Expecting them to basically drop everything to
buy RuneScape gold update large areas that go largely unexplored from the runescape playerbase, and that's not even touching on the fact that Jagex has already STATED they want to change focus to reworking and improving existing articles when relevant, rather than introducing new content that makes old content searchable. This was fun, but a waste of time. Quality of updates are not going down, runescape participant's have bitched about new content not meeting expectations for as long as runescape's been around, old graphics present doesn't mean new images shouldn't, and upgrading everything is not as straightforward as"create a new group.Yeah, that's a good point. This could allow for reasonable equipment to destroy energy gatherers. The fee could be scaled into action, e.g. 500k for lava wyrms. Another thought I had involves using a timer to get teleporting/logging out in the wilderness (such as Darkscape). Teleporting should then be permitted in any degree of wilderness. To match with this teleblock should be added to each of spellbooks as the sole way to stop the teleport is make them automobile retaliate, or to kill your opponent, or TB them. Magic demand for TB should be reduced to 25. Cursed energy should maintain its current restrictions (TB function).
Simply make energy untradable, that's by far the major reason why some bots go at the wildy. Then runescape players can still use it for training and it should greatly reduce botting as they're largely on f2p and the pale energy they could convert it to is nearly worthless. They could maintain the mechanic were cursed energy gets rid to make everybody in the crater by anybody. Then they could add a mechanic like the bloodwood trees in which the cursed energy disappears when you move too far from the crater if people think that it's insufficient risk like that. You would need to transmute it around the crater to never lose it, then if you collect energy for creation or moneymaking there. When they go this route then they can perhaps additionally give cursed energy a small stack limit to force folks to transmute it to tradable energies frequently.
Since slaying lava wyrms using a death price locking you to a pker at 80k-90k death cost is not affordable. Introduction the wild into your usual gear without risk (other than double/triple passing cost) provides pkers better goals than agil/moth/energy/rc trainers and their skulls. A skull trick increasing the death cost marginally kinda kills the purpose of skull tricks and baits so it's a triumph against the major negatives of the area.
EoC PvP is dead for a lot of reasons, also It's likely not coming back. Perhaps if the wild had a relatively lower risk (and less chance of randomly losing a Bil in equipment because of a bug) people would really engage with
trusted runescape gold websites all the content.The wilderness is balanced around the excess danger from PKers, however equipment costs have grown far more prohibitive in order that losing what is a lot more debilitating than it was. PvP has been a unfun shitshow ever because EoC went live; and that I think everyone has long since dropped hope that it will get fixed.. I believe my final time was during World occasion two.