I'll pm answers
-Add / Fix Obelisks
-fix agro on npc's [NOT EVERY NPC IS SUPPOSED TO BE AGRO IN WILDY, THE FORUMLA IS SUPPOSESD TO BE THEY AGRO IF YOUR COMBAT IS X2 IT +1]
-Chests you can thiev for nice loot at rogues castle
-chaos ele needs to have a decent normal drop table - skilling supplies etc additionally to the 100% drop of barrows item
-Magic axes drop ckeys/halves and clues at a good droprate
-x1.5 xp inside wilderness
-Lava dragon bones need a prayer buff. They give 22kish on altar and the island doesnt increase xp when burried there
-Make blood money tradeable or atleast pkable
-Add charges to glories - then make fountain of rune work (Chance for eternal glory)
-Add grand seed pod
-Fix the aggro range on chaos fanatic
-Mage Arena droprates are way too high infinity isnt that good
-Every so often a Blood meteorite would spawn in the wilderness so you could mine it and recieve blood money depend on mining level
-blood money while doing skilling content in the wild
- Wildy barrows is dead now because ironman cant do it
How fast is thieving the chests? if the amount is that low I assume the rate that you can thieve is fast.
- Add possibility for high-tier gems such as Zenyte or Onyx
As for wilderness barrows for ironmen you could decrease the rate the keys are dropped and slightly increase the rate you get items through the keys themselves, I personally have no trouble going to do regular barrows for tasks, though they were in the wilderness for that high-risk high-reward type set
- Increase supplies from sinister keys
- Increase chance of Barrows items
- Maybe add a 3 item limit to attack them (decrease the amount of 1 itemers
This will bring PKers back to the hot spot because they know it is actually worth it to go there, as well as actual players who just want to finish their tasks faster.
The wilderness course could have 100-150 blood money per action on the course with a completion bonus at the end of around 300-500
The fishing of Anglerfish could be doubled, lets say around 2 per catch instead of just one (maybe add cooked anglerfish to the blood money shop for normal users)
- Turning in un-noted RAW Anglerfish would give you blood money. Lets say around 50-100 per fish
I don't know about these three locations, but I think that dark crabs should be removed from the shop and made to be optainable from the resource arena in the wilderness. This way fishing there would be rewarding and would active deep wilderness a bit more.
Wilderness agility course is already good xp, so I think small reward of blood money would be reasonable. Like 10 as example?
Also:
-Add multiplier to the blood money for pking in +30 wilderness. There's always risk on pking in deep as it's obviously harder to escape and you always lose your untradeables on death.
-Remove the teleports to the deserted keep and mage bank. It's not realistic that you can teleport straight to the safe part of mage bank without going through edge/ardy lever. This would make some traffic out there.
-Add delay on opening/closing the gate in front of the KBD lair. Currently it's impossible to go through the gate if there's someone closing the gate while you try to open it and run through. Not sure what is done differently in osrs, but I have escaped many clans on there. On Battlescape it is impossible if there's one guy spamming the gate.
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