Runecrafting – Blood Alter – Blood Crafting

The new blood alter has been released, and here is a pic of the new alter I grabbed after Marlaine and I finished the latest quest.

A thumbnail pic of the new blood alter

As you can see this is quite a cool looking altar, and one that is floating in a lake of bubblin’ blood……..

Here is a link to a full quest guide on Myreque Part IV – Legacy of Seergaze, On Marlaine’s Musings blog, which unlocks this fabulous new altar. You can also find a lot more of the latest guides on her Quest Guides page to the right of her posts. Blood rune crafting gives you 10.5 xp per rune so it is great xp! Level up!

Check out Marlaine’s articles at eHow! MarlaineMarie@eHow! Yes – she is my wife in rl but I can’t help being proud of her and bragging about my intensely interesting beloved!

9:29 am on April 23, 2008 by Primefalcon

Posted in Runescape / Jagex | 5 Comments

Great Post from runescape forums

While surfing the runescape forums today, I found a thread about bringing the wilderness back. At first, I thought – not another one of these whiners – but when I actually started reading it, I thought ‘Hey! This could actually be a great idea!’

I’ve quoted the post along with the quickfind code to find the post on the forums. Please go and support this guy because this is a great idea. One that does deserve everyone’s support.

Posted by: Sirschackher
Quickfind code to support: 15-16-73-56345750
Click here to go directly to the post

2 things to note before I write this, I have looked at others threads on pking and almost rolled over laughing from the lack of thought put into it. I have put a lot of thought into this, and it should work, although I will let the readers of this thread determine this. The other thng to note is that if this should go into the suggestions forum, then by all means move the thread, I just ask that you do not close this thread.

Real World Trading is a business:

RWT (Real World Trading) was a business instigated by a combination of gld farmers and people desperate to gain money in runescape. This problem couldn’t be ignored, for one major reason. This reason is that people were using stolen credit card numbers to pay for membserships (the gold farmers), and there were lawsuits that occured as a result of this. These lawsuits greatly injured Jagex’s profits, as well as causing Jagex to think that they would have to stop accepting credit cards as payment for Runescape. If they did that, the game of runescape would have “died” within the year of 2008.

In order to solve this problem, Jagex did a quite smart mauver, involving the removal of the wildy, the add in of a trade limit, and the drop limit. Additionally to all this, they changed the Faldor party room, to announce when large drops would occur.

They did a good job, in my opinion, on the GE (with the exception of some rices being way off) and all concepts of drops. I feel they have yet to install an on par mini game to the wildy. Luckily, after a while of considering the concepts of RWT and the concepts of the old wildy, I feel I have figured out a way to bring wildy back, with a few changes to it.

Will these changes be ideal for pkers? I will admit, it won’t. However, it will be a modified version of the wildy, where you can still get the thrill and excitement of the wildy, the rewards of the wildy, while still not allowing RWTers to thrive once again.

“So what are the very basic concepts of this new wildy?”

Ok, lets start with the basics, and establish the basis for this whole idea. First, all 3 members of the combat triangle, meleers, magers, and rangers will all be able to participate in this “mini-game.” Furthermore, all spells, weapons, armor, and ranged projectiles will be allowed within this new wildy.

Additionally, there will be a limited amount of worlds that this could occur on, anywhere from 6-20 worlds between both members and a freeplay worlds where you can pk (see poll at the bottom of this thread to vote on the # of worlds, considering a good # where it wont be way too overcrowded, but also where the world wont be too vacant that Real World trading can not occur.

Another basic concept I will add in is that there will be another wildy gate added in, at level 31 wilderness. The last concept I will point out is that the new wilderness will not contain revenant ghosts, as that would be a bit overkill once you hear what is in store for you in this new wildy.

“What will the rewards be for the new wildy?”

So, before I move on, I have to establish what rewards you will get from this “mini-game.” To your surprise, the rewards from this wildy, will be the same as the rewards from the last wildy, the inventory/equipment that the person was carrying/wearing. Now you are probably thinking, “But won’t real world trading be able to come back if the rewards are the same?” To this, I say patience, its a virtue that many posses, but few demonstrate. :P

“Just before the long explanation…”

From here on, I will be detailing the various concepts of the wildy. Before you say anything against what I am saying and critique it, I ask that you reread what I am saying, and approach this with an open mind.

I will open up my explanation with how the old wildy used to work, this way you get a valid comparison to my new wildy.

The old wildy used to work where either 1 person, or groups of people would go into the wildy, with the intent on killing others. Clans and small groups of people would tend to stick to multi combat areas of the wilderness, while people soloing would stick to non multi combat parts of the wilderness. When a person was seen, people would use whatever means necessary, such as mage, melee, or ranged in order to kill their opponent. Next, they would pick up the equipment that the person dropped, and would either tele, or try for a few more kills before leaving the wilderness.

Unfortunately, the wilderness was so big, that RWTers would go there (to avoid detection, as Jagex monitored large trades), generally to a very vacant spot, have the gold farmer die, and the player would get the gps. This player would then tele out, and both the RWTers and the player were fine.

This was how the old wildy worked, now lets see how mine will compare to this…
Sirschackher

“The New WIldy :)

First off, let me add in a concept I forgot to mention previously, before I get into my idea of the wildy. The new wildy will be split up into non-multi combat on the left half/west side/edgeville side of the wildy, and multi combat will be on the east half/west half/varrock side of the wildy. THe two sides will be separated by either a gate or a ditch. In essence, it doesnt matter whether or not it is a ditch or a gate, but a ditch would provide more accessibility, so I think a ditch would be better.

This new wildy will be split up in 6ths, by the new gate I mentioned earlier, and the ditch that I mentioned would be added in, keep that in mind as I continue on.

Another thing to keep in mind is that you can not teleport past level 30 wilderness, and you can not teleport once you have killed a person.

The last thing to keep in mind is that you will automaticlaly become skulled (no matter what), if you pass the gate at level 31 wilderness.

In the new wildy, lets start off with what happens in the west half of the wildy. In the west half, it is only 1v1 combat allowed. So, Player A would be fighting Player B. For example purposes, lets just say that Player B kills Player A. THis occurs in level 32 wilderness, so Player A has lost all of the armor, weapons, and inventory.

For Player B, a timer has popped up on his screen, counting down to 30-60 seconds (again, see the pole to vote on the time). Quickly player B picks up everything that player A dropped because he will be teleported once the timer runs out to the east side, above the level 50 gate.

Player B has picked up all the stuff, and is now in a randoma area in a multi combat part of level 50+ wilderness. For the sake of using examplesx, he is in level 52 wilderness.

From here on, I will so back and summarize what happened in this scenario, and go on w/o using scenarios, since you should get the general gist of whats going on now.
Sirschackher

So, in the past scenario, one player killed another player. This player then has a certain amount of time to pick up their stuff, before he is teleported to a random area in the upper right portion of the wildy (level 50+ in the multi combat area.)

From here on, this person can not go back into the non-multi combat part of the wilderness, so he is limited to the multi combat area of the wildy.

Also, an arrow is now pointing in this players direction, with a certain color on it. The color is based on the total value of items he has on him. To see what each color stands for, check the “What colors” portion of this thread.

Another thing that goes against this person, is there will be a new spell, which allows mages to teleport within 20-100 feet (vote for this at the poll below as well) of a person who has killed another person. The value of the person they can teleport to is dependent on their mage level. For example, a level 55 mage would maybe be able to teleport to someone who has 50k on them, while a level 99 mage would be able to tele to someone with up to the max amount of money allowed in rs (I do not know it off hand.)

The only advantage this person has at the moment is that any kind of bind/snare spell will be significantly less effective on him. The same goes with the freezing effect of any ice spells.

Getting back on track, this person now has a timer that will count down from two minutes on his screen. This timer is significant as it shows how long he has to stay within the level 50 gate. Once the timer reaches 0, he is allowed to run through the gate (somewhat off topic note, I think that this gate should be able to be hopped at any place, as it will be already hard enough for this person who killed another, that giving him this small advantage couldn’t hurt.)

Once he runs past this gate, you guessed it, another timer appears. This one lasts for a total of 3 minutes. This one says how long he has to wait before he can go past the level 31 gate. Once he gets past the level 31 gate, he can teleport, so this is the most crucial part for the person trying to escape the wilderness.

So, the person will try to make it to the gate, while staying alive for 3 minutes, and if he is able to do that, all he needs to do is run past the gate. If he is able to make it past the gate, he will be unable to die from pkers, and can finally tele out.

This same concept applies to people who are fighting in groups. The one main difference is that people who have done damage to the person (including 0s) within 1 min of that person dying will all be teleported to separate locations. If multiple people kill 1 person, the total value of the person’s wealth will be divided into gps, and split among the peope who killed the person.

*NOTE* The drops will only be shown to the people who killed the person, they will not be seen by people who did not take a part in killing the person.

“What colors?”

Purple: The person’s worth is anywhere from 1 gp to 5,000 gp
Blue: The person’s worth is anywhere from 5,001 gp to 25,000 gp
Green: The persons worth is anywhere from 25,001 gp to 100,000 gp
Yellow: The person’s worth is anywhere from 100,001 gp to 1,000,000 gp.
Orange: The person’s worth is anywhere from 1,000,001 gp to 10,000,000.
Red: The person’s worth is 10,000,001+

Description of the mage spell:

The mage spell is an interesting spell. It will tele a person to someone who has killed another person in the wildy. You must be in the wildy to use this spell.

Your mage level will be directly dependent on what kind of value person you can tele to. This spell comes available at level 50, and will continue to get better, all the way up until level 99 mage.

This spell will tele you to within 20-100 feet of the person (remember to vote), and can only be used twice on 1 specific person. When you use the tele spell, you will get the list of all the people who are trying to escape the wildy, and their value range. You can specifically choose which person to tele to, instead of which value.

FAQ

“What happens if I kill a person while I am escaping the wildy?”

Although this is unlikely, if you happen to kill another person while escaping the wildy, your time will not reset, and you will not be teled back to level 50+ wildy.

“Can I cast mage spells while escaping the wildy?”

You can cast any mage spell while escaping the wildy. So, if you wanted to use ice spells, and bind/snare spells to slow people that are following you, then go right ahead.

“Can RWTing still occur?”

No because there will be a large number of people in the wilderness, and people are going to be etching to attack anyone with an arrow on them. Also, the people who generally RWT are not the level 125+s which means they are more susceptible to death.

“What about people who are level 3s, cant they still rwt in the wildy?”

No, they can not RWT because when you are escaping the wildy, any level person can attack you.
Sirschackher

Top posts/criticisms by readers of this thread:

Zachary *4:
Okay, I think that you have some pretty good ideas. I just don’t like the thing that they’d have to run back through the multi-combat area if they’d kill a person in a single-combat area. I think it would lead to the thing that happened in Bounty Hunter at the start. Large clans would just wait for someone to kill a person, spot the arrow, either all teleport to it, or just charge, and then the poor person would most surely be killed. They’d lose all the stuff they got, plus whatever else they had. The timer would just make this worse for anyone who managed to kill the person at the start. While this is a safe way to try to bring back the wilderness without bringing back RTW, I don’t think it’d work out very well with the way that it’s currently at.

Primefalcon:
how about have people willingly get tellied up, and they can get a reward based on how much they risk on their run to get out.

say talk to a wizard in edgy who can telly you to 52 wild spot but you need a certain minimum gp on you. and basicaly if they make it out, reward them with the 2X gp they risked. it’ even give non-pkers a trill run so to speak.

and it’d also lure more clans and people up into trying to kill them as well.

Closing Words:

If you have read up to this point, please start your post with a *. You also get a cookie if you read this far :P

I know this thread isn’t perfect, which is why I need everyone’s help. Lets say you totally dislike one of my ideas, but like some other ideas, then post that. Dont say you hate my idea because you dislike one part of it. I need everyones comments because this isn’t going to be for just me, it would be for everyone. I hope that you enjoyed reading this thread, and have good ideas/criticisms for me :) . In summation, post away, and remember, please write all responses in respect to Jagex’s rules.

“Why the wild is beneficial”

In essence, the wildy provides a steady economy. I am not going to go into great detail, but basically, the wildy coming back will attract a nice portion of people back to runescape (not a large portion or a majority of people, just a nice sized portion.) This means there are more products in the market. Additionally, many dead items will be revived since people will be buying many items for wildy excursions. Prices will rise, and be more reliable then they are now. I know I didnt really back up my stuff here, but I am sort of stressed for room.

Additionally, the wildy coming back in a “RWT SAF WAY” would provide a more thrilling and fun experience in runescape for people who enjoy fighting verse other thinking players, as opposed to computer generated NPCs.

4:56 pm on April 20, 2008 by Primefalcon

Posted in Runescape / Jagex | 3 Comments