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Fe Felix

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Posts posted by Fe Felix


  1. Could be a cool concept, but like you said it would get abused without preventative measures in place. Which could also be a big hassle in it's own right. I would much prefer to see GIM if we were to release a new ironman mode


  2. I have been excited by the prospect of GIM for some time now, however if we were going to have GIM released I would definitely like to see varied xp modes, maybe even some lower / higher modes than the current ones we have now.


  3. This is a neat suggestion.

    I know we've had combat achievement's in the work in the past but this seems like a much smoother and well-rounded version. Could use a little edit here n there or a buff/nerf here n there but otherwise looks bloody interesting. 


  4. Not a shabby idea,

    Although if we are going to bring in a new Ironman Mode, I would much prefer to see it in the form of something most of us would be keen on. GIM - or something closely related to that, a whole different approach to being an Ironman.


  5. Bunch of sweet suggestions here and a shit load of valid opinions, I find it hard to choose a side for the most part.

    However, something that hasn't been discussed too much on this post are the custom gears - I agree pretty strongly that we do not need these, the pets were a nice addition and I feel just fell short of being "too custom". However, custom skilling outfits are a whole other ball park, it would only chip away from Zenyte what is so great, which is the close 1:1 feel in terms of similarity to 07.

    Also in regards to the discussion of the crystal armor becoming non-degradable:

    Instead of this, which would be quite the buff to an already OP set of armor, I believe pretty firmly that the recharging orb should be made tradeable. This would also allow players to practically "cash in" shards for money if they choose to sell orbs. However the orb should be increased in price if this were to be the case, as the market would likely overflow quite fast.

    • Like 1

  6. 8 hours ago, CIA said:

    Right now if you're on a wilderness task you can kill any +70 combat monster inside wilderness
    for 1/2500 chance to roll random pvp item. This is very low risk and quite high reward.
    I think it should be changed to 1/5000, 1/4000 if you're skulled.

    Reducing the chance to get a PvP item on task by this much would half the amount of PvP gear coming into the game, yes we could increase it from bosses, but a 1-man team can check all of those bosses in like 5 minutes and have them all cleared, unfortunately we only have the server so when there's a pker checking the bosses, its not even worth it for a pvmer to go there.

    I would like to see perhaps a slight decrease in chance from slayer and a bit of a buff to the bosses but halving the drop rate on slayer is too much. Another thing to consider is - being skulled for extra loot can't necessarily be the answer for everything, it could get stale.

    8 hours ago, CIA said:

    3) Hunter:

    As far as the skilling ideas go, I like them quite a lot but they could be worked on a little, I feel like giving 5k per chin caught is a little too custom, as well as the resource area proposal. Most of the items gathered from the wilderness however are pretty useless. Chins go for nothing and anglerfish / other trees & ores are of abundance in game, so currently farming them is quite pointless. 

    How do we make them more rewarding? The shards is a really good idea and would 100% make players want to farm them, although free GP per gathered item is a little whack

    • Like 1

  7. It's weird to think, but 07 has been making quite some impressive changes to the wilderness which I think would benefit our own, for example the singles + rev caves as you mentioned. I think this would be quite a nice change, but only welcomed if the rewards at revs are higher as the risk will be increased. 

    8 hours ago, CIA said:

    - All loot should be automatically noted at revenants
    - Double amount of Bloods/Deaths/Law runes/battlestaff/onyx bolt/rune items/dragon items
    - 50% more runite ore/addy bar/runite bar/mahogany plank/magic seed

    I do like this part, perhaps just a general increase of all stackable items would be a good way to go about it.

    8 hours ago, CIA said:

    New use for revenant ether: If you've obtained a MA2 god cape at least once via the minigame you'll be
    able to purchase new MA2 capes for 2000 revenant ether each. This is to support ether price & make the
    server more pk friendly. 

    This tickles my fancy, in the last post I stated something about there being a way to insure non-tradeable items so they can be used safely in the wilderness (skulled or not). With an increase to revenant ether as well as a more active revenant cave, this could be quite viable. 

     

    One thing however, about increasing the loot from the rev caves and making it altogether a staple of going into the wilderness is our current revenant caves are able to be camped by 1 pker (or team), making room for somewhat of a monopoly. Now of course we could introduce rules to combat this, but let's be real nobody likes a new rule, let alone a PvP one. I feel for an update of this caliber to be even be considered, regardless of how rewarding it could be (I agree it would be), the revenant caves to be somewhat updated to that of 07's, to allow for a more spread out and un-campable revenant cave. 

    Even then, for this to happen we would need to remove all of the other NPC's in that cave, which are very viable for a wilderness slayer task. We currently do not have the wilderness slayer dungeon, which would be another viable method to kill these creatures on task, unfortunately I think both of these (new rev cave + wildy slayer dung) would have to wait for a revision.

    • Like 1

  8. This is a well written post, thank you for that!

    To toss a few suggestions or w/e you want to call them:

    7 hours ago, CIA said:

    10% experience

    This is my opinion would be too a dead buff, all of the efficient skilling methods are done outside of wilderness, we would have to boost xp by like 25% to make it viable, which would be too OP and a little bit whack.

    7 hours ago, CIA said:

    10-20% wilderness boss pet boost if the player is SKULLED when killing them

    These have a lot of merit, although I think instead of solely a pet boost, it could maybe even do with a PvP equipment boost? As well as introduce the new version of the avarice that 07 has recently seen, with our own sort of perks/stats. 

     

    At the moment there is also a shortage of GP, due to some recent hammers. We should look into the ability to be able to insure non-tradeable items in the wilderness, void, torso etc. When said player loses this item, the amount the insured it with is dropped to the ground for the pker, and the item can be repaired or "reobtained" from the location it was insured at?

    Either way this has suggestion has been acknowledged 😄

    • Like 1

  9. A decent suggestion, but items should most definitely keep their requirements, or at least most of them when being bought into the game, to keep with them that authentic OSRS feeling. 

    The only thing I can think of being a problem with the requirements is 50 prayer = not being skiller friendly. This could be looked into for changing, but as I mentioned above, we like to keep the same requirements as 07 in order to keep the flow of the game authentic 


  10. 7 hours ago, Tauriiel said:

    I know zenyte aint osrs, but this is just a suggestion, when you open the elven chest in osrs sometimes you get crystal shards could add that to the buff:) image.png.2ebdb9a4edc63eac4789e40f3d92c67e.png

    I like this idea a fair bit, obtaining for eg 1k shards and seeing them go all the way down to 0 for some raw fish, coal and addy ore makes me want to log straight out.

    • Like 1
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