must be a cost. The cost is described in the pet effects section 😎

    The second part of the solution: Cursed wilderness. Cursed wilderness will introduce a few new concepts and they will be explained. The Cursed wilderness occupies the same area as the regular wilderness but has some layers to it where the curse is stronger than other layers.

  • Layer 0 - Untouched
    • Wilderness level 1 to 10
    • Regular wilderness rules
      • Unskulled until you attack another player
      • Cannot skull higher than a “soft skull” unless you use a command
      • “Soft skull” is essentially a normal skull with +1 items kept on death
      • You can still upgrade your skull level to regular and red via command
    •   Layer 0 is intended for "beginner" and lower-risk pking
  • Layer 1 – Mild
    •  Wilderness level 10 to 30
    •  Regular skull runes
  • Layer 2 – Touched
    • Wilderness level 30 to 45
    • Modified wilderness rules
      • Anyone who enters Touched wilderness will be a minimum of “soft skulled”
      • You can still “upgrade” your skull level to regular skull and redskull
  • Layer 3 – Tainted
    • Wilderness level 45+
    • Modified wilderness rules
      • Anyone who enters Tainted wilderness will be a minimum of skulled
      • You can still “upgrade” your skull level to redskull
      • Pet effects are now Tainted and are augmented. They work similarly to how they used to but differently.

The third lack of incentive

    The third lack: Extra-PvP incentive. This means points. Rewards you get as a side-reward for PvPing. This is a complaint I see often but I don’t think it’s true. People think there aren’t enough items in the shops like the bounty shop or the hotspot point shop. Personally, I think there’s TOO MUCH in these shops. These should be the main vessel for obtaining un-tradable items, and some smaller-ticket tradable items

The third solution

    Re-work how these points are obtained, re-work what items you can and can’t get from these shops, re-work the tradability/breakability of these shop items.

Pet mechanics

    A lot of pets are overpowered. And they are all auto-keep. These are mostly pets with combat effects and the Yoshi pet. These pet effects would require a rework on how they work, how quickly they work and where they work. I am going to list the pet effects and propose reworks for them. These re-worked effects will have multiple “layers” as there is a “Tainted” wilderness now.

Auto-keep vs On-demand pet effects

    The main pet mechanic that I think is TOO MUCH is the combination of auto-keeping every pet and being able to use a pet effect “on demand”. I have a solution for these both, but you basically have to fix at least one of these to solve pets being such a huge issue.

  • You only auto-keep the pet you have active
    • This means more than 1 pet is substantial risk
  • Your pet takes 5 ticks to get “ready”
    • This means if you drop an alien pet in 21 wilderness you cannot teleport for 5 ticks.
    • I prefer this one over the other if you had to pick one

Pet effects

These are the pet effects I've surveyed in-game and these were the 10 pets most popularly considered "overpowered". I have attempted to change them to be less so and also adapt them to Tainted wilderness, but the re-worked effects are meant to be a "decent" standalone effect without the requirement for Tainted wilderness, which is why they are split.

  • Yoshi effect
    • Current: Teleports items dropped by targets you kill to your bank, or your inventory in certain places
    • Reworked
      • Yoshi now has a 15-slot large pouch. Each slot can contain 1 item but acts like a bank slot (stacks). Yoshi can now take charges at 1 blood money per charge. You can un-charge Yoshi for 80% of it’s charges as blood money. Yoshi teleports items dropped by targets killed by you to its pouch. Once you reach a safe zone, Yoshi sends all the items in its pouch to your bank.
      • Un-tainted: On death, Yoshi will use 50 (+25 per curse layer) charges to protect all the items in its pouch. If Yoshi doesn’t have enough charges, it will drop all the items in its pouch (noted if possible)
      • Tainted: Yoshi gives +10% drop rate. Instead of keeping all the items in its pouch on death, Yoshi will only keep 50% of the items in each stack in its pouch and drop the rest.
    • Philosophy: This gives Yoshi a still very valid use in PvM, giving guaranteed loot and a drop rate increase even while tainted, but at an increasing cost the more cursed your wilderness level get with increased risk for the PvMer and increased reward for the PvPer.
  • Alien
    • Current
      • You can teleport at any wilderness level
    • Reworked
      • Alien now uses 1 blood money per charge. You can teleport at any wilderness level once every 2 minutes.
      • Un-tainted: Teleporting costs (+20 per curse layer) charges. On teleport, 50% of the charges used is dropped as blood money.
      • Tainted: Your teleport is delayed by 3 seconds. You CAN teleport while tele-blocked for 20 extra charges, but you will be teleported to a random location in Tainted wilderness.
    • Philisophy: No more free escapes, and not nearly as often. Teleporting in Tainted wilderness will not guarantee a safe way home and will cost extra but will get you out of a sticky situation.
  • Death
    • Current
      • While active, you keep 1 extra item on death.
    •  Reworked
      • Death now takes charges at 1 blood money per charge or 5,000 charges per death pet.
      • Untainted: Death will protect the most valuable unprotected item upon death at the cost of 25 (+25 per curse level) charges. Death drops 66% of the used charges as blood money.
      • Tainted: Death will no longer protect the FIRST most valuable protected item, but now SECOND and THIRD most valuable unprotected items.
    • Philosophy: Death now basically costs money to work, but Tainted Death throws your risk assessment for a loop and forces you to re-think what you are going to take in to Tainted wilderness.
  • Smite pets
    • Current
      • While active, 1/6 of damage dealt is taken from enemy’s prayer value. 33% chance to add drained prayer to your own prayer.
    • Reworked
      • Untainted: While active and in combat, you drain 1 prayer point from the energy per 3 seconds.
      • Tainted: While active, you also drain 10 run energy from yourself per 6 seconds and add 5% to your own special attack.
    • Philosophy: This throws off the smite your enemy at 70 type beats, but it also provides consistent prayer drain/rejuvenation. In Tainted it becomes a grab for power as you either kill the enemy quick or you fall behind and lose your kill.
  •  Fairy
    • Current
      • +22.5% drop rate
    • Reworked
      • +15% drop rate. Fairy now takes charges at 1 blood money per charge.
      • Untainted: When you kill an NPC, you use 5 charges to increase your drop rate by +15% for that drop.
      • Tainted: NPC Drops now use 5 more charges but give you a +5% chance for an extra roll on the NPCs drop table. When you kill a player, you use 15 charges to increase your special item drop rate (Casket, key, statuette, etc) by 10% and any bounties are leveled up twice.
    • Philosophy: You get a lower base drop rate increase, but you can pay to increase it past its previous strength. Seems straightforward. You also get rewarded for PvMing in Tainted with the chance at another drop. There is also PvP utility in Tainted to increase pet diversity.
  • Spirit Pets
    • Current
      • 5 health/5 prayer/10% special every 30 seconds
    •  Reworked
      • 1 health/1 prayer/2% special every 6 seconds. Spirit pets now take charges at 1 blood money per charge.
      • Untainted: While your spirit pet has charges, your spirit pet’s effect works 10% faster. Uses 1 charge every 2 triggers of your spirit pet’s effect.
      • Tainted: Spirit pet effect is now twice as strong.
    • Philosophy: Same effect but more consistent without charges. With charges, 10% better. In Tainted, twice as strong. Seems like a decent all-around pet for a reasonable cost.
  • Skotizo pet
    • Current
      • You can cast a 1-minute pet silence on other players every 30 seconds
    • Reworked
      • Untainted: Pet silence now lasts 30 seconds and has a 1-minute cooldown.
      • Tainted: Pet silence costs 15 charges to cast. Silence duration is 35 seconds. Cooldown is 30 seconds.
    • Philosophy: Should you really be able to silence somebody’s pet permanently? For FREE? I don’t think so. Well, unless you’re in Tainted wilderness, that is. Anything goes in Tainted wilderness.
  • Blood Hydra pet
    • Current
      • Your hits have a random chance to inflict both Hydra Disease and Lightning damage
    • Reworked
      • Untainted: Your hits have a random chance to inflict EITHER Hydra Disease (1/3 chance) or Lightning Damage (2/3 chance). 15 second cooldown.
      • Tainted: Same as current Blood Hydra pet effect but on a 10 second cooldown.
    • Philosophy: Inflicting both disease (essentially true damage) and lightning damage at the same time while also +20 teleblocking seems very overpowered. You should get both of these effects, but not at the same time, and not in quick succession.
  • Hawk pets
    • Current
      • +33%/+45% god spell damage
    • Reworked
      • Every 25 damage you deal with god spells adds a stack of Penance. Penance stacks infinitely and last until you exit combat (Die or do not attack/get attacked within 10 seconds)
        • Untainted: Penance stacks increase your god spell damage by 3%/4.5%
          • (275 god spell damage required to reach original values, can exceed)
        • Tainted: Penance stacks also increase your damage taken by 1%/1.5%
    • Philosophy: This allows you to exceed your previous glory in extended fights by dealing past 275 damage (roughly 1/3 - 1/4 someone's healing pool) and giving you an advantage there on forth, but putting you at a severe defensive advantage in Tainted wilderness if you choose to fight so long.
  • Mad hatter pets
    • Current
      • Grants the user a special effect on each attack depending on it's emote. Applies to both PvP & PvM
        • Dance Emote: +7.5/15% Damage for that hit
        • Jig Emote: +25/30% Accuracy for that hit
        • Spin Emote: 33/20(??)% of damage done for that is healed
        • Headbang Emote: Combined all 3 effects above in one
    • Proposed
      • Untainted: Grants the user a special effect on each attack depending on it's emote. Applies to both PvP & PvM
        • Dance Emote: +10/15% Damage for that hit
        • Jig Emote: +20/30% Accuracy for that hit
        • Spin Emote: 15/30% of damage done for that hit is healed
        • Headbang Emote: Combined all 3 effects above in one
      • Tainted: Grants the pet owner's target the same effect at original effectiveness. Effectiveness for the owner is doubled.
    • Philosophy: Alters the balance, not granting anything better except damage for the Mad hatter Dance emote and the Psychotic hatter spin emote. Rewards enemies in Tainted for paying attention to the pet, but also distracts from other things such as health and prayer points, equipment and prayer swapping, etc. If they decide to capitalize.

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