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Item Pricing

I understand some items have already been polled but some have been missed out

Armadyl Pieces: 500-2K pkp a piece

Bandos Pieces: 500-2k pkp a piece

Armadyl Godsword: 10k pkp each   or    Serp helm: reduced to 2.5k pkp each  -- doesn't make sense having them as the same value

Mage Book and Magic Wand: 250-500 pkp each

Universal Tabs: 2-5 pkp each

 

Revenant Caves

"The Revenant Caves are a set of caverns found in the Wilderness... dangerous cave that ranges from level 17 to 40 Wilderness and is multi-way combat, with only a small portion being single-way combat". 

NPC's in the cave include: dragons, demonds and revenants. (undead/ice giants).

A simplified version of OSRS's revenant caves could be added to the game.

The caves could be a lot smaller than the ones present in OSRS as this would reflect the difference in wilderness activity/player bases. Keeping the caverns more compact could promote more PK'ing activity and competitiveness for the NPC spawns. 

Entrance:  Suggestion A) Located East of the ::darkcastle. Level 17 wilderness. Multi zone5b13bb9ac89818f4d9e660106fc5e14f.png

Notes:

The Red Zone resembles areas of multi combat

The Green box shows the location that a player is teleported to when using the command ::Darkcastle. (Warning: this is in multi combat)

The blue box highlights a Wilderness obelisk location (Could be used to avoid wandering through multi combat zones but is a longer route)

The Pink box shows the actual location of cave. (This IS NOT in multi combat)

 

10bc86956487a21ab5ec337a6738c3a8.png

Suggestion B)

 701a13af71237574a68baa8b529c2fcc.png

Notes: In multi combat, at the end of the lava maze, deep wilderness (level 43)

Suggestion C)

5553da260221570cc94cbc7684d69ace.png

Notes: In single combat, just south of the lava maze, deep wilderness (level 40), just north east of Green Dragon spawns.

f320716903e5957159c761b2b1bf1c53.png

Green box = suggestion B

Red box = suggestion C

White boxes = Obelisk locations

Purple box = chin hill (spoken about later)

Contents: 

The caves could contain both single and multi combat zones. NPC's present prodominanetly would be revenants.

https://gyazo.com/ac98a834b32671bc18c59e21755e0597

Revenants could have common drops such as small amounts of Pkt and pk supplies. Eg: 15 pkp or 2 universal tabs. Most of these supplies stack (ones which don't would note). Therefore, the longer the PvM'ers decide to stay on a trip, the more their risk would increase. This would promote Wilderness activity as pkers would also be benefitted from this, instead of NPC's that drop an expensive item, that PvM'ers can just protect when they have been rewarded with the drop.

Revenants could have rarer drops such as the abyssal dagger, looting bag (tradeable), abyssal bludgeon, bh emblems and possibly other BH store/PkP store items. 

 

Wilderness Slayer

The idea of Wilderness Slayer has been suggested before in the past to promote wilderness activity. Although it is another PvM related activity, it is not only for the people who would enjoy to participate in this activity. Wilderness slayer would put more people around all areas of the wilderness, and with more people in the wilderness, there are more people to fight with and an increase in wilderness activity would occur.

My previous Wilderness Slayer thread:  (slightly old and outdated)

NPC's given on tasks could commonly drop small value rewards (such as low value PkP shop items and supplies/PkP) with some having a rare drop table for higher value items. 

After completing tasks, players would receive Slayer points which could be spent in a reward point shop like the BH store. This shop could bring an introduction of the slayer helm into Roat Pkz, a helm that has uses for both Pking and PvMing.

Wilderness slayer tasks could also be set as combat level specific. For example, a task may be set to kill 25 Green Dragons as a combat level between 80-90 combat. As a semi-spawn server with changeable combat stats, most PvM'ers and deep Wilderness pk'ers choose to be max combat (level 126). This is because its the easiest way to PvM and as a Pker, nobody can be a higher combat level than you. In reality, the pk mechanics and things available to us in OSRS are designed for a range of combat levels and PK styles, as in OSRS, there are people in the Wilderness with combat levels all the way from 3 to 126 due to levelling aspect. Therefore, in Roat we miss out on the use of many viable combat styles and different combat levels and this could promote the use of these.

I am willing to go into more detail about the specifics of which NPC's could be assigned and the locations of tasks if people were to be fond of this suggestion.

A New Instanced Boss - only accessible via the Wilderness (requires a risk value to access)

With bosses such as Zulrah and the new Dragon Slayer II boss Vorkath (http://oldschoolrunescape.wikia.com/wiki/Vorkath), there are multiple ways of introducing items that are currently not in Roat Pkz but have a Pk'ing use in OSRS into the game.

However, the issue lies that people on this server want to Pk and most current new updates have revolved around the aspect of PvM'ing. Eg: Corporeal  Beast. One of the most rewarding things to kill in Roat Pkz. PvM'ers have to run a short distance from either a Wilderness Obelisk or ::Graves to get to the cave. If they take 4 items they do not risk anything when travelling through multi and then they are safe when they reach the cave. 

I suggest a new boss that could be introduced to Roat Pkz as one of the most rewarding bosses in the game. It could commonly drop bh point emblems, medium stacks of PkP, large amounts of Pk supplies. Uncommon drops could be more expensive PkP store items such as the Sotd and armadyl crossbow. It could rarely drop currently unreleased items, such as the twisted bow. It could also be a way of making the infernal cape obtainable outside of the vote shop as an extremely rare and untradeable drop, as coding the infernal could be a bit of a long shot. 

The boss would be in an instanced zone. However, to get into the instanced zone, a player must enter a cave in the wilderness with a certain value of risk on them. For example, a player may need a risk of 1,000 PkP+ to enter the cave. This gives an aspect of high risk-high reward whilst also promoting PK'ing activity. 

Possible bosses to be put into the instanced zone:

 8b5b951d147da11b136cd02d641a09c8.png    f6e5936ab4713c9dca157b65ac366669.png0a3e5798c13b46ac27e0b30b6b202f45.png

Resource Area and Chins

Location: 50+ wilderness, East of the mage arena, West of Chaos elemental. 

Entrance Fee/Requirements: To enter the resource area, players must pay a sum of PkP. This could be polled and could be a value in the range of 100-500 pkp. (PkP can't be protected on death and therefore this would be another aspect of high-risk/high-reward and an incentive for deep wilderness pk'ing).

Contents: The resource area could fishing spots that can be semi-afk'ably fished. Fishers would be able to obtain angler fish and karambwans, which would be able to be noted within the area, so that they can stack a large quantity before having to bank. The fishing spots would also have a rare chance of rewarding fishers with caskets that contain a random item from a range of possible items from the PkP shop and BH shop. 

The resource area could also contain a lecturn where people could create their own universal tabs. These would stack and therefore people would be risking what they create. 

The resource area could contain herbs that players could pick (like flax) that could then be used to create super combat potions and anti-venoms. (Herbs could be noted by using on an NPC, in the same way fish are)

bb24fd7e6981712d757fbf13b647431e.jpg

The introduction of Chinchompas and Chin-Hill:

With the introduction of the ability to set the location of obelisk teleports for some players, multi pking and luring has become a more viable way of PK'ing. There are also multi combat zones that are involved in the game such as Jad locations and the area outside corporeal beast. With the dragon spear being semi-fixed, it would be nice for multi pk'ers to have the opportunity to use Chinchompas in the Wilderness. 

What Chinchompas are: 

http://oldschoolrunescape.wikia.com/wiki/Black_chinchompahttp://oldschoolrunescape.wikia.com/wiki/Red_chinchompahttp://oldschoolrunescape.wikia.com/wiki/Chinchompa

How could Chinchompas be obtained?

Two possible ways that chinchompas could be introduced into the game are as a rare large quantity drop from new NPC's (chins are stackable) and also via the Hunter skill (no levels like fishing mentioned above).

Locations for Chincompa Hunting: Chin Hill, located South East of the Lava Maze, North of Graves and ::Gorillas, around level 33 Wilderness. (Shown above in a purple box)

Possibly have some chins in the Resource Area?

Ancient mace should also be added to the game as it is another very viable weapon to use in multi combat, like the dragon spear and chinchompas.

 

Daily Pk Challenges

With a suggestion of PvM tasks with the introduction of Wilderness Slayer, I think it would be beneficial to introduce daily/weekly PK'ing challenges and tasks. These would be set by an NPC at edgeville and would give the player a PK'ing task. A PK'ing task could vary from anything from 3 to 20 specific kills, as well as having certain conditions such as "between 80-90 combat", "between 35-55 Wilderness". This would increase Wilderness activity and could promote currently dead aspects of Pk'ing and dead areas of the Wildy. Rewards for these Pk challenges could be amounts of PkP, mystery Pk boxes, reward points that could be used in a store and other different possibilities. 

 

Extras (small fixes and possible additions to the game)

- Corporeal beast teleport bug. If you enter the cave, then leave it, whenever you try and tele somewhere it takes you to the entrance of the cave. I have also seen this bug work for somebody who teleported above 20 wilderness

- Move the teleport tile of ::44 away from the obelisk. With the new update of being able to set portal locations, people can just freeze you as soon as you teleport up, spear you twice (or 3 times, I forgot), into the portal and send you straight to 50 wilderness in multi combat. You could also make the teleport location randomised over a certain bunch of game tiles, instead of just 1 dd'ed teleport spot.

- New surge spells that game with Dragon Slayer II. Most powerful modern spellbook spell. Use Wrath Runes (could be dropped as a common boss drop?)

- Introduction of the burning amulet. Teleports players to specific wilderness locations. Locations could be near slayer task NPC's and the amulet could be obtainable via a PkP/BH/Slayer store.

- Fix the dragonfire shield special attack.

- Introduce old armours that were once spawnable and now are out of the game. EG: gilded (pk challenge/slayer reward point store?).

- 1 in 1k chance of infernal from Jad? I don't like the idea of it being stuck in the vote store.

- New PvP zones. ::Canifispvp for dh bridding. ::varrockpvp/::purenh for pure nhers are varrock square.

- remove the number of NPC's in certain wilderness locations

 

edit:

Barrows Minigame

If the barrows pieces were to go up in price as expected, this could be a worthwhile minigame to make money from the beginning (don't need the best of gear and not competitive for NPC spawns). Could make the minigame a pk zone with a custom teleport just outside the hills. Could have mechanics like DMM where players must be out of combat for 10 seconds or more before teleporting (increased PJ timer). Have it guaranteed to give at least 1 barrows piece per chest with a chance of multiple and maybe some rare/unique drops.

The barrows minigame could be set as a slayer task

 

 

 

 

 

 

Edited by Its Gorillas
  • Upvote 4
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6 minutes ago, Tiger0n4oids said:

Stop trying to make this sever more eco like than pk server like ffs lmfao

Understand what your getting at, but almost every suggestion is in or involves the wilderness. Its not like I will actually participate in these activities like resource area fishing, but its all to promote deep wilderness activity and keeping an incentive to pk and to risk. 

Its still a server where you can spawn basics, set your combat levels and if any of this was to be implemented, almost all of the activities would involve you having to step into the wilderness.

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8 minutes ago, Its Gorillas said:

Understand what your getting at, but almost every suggestion is in or involves the wilderness. Its not like I will actually participate in these activities like resource area fishing, but its all to promote deep wilderness activity and keeping an incentive to pk and to risk. 

Its still a server where you can spawn basics, set your combat levels and if any of this was to be implemented, almost all of the activities would involve you having to step into the wilderness.

indeed

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