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A begger with a high level

A begger with a high level

Jagex and RuneScape Gold dangers of A 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 wilderness. This is applicable to all worlds. This is an appeal, don't promote the idea "safe" realms.

Wilderness and Free Trade

Wilderness and free trade are currently being discussed. What happens to the things which were designed to replace it? A quick background... GE- was founded about a year prior to the infamous updates on free trade.

In the beginning, armor of the ancient warriors was designed like statuettes. The pvp drop was so bad back then that they made them luck drops to ensure you could get these items.

Statuettes- These statuettes were introduced in the new bounty hunter system. They gave people the hope of finding good loot and decent cash for pkers. The estimated potential- This was introduced with the new bounty hunters system and gave people an idea of their odds to get decent loot. PvP Worlds- These worlds were designed to replace old bounty hunter. There were several worlds in one go, but have been reduced to very few.

Hotspots are areas where loot is more "kinder to players. Clan Wars- They were the very first minigames available to players on F2P. They were a replacement for large wilderness fights for clans. New Bounty Hunter: After months of pvp, jagex launched lootkinder as well as a new method to play pk.

FFA Arenas- This is the least important thing in Runescape. The update brought with it an update that ended clan warfare forever. It was able to reduce the number and make the game more dull. I won't even get started about the dangerous arena. Ask for assistance. This happened after we couldn’t swap items for different ones. For low levels, air/law/etc runes and making armor.

Capped Trading- Straight forward, will probably be rendered ineffective if updates are implemented. Gravestones were created in order to make sure that individuals could not trade in the event of their death and also let them retrieve their possessions. DA tournaments- Was designed to restore staking, fails badly even after the updates. Revenants were designed to replace pkers. Many complain that they are too powerful. However, they're pathetic. They are too strong for f2p, however.

Evidence that Jagex does remove content... Old Bounty Hunter- Was one of the first methods of pking. A large crater was created from space, and it smashed every wild, old pking spots like the big bone, and the small bone yard were destroyed. # in your post in case you've have read this long.

Pvp games- They have decreased the number of pvp game worlds to two. DA tournaments - The old one was removed and replaced by some shizzlety crap which is equally ineffective. Things that got nullified after the updates. Player-owned shopsForums with a section that allows players to shop. These businesses have made lots of money and thrive. Running a rune-based business is a great method to earn money.

Duel Arena- Previously, this was a way to bet and win big. Trading- Self explanatory. Pking- Self explaining. Merchanting- Self explanitory. It's still possible, but it's just a mess. Hotspots for trading: Varrock, Falador, all five worlds, were always crowded in areas to trade various things.

I've been thinking of a way to train multiple skills to 99 and at the same time make a great income from it, based on my experience. I'm thinking about setting a goal of alching 100k or more yew longbows from scratch and get 99 Woodcutting, Fletching, and Mage. It is my responsibility to acquire the following "supplies".

After I've gathered all the equipment, I'll flytch the 100k+ Longbows, and then take the longbows and alch them. When I have done a good job I'll be rewarded with 70+ mil and three 99's, which is quite a good result. I would like to know what you think of my goals. Anyways please leave your opinions, and my Woodcutting level is currently 96 for an yews/hour rate. It could take some time. It could take up to four months...

This is the reason you should Start

Let me tell you about the numerous benefits of the beggar. well of course its not gonna be useful initially, but when you meet an honest person, things will improve. Benefits: When you ask for money, you won't increase your combat stats. What's more, you'll have a variety of options and dont get bored as you can beg anywhere.

In 99 years, I can guarantee you that you will get maxed typing skills, enough for turmoil, enough *money* to buy a yak(not charms) and possibly even extremes, pro gear, 99 mage and range deending the way you spend your money. A begger with a high level can make you rich like the leather boot or 42gp. You don't even need to get high leveled since the majority of your Buy RS 3 Gold can offer back massages if they are an expert.