My personal RuneScape Gold ten, which I merchwith... This list is not available for sale as I am done runescape trading and I am more focused on my skills. Best of luck to everyone! Good Luck to everyone! (Oh and I am sorry if I posted this in the wrong spot and transfer it to the correct place if you must)
The voice of the female character is something that I don't know much about. I'm not sure who the man in the back is, but maybe someone from Zaros. I just hope that it's a fascinating person and that there's some reason for it, not just an "Here's a new boss. Kill, fight, and stab." Keep up-to-date.
I'm hoping to God that they utilize their random dungeon generator to add an additional challenge prior to the boss. AS for teamwork, why not have an element where the player is disabled a player and someone else needs to free them, that's the most straightforward method. You could make use of random dungeon generators, however they'd need to be at max level to meet all tasks. That way you wouldn’t have to deal with the issue of dung being cut off because half the dungeon was suddenly shut.
The disabling idea I think is a great idea and would is in line with the notion of requiring collaboration. It could be possible to take To'kash's deep freeze attack and target one player only. It could also last for an extended time period before it would melt (not indefinite, but even if you're trapped by yourself, there's a chance of escape). This would make it more difficult for players to cooperate.
I can imagine bosses throwing at Dung style bosses to make tougher bosses. There are very few things you have to do in order to be successful. While some bosses may be less effective than others (Lexicus is one that comes to the mind) I think it's an excellent idea to alter the tactics used to kill them. This would make for interesting boss fights.
Jagex and the Dangers of a Half Assed Wildy
With all the excitement about the revival of the wilderness in the game, I'll examine the implications for the game. What would the new game mechanics from the past few years will work with "the wild", and what problems this could cause.
Let's start with the wilderness boundaries. Before 07, there was no safe zone. This is the most important element of the present wilderness design. It has safe zones. While you might think that they should be retained but they do not help the flow of current pvp fights. This is done to promote safe zones and focus on fighting within them.
This means it is impossible to protect what was a lawless zone. Another issue is the current activities which are happening within the wilderness. Which do they choose and what effect will this affect the wilderness?
Personally, I'd be willing to move the minigames (Clan Wars and FOG, securing Deamonhiem), to different places. However, the 3 quests are where things become difficult. The Defender of Varrock and Summer questline both have large chunks of wilderness. If we believe that the quests will remain, I believe it would be best to instancing the whole quest. What does this mean? It means that you'll be on your feet alone once you have met the quest start point and entered the wilderness as part the defender varrack tale. While this would slightly change the quest it wouldn't effect it too much.
Green Dragons and armoured Zombies, Chaos Ele, and other such things should all remain the same. However, I think the best training spot should be a little dangerous. The Corporeal beast is a fascinating point. While it might be enjoyable to barrage runners go to the cave, the boss mechanic in RS is unique in that you can bank a lot of times due to its high risk nature. If the entrance was relocated closer to the border of the wildy, it could be more appealing as it is currently just past level 20, the tele cut off point.
The summoning process is a challenge. It would be convenient to be able to drop all at once, as with the rest of RS. The limitation on pouches is unnatural in pvp universes. It's a problem that I'm not sure how to fix. The most effective solution is to simply declare "pouch In Invent, Combat Goes Up"
Last, but not least, do not create pvp wilderness worlds. Never. The excitement of the wilderness allowed one thing that both the bh worlds do not have, and was the best game I have seen in any other game.
Pvp meeting pve players. It was possible to use the resources available, like rune, treasure trails and dragons to earn rewards. But, it was not a obligation. My previous point about quests is that every player must be able to gain access to the content. But, making certain the worlds "safety" defeats all of it. This is what I am most concerned about. If a place is secure from attack that defeats the goal of the quests.
As there is an entirely safe place just a step away, no runecrafter should make use of the deadly abyss. Armoured zombie runners are able to run on safe planets and then move to more dangerous ones after they have gotten free of the wilderness. This is applicable to all worlds. This is a request. Do not promote the idea that "safe" realms can be found in the wild. It defeats the purpose and hinders the enjoyment of the wild.
Wilderness And Free Trade
Wilderness and free trade are being debated. What happens to the things that were intended to be replaced by it? Quick history lesson... GE- was created around a month before the infamous changes to substitute free trade.
In the beginning, armor of the ancient warriors was designed as statuettes. The drop in pvp was so terrible in the past that they decided to make them luck drops to ensure you could get these items.
StatuettesThe Buy RuneScape 2007 Gold were released with the new bounty hunters system. They gave people hope for good loots as well as decent money for Pkers. Estimated Potential- Introduced with the bounty hunter's new system, it gave players a feel for the likelihood of a good chance to get loot. Pvp worlds-These were created to replace the previous bounty hunters, which originally had many worlds. But, they have been reduced to just a few worlds.