23 November Updates - Wilderness Resource Area

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Respire1337
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Re: 23 November Updates - Wilderness Resource Area

Post by Respire1337 » Thu Nov 23, 2017 3:22 pm

Pretty hype for these. Can't wait to die while fishing dark crabs! :p
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Pim
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Re: 23 November Updates - Wilderness Resource Area

Post by Pim » Thu Nov 23, 2017 3:40 pm

Nice Mike! looking good!

Does this also mean that you lost cash/ticket stacks right now on death?
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Re: 23 November Updates - Wilderness Resource Area

Post by Iron adam » Thu Nov 23, 2017 5:33 pm

Mike wrote:Good point regarding the Armadyl GWD. Was an in-game suggestion made for this already?
viewtopic.php?f=73&t=65228

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Re: 23 November Updates - Wilderness Resource Area

Post by F o u r t h » Thu Nov 23, 2017 7:31 pm

Color x wrote:Did you not add exp bonuses to skilling in the resource area? Why would anyone choose to skill there if there is no incentive?
I second this.

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B0rnt0b3pk
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Re: 23 November Updates - Wilderness Resource Area

Post by B0rnt0b3pk » Thu Nov 23, 2017 8:51 pm

Always nice to see some updates to keep the community happy. However I have a point of concern.

You're putting one of the best fishing/cooking xp in the wilderness, same with the previously added black chinchompas. I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible. That is no fix for reviving the wilderness. You might increase the how many people enter the wilderness, but you will also increase the tention between actual Pkers and other parts of the community that doesn't like that aspect of the game. Everyone has their method of playing, and those increasingly added bosses and best skilling methods ruins it for those players. You and other people might say "No one is forcing you to the wilderness", well you are. First of all if people play for effiency, you are indeed forcing them into the wilderness for the best xp rates. You're forcing pvmers to risk their items to get boss pets becuase they like collecting all pets (not nessecarly they do it becuase they like the wilderness). What about turning around the argument of "no one is forcing players to the wilderness" by making requirements that pkers do need to enter or use several escape spots in the wilderness? Since it's already easy to get 99 skills, why not make stepping stone require 300m+ agility xp? Skilling area requires 1b+ xp in all the skills you can find? Well, n no one is forcing them to pk in that one area, are we?

Bottom line is you are making it worse for skillers and forcing them to the wilderness. If you want to force them to said areas, pkers should have same reqs as skillers do to use certain stuff for either escapes or enter resource areas. That way it would be most fair.
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Re: 23 November Updates - Wilderness Resource Area

Post by Pim » Thu Nov 23, 2017 9:08 pm

B0rnt0b3pk wrote:Always nice to see some updates to keep the community happy. However I have a point of concern.

You're putting one of the best fishing/cooking xp in the wilderness, same with the previously added black chinchompas. I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible. That is no fix for reviving the wilderness. You might increase the how many people enter the wilderness, but you will also increase the tention between actual Pkers and other parts of the community that doesn't like that aspect of the game. Everyone has their method of playing, and those increasingly added bosses and best skilling methods ruins it for those players. You and other people might say "No one is forcing you to the wilderness", well you are. First of all if people play for effiency, you are indeed forcing them into the wilderness for the best xp rates. You're forcing pvmers to risk their items to get boss pets becuase they like collecting all pets (not nessecarly they do it becuase they like the wilderness). What about turning around the argument of "no one is forcing players to the wilderness" by making requirements that pkers do need to enter or use several escape spots in the wilderness? Since it's already easy to get 99 skills, why not make stepping stone require 300m+ agility xp? Skilling area requires 1b+ xp in all the skills you can find? Well, n no one is forcing them to pk in that one area, are we?

Bottom line is you are making it worse for skillers and forcing them to the wilderness. If you want to force them to said areas, pkers should have same reqs as skillers do to use certain stuff for either escapes or enter resource areas. That way it would be most fair.
High risk = high reward. You're wrong here fam, this is good for the wilderniss.

More pvmers to kill for pkers, will invite pkers to enter the wilderniss cuz they can get loot and that's appealing. More pkers that enter the wild will then run into each other and have fights. This total image = active wild eventually.
Log in sometimes, its actually working, theres alot more activity in the wilderniss lately on both pvmers and pkers aspect.
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Re: 23 November Updates - Wilderness Resource Area

Post by B0rnt0b3pk » Thu Nov 23, 2017 10:11 pm

Counterret wrote:
B0rnt0b3pk wrote:Always nice to see some updates to keep the community happy. However I have a point of concern.

You're putting one of the best fishing/cooking xp in the wilderness, same with the previously added black chinchompas. I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible. That is no fix for reviving the wilderness. You might increase the how many people enter the wilderness, but you will also increase the tention between actual Pkers and other parts of the community that doesn't like that aspect of the game. Everyone has their method of playing, and those increasingly added bosses and best skilling methods ruins it for those players. You and other people might say "No one is forcing you to the wilderness", well you are. First of all if people play for effiency, you are indeed forcing them into the wilderness for the best xp rates. You're forcing pvmers to risk their items to get boss pets becuase they like collecting all pets (not nessecarly they do it becuase they like the wilderness). What about turning around the argument of "no one is forcing players to the wilderness" by making requirements that pkers do need to enter or use several escape spots in the wilderness? Since it's already easy to get 99 skills, why not make stepping stone require 300m+ agility xp? Skilling area requires 1b+ xp in all the skills you can find? Well, n no one is forcing them to pk in that one area, are we?

Bottom line is you are making it worse for skillers and forcing them to the wilderness. If you want to force them to said areas, pkers should have same reqs as skillers do to use certain stuff for either escapes or enter resource areas. That way it would be most fair.
High risk = high reward. You're wrong here fam, this is good for the wilderniss.

More pvmers to kill for pkers, will invite pkers to enter the wilderniss cuz they can get loot and that's appealing. More pkers that enter the wild will then run into each other and have fights. This total image = active wild eventually.
Log in sometimes, its actually working, theres alot more activity in the wilderniss lately on both pvmers and pkers aspect.
Higher traffic doesn't equal better wilderness. It creates only more tention between the playerbase. Only time will tell tho but I'm certain that's what is going to happen. OSRS is a living example of that.
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Re: 23 November Updates - Wilderness Resource Area

Post by Simon » Thu Nov 23, 2017 10:39 pm

Nobody’s forcing skillers to skill in the wilderness. This is an optional, high-risk high-reward alternative.
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Re: 23 November Updates - Wilderness Resource Area

Post by Rapsey » Thu Nov 23, 2017 11:04 pm

B0rnt0b3pk wrote:I dislike the fact you're trying to revive the wilderness by forcing skillers to enter the wilderness for best xp possible.
No one is forcing anyone. We are trying to make the Wilderness a viable skilling option, not the undisputed best option.

It's not really fair to compare just the XP. There's way more overhead involved in using the Wilderness resource area: you have to get over there, you'll probably want to do banking trips every so often, and every time a PK'er shows up you lose several minutes. All in all you may find that despite the XP rates, skilling there isn't any faster than it is outside the Wilderness.

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Re: 23 November Updates - Wilderness Resource Area

Post by Keiler05 » Fri Nov 24, 2017 12:19 am

Mike wrote:@Keiler05, please use the 'Edit' function on the forums rather than double posting ;)

I've removed the poison effect from Wingman Skree, will be included in the next update, hopefully along with a new wilderness boss.
Only 4 more bosses to add before we can add the wilderness achievement diary! There will be many boss releases in short succession, but it needs to happen. Something to look forward to!
Thank you so much!!!!!! Wohooo!!! haha

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