As for me, I'd really like to old school rs gold find the wilderness become secure PvP but things obtained in the wilderness are dropped, then from there expand the concept of Wilderness Warbands with certain"base camps" in the wilderness. You may take these places over and defend them and doing this provides advantages. Players are invited to siege them. This isn't my whole suggestion but I have been attempting to form one to suggest. Asking for PvP to be eliminated is no different than asking for dead content to be removed....because it is exactly that. We've got a part of RuneScape's landmass likely to waste because it is a PvP zone.

If PvP were eliminated out there, it'd free up a massive part of property to relocate content and declutter different areas of RuneScape. It'd be no different compared to the snobby Jagex did once they eliminated Mobilising Armies. They've tried"fixing" the Wilderness in the past, by incentivizing gameplay there with exclusive coaching methods that yield faster experience. However, the end result is that PvPers turned into griefers who prey. Needless to say, that"fix" was piss-poor, but no one that would like to"save" the Wilderness has come up with a viable strategy to generate PvP (other than, obviously, more sticky incentives which promote griefing).

The simple fact of the matter is, Jagex can't force people to PvP. For PvP there should be sufficient players who need it to exist. Right now, there aren't enough of these gamers, and also a"PvP Wilderness" isn't something players want or are interested in. RuneScape should continue to reflect the community that plays it. The PvP Wilderness is a obsolete model, because players do not PvP, and couple would intentionally risk significant riches while inside there. PvP ought to be disabled in the area.

People today will need to stop asking to be removed when there are options for Legacy style and just go and play OSRS. Yet people still request it. On subject, I personally say to"Nerf Warbands". Rather than a 7 hour D&D, it's currently a monthly D&D players can use reset. All 3 Warband Sites are busy with mobs (though with different factions or the same faction), but it is instanced/visible only to the player. The participant has to solo the mob encounter. Looting/rewards don't change. Treachery's Wand is now a rare drop from the Warband camp leaders.

It is an superb suggestion and it'd regrettably be dead on arrival. As is, they are not likely to vote for something which makes it more dangerous for players only hoping to finish clues and slayer tasks people hate the wilderness. Additionally they don't want to spend all day wandering the wilderness to find a few moldy rev hunters. However perhaps most difficult to conquer is that the variety of clans that are big who run protection rackets that are lucrative currently. They have to buy 2007 runescape gold torpedo any poll they need on their own. Is because an ethics update.