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      Key fixes and what's to come   06/20/17

      Late last night we worked on some things and discussed where we're heading update and bug fix wise.  Last night we changed the way our drop system works, along with switching and NPC pathing or pathing in general. -For a long time unlike OSRS our drop tables worked like this: Each kill you got a roll at a random chance of items.  -Instead, OSRS gives you a roll at the rare tables first, then moves on to the other items on the possible drops. That is now how our system works. -Pathing was tinkered just a bit, and it seems everything is working in order with NPC's. We will move on to PvP pathing and get it to optimal performance. -Switching is being tinkered with to mimic OSRS. We are working on this and will get it where it should be. We will be working on updates for Wild-Isle to try to get it out as soon as possible. This is where you guys come in. Reply to this thread or PM me ideas that you'd like to be seen in Wild-Isle. Also i would appreciate if i was told about ANY bug that you know about that you think needs to be fixed ASAP. Thanks everyone and we hope to see you on board with us.  

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  1. Yesterday
  2. Last week
  3. I like this idea I will look into it shortly
  4. Just a drop log of any drops I get from bosses or clues
  5. loot from 161kc but take away the gws and most magics and yews
  6. - Zulrah 1. Changed the rates of Tanzanite Fang, Magic Fang, Serpentine Visage and Uncut Onyx 2. Removed Calquat, Papaya, Palm, and Crystal seed from the drop table 3. Added crushed nests instead of sara brews 4. Changed the rate of the Tanzanite and Magma Mutagen - Cerberus 1. Changed the rates on Priordial, Pegasian, Eternal crystal and Smouldering stone - Tzhaar-Xil , Tzhaar-Ket 1. Changed the rates on Uncut onyx, Toktz-xil-ul, Toktz-xil-ak, Toktz-xil-ek, Obsidian cape 2. Lowed the rate on Tooth Half, and Loop Halfs - Bandos Minnions 1. Changed the rate on Bandos chestplate, Bandos tassets, Bandos boots - Bandos 1. Changed the rates of Bandos chestplate, tassets, bandos boots, and bandos hilt - Kree'Arra Minnions 1. Changed the rates of Armadyl Helmet, Armadyl Chestplate, Armadyl Chainskirt, Godsword Shards 2. Reworked the Drop table removed some items, added new items - Kree'Arra 1. Changed the rates of Armadyl Helmet, Armadyl Chestplate, Armadyl Chainskirt, Armadyl Hilt - K'ril Tsutsaroth 1. Changed the rate of Zamorakian hilt, staff of the dead , Zamorakian spear, and Steam battlestaff - K'ril Tsutsaroth Minnions 1. Changed the rate of Zamorakian spear, and Steam battlestaff - Callisto, Chaos Elemental, Chaos Fanatic, Crazy Archaeologist, Scorpia, Venenatis, Vet'ion 1. Changed the rate of Mysterious emblem - King Black Dragon 1. Removed some items from the droptable 2. Changed some item amounts on the drop table - Abyssal Sire 1. Removed some items from the drop table - Dagannoth Kings 1. Fixed some items from being noted (they should of been unnoted)
  7. I'm happy to apart of this server , been a pleasure since the start of Lost-Isle! Cannot wait for another two great years to come.
  8. Seeing this server grow and you guys just improving and improving was just amazing and I'm glad I'm a part of this community. Thanks for those 2 years and more to come!
  9. Yeah, I wanted to. But you never logged on. :C
  10. Earlier
  11. fight me for ur pk vid : }
  12. Awesome progress, seems just like dead isle
  13. Once Wild-Isle Beta got released, I got really hyped. So I figured I'd make a progress thread of what I've done in the couple days of beta. Enjoy! Updated 15.06.17 & 22.06.17 Progress Barrows First Armadyl Drop [15.06] [22.06] Boss KC [15.06] Boss KC [22.06] Bank Overview [15.06] After 98 Barrow Chests, I had more duplicates than this, but gave away most of my duplicates to Sil because he is lazy af, lol. Bank Overview [22.06] Skills & Playtime [15.06] [22.06] Suggestions Make shops a little bit more PK, than being (almost) exact as Lost-Isle Shops. I.E. Increased amount of pots, like ranging pots. Being able to go straight to PK without having to do alot of skilling would increase people's urge to pk more! But with an increased price, so skillers could make money on skilling and selling to players. Blood money shops, how to get blood money and the donor store seems very nice in my opinion. Maybe add Blood Money to bosses Rare or Very Rare Drop Table. Not having to do quests is nice, but make altar options at home useable for everyone. So you don't have to run around everytime you have to change spellbooks OR transfer ranks, so it's like Lost Isle (W1). Remove KBD teleport, so it's a risk getting there to kill it. Being able to spawn levels in beta was okay, but in live version it should NOT be a thing. Would make green dragons more active and getting maxed first a race. Making players able to have a lead and an advantage. Being able to purchase darts etc. from shops (?) Might upload a PK video later on. Looking forward for live Wild-Isle! Hope my testing through beta helped out. Gr3en
  14. I agree with this. I know it is just the beta but it just seems like people are wanting to do pvm and skill and not pvp. I think there should be more shops that use coins to buy items so pkers can pk and not have to skill for all their items.
  15. This is just dumb. Make it a pvp server or not. Not something inbetween. If we need to make our own supplies this is just going to turn out into a regular lost isle with boosted exp and better drop chances..
  16. Tbh we should also get a startpack of food and potions and some gear so people can go pking straight away. Makes it more attractive to new kids
  17. Added global message for both worlds, E.g ([W1], [W2] Player has just received 1x Armadyl hilt.) Fixed setting levels whilst in combat Removed highscores for wild-isle. Fixed issues related to the blood money store Optimized clan chat to be less stressful on the server Changed Drop rate modifier to x5 Lost-Isle Nerfed Barrows drop rate Added blood money to the following skills: Fishing, Woodcutting, Thieving, Mining, Farming, Slayer
  18. Farming and herblore is how I made all of my money in the dead-isle betas. I understand that food and some supplys should be available in shops but we shouldn't block out content like farming, herblore, fishing and cooking all together. Super sets, prayer potions and sharks, absolutely add them to a shop. But super combats, saradomin brews ,super restores and angler fish / dark crabs, let players gather and sell those to make money. This way people can still pk when ever they want without trying to buy supplys but pkers who want a little more of an edge can spend extra money on the better supplys and it gives another way for players to make money
  19. Add diamond / dragon bolts to the shop, same with all sort of food and potions. Don't waste time on herblore / farming on a pvp server
  20. Thank you, glad to see your excited. We hope everyone is excited as us to get this started and going strong. As for your questions.... Blood money will be different rates depending on your status in game. Regular player: 250 per kill | Donator: 350 per kill | Extreme Donator: 500 per kill For target kills (yes we are using the bounty hunter system) Regular: 350 | Donator: 500 | Extreme: 750 Untradable items will be kept on death but will also be tradable to other players (Fire cape, Defenders, Fighter Torso.) NOTE: This is all subject to change depending on where things lead us. WE DO NOT KNOW HOW LONG BETA WILL LAST AND ALL PLAYERS WILL BE RESET AFTER BETA IS OVER. Our purpose of hosting this beta version of Wild-Isle is to find any bugs, problems etc. We will be leaning on the support of suggestions to make this the best PvP server on the block. I personally will be noting any and all suggestions. Post your suggestions on the forums or PM me or another staff member in game. Please be patient with us for we are trying to get everything in the best shape we can get it before we release fully.
  21. I'll be back to see this
  22. Can't wait
  23. when this come out ill play
  24. Good shit, excited for this. Is blood money the same amount as on lost isle? Will we get reset after beta or do we keep our progress? Are untradeable items kept on death to prevent item blocking aka raggers? Suggestions: KBD teleport removed so you have to run from 44s (risk of a pvp server) KBD ladder fixed Add agressive NPC's to wildy Add escape routes, cba typing them out lmk when you wanna add and i'll sum em up.
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