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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.  

Snow King

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  1. Awesome progress, seems just like dead isle
  2. 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
  3. Is this taking the place of dead-isle?
  4. Yeah it has been a while since I played and forgot that you need a law rune to tele out of the wilderness while in combat. Took off my prayers at zammy altar but didn't tele, GG
  5. Glad dead isle got a mention
  6. This is a great idea to get more cash into the economy. However, having an account or accounts to conduct these exchanges is a little bit of an issue, ie staff wont always be online, players could argue to try and get better prices etc. I have seen it suggested to tweak the GE to buy items at a certain prices, i feel this is slightly better. However, why not just increase the high alch prices for most of the bigger items? 1. Since the server is pretty old, 'street prices' wont heavily fluctuate on most items. 2. Players don't have to wait for a staff member or worry that they aren't getting the best deal. 3. It is relatively simple to implement this, just changing a number. Once a month or so, staff members can get together and decide if any items alch price needs to be tweaked. Unfortunately this idea wont account for bulk items, just things like whips etc.
  7. Keep in mind this was from the extreme beta, just re-posting as Clank didn't read it last time Thieving: Add a very small chance to get an uncut dragonstone from the gem stalls. This is great because dragonstones are used for glorys and rings of wealth which most players will need and crystal keys wont bring them into the economy fast enough. Add all of the pick pocketing NPC's. These will be great of bringing some essential items into the economy such as clues from ham members, seeds from master farmers, and runes / crafting supplys from paladins, heros and elfs. Add all thieving chests. For the same reasons as pick pocketing npcs. Fix Master Farmers pick pocket table. This gives another way for players to get higher level seeds. Currently only gives cash and potato seeds. Add the Rogue outfit and its benefits. Getting double loot from pick pocketing. Cooking: Add cooking gauntlets. This will bring food into the game faster, possibly obtainable through a new quest or low level boss drop along side the 2 other family crest gauntlets. Farming: Add the ectophial for faster and more efficient farming runs. This will help to bring in more herbs / potions into the game as well as giving players an easier way to get to the slayer tower to do slayer, clues and pk people. Herblore: Add noted herblore secondary drops to slayer monster drop tables corresponding to their level. Such as 5 noted eye of newt's to the crawling hand drop table and crushed nests to dark beasts. This will provide more of an economy around herblore secondarys and give players a better way to collect them. Add a potion decanting npc. For obvious reasons. Agility: Fix more of the agility courses and add the Grace npc. Gives players more variety so a team can't just camp the camelot course and stop people training agility. As well as giving players the chance to obtain the graceful set and the crystals. Fix all short cuts. Such as the draynor village fence line shortcut. Clue Scrolls: Make easy clues easy to complete for new players. Such as having no emote clues with items that they cannot buy. This will be fun for new players as well as bring in some cool cosmetics and useful gear in the early game. Put teleport scrolls on clue scroll drop tables. This makes getting around a lot easier and gives players another reason to do clue scrolls. Misc: Remove the extreme donor store. This store is pretty unfair for extremes especially the teleports and noted herb secondarys. Remove the barrows teleport from the wizard. Instead add barrows teleport tabs to the barrows chest loot table and maybe some higher level pvm loot tables. This would give a little more time before everyone gets barrows items and makes leveling up for new players pretty difficult as well as making barrows more profitable. Quick Charter option on charter ships. Since we can't just hold down the 1 key to quickly charter around to escape pkers, a quick charter option to your last charter location would do just as good. Replace lobster from the general store with something lower such as salmon. This gives more of an economy around fishing. In the beta noone really bought food unless they were sharks for pking. Increase new player protection to 2 hours atleast. Gives players more time to get a stable footing in the later stages of the game when people are already geared. Bugs: When killing a player wand you have a full inventory, the bank key is dropped in the loot pile and you are unable to pick it up normally or with tele-grab. Let me know what you think and thank you for reading