Roadmap — Phase Pacing & Priorities


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Kleio Send PM

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On the release post we outlined our planned content release phases. We want your thoughts on the pacing and priorities before and after launch.

Phase 1 — Polish and Listen (Launch + First Months)

The first priority is making sure the F2P experience is rock solid. We’ll be fixing bugs, responding to player feedback, and making quality-of-life adjustments as they come up. If any missing QoL features from REV1 deserve to come back, we’ll bring it back — but only after hearing from the community first.

This is also when we’ll be most active in collecting feedback. We want to hear what’s working, what’s not, and what direction you want the server to go. The roadmap beyond this phase will be shaped by those conversations.

Phase 2 — P2P Expansion

Members areas, quests, and skills will be released as a proper expansion. We’re not putting a date on this yet — it happens when F2P is fully polished and the community is ready for it. When it launches, achievements and statistics will expand alongside it, giving you a whole new set of firsts to chase and milestones to hit.

A 10% marketplace tax will be introduced around this phase to help stabilize the economy.

Phase 3 — Clue Scrolls & Events

Once the base game is dialled in, we’ll introduce refreshed clue scrolls — redesigned to create a new challenge.

Automated community events will also make a return, but reworked from the ground up. The new model is built around bring-your-own-gear, winner-takes-all — events that create real risk and reward instead of handing out free supplies. They’ll run on a schedule across timezones so everyone gets a chance to participate.

Further Down the Road

Game modes — Ironman and other replayability modes are on the table once the initial highscore races settle and players are looking for fresh ways to experience the game.
Holiday events — seasonal content will return in time, done right.

Questions for Discussion

On Phase 1: What QoL features from REV1 would you most want to see return during the polish phase — and what should stay gone? Do you have suggestions for new QoL features or want to share feedback about the latest additions?

On Phase 2 — P2P timing: How long do you think the server needs in F2P before P2P is ready to open up? A few weeks? Few months? Maybe we should wait for some goals in achievements or statistics to be reached?

On Phase 3 — Events: The new event model is bring-your-own-gear, winner-takes-all. Do you have any feedback or wishes what you would like to see in events on REV2?

On game modes: Ironman is on the table further down the road. What other game modes interest you? What would you like to see us add?

Feel free to share thoughts on anything else — the roadmap beyond Phase 1 will genuinely be shaped by these conversations.

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Badboy666 Send PM

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Kleio said:

On Phase 1: What QoL features from REV1 would you most want to see return during the polish phase — and what should stay gone? Do you have suggestions for new QoL features or want to share feedback about the latest additions?
On Phase 2 — P2P timing: How long do you think the server needs in F2P before P2P is ready to open up? A few weeks? Few months? Maybe we should wait for some goals in achievements or statistics to be reached?
On Phase 3 — Events: The new event model is bring-your-own-gear, winner-takes-all. Do you have any feedback or wishes what you would like to see in events on REV2?
On game modes: Ironman is on the table further down the road. What other game modes interest you? What would you like to see us add?

1- Batching according to level, notes, team banks, equipment tab, ::s sleep command (cost a sub to buy, per account). When P2P will launch and economy will be stable, maybe satchels.

2- As stated in another post, P2P should be introduced a lot later in the game. Let F2P be "completed" by a good amount of players (many flats, multiple rune smiths) and a good economy running for basic stuff (armor/weapons, food, runes, etc.), but from a price AND availabilty perspective. Then, let that run for a lil while longer, and finally introduce P2P. The reason being that P2P provides new skills/NPC's that will inject A LOT of money and items into circulation. The server's economy better be stable for a while before dropping prices of items that will become a lot more common (ex: R2H), and making prices of some other items way higher because there will be more coins available (from fletching, thieving).

3- I'm not really into events at servers beginning, it just gives an unfair advantage in such an important part of the game early on.  (giving GP's for events could sway the fragile balance early on... example: I get 100k from an event, and then use it to buy coal in the 98 smithing race, whereas someone else is grinding hard for his GP's). Just don't bring items/money into the economy from events early on. I don't mind events later on (after P2P), so whatever.

4- Can't remember if deadman was like this, but I'd like to see a seasonal mode for like 3 weeks spans, 4 times a year, which would replicate a F2P start with higher exp. But there is a twist, it's wildy+5 everywhere except banks (only same mode players can attack each others). You get cosmetics rewards for achievements or scores (kills, skill total, etc.) that you can wear on your main (cosmetic meaning completely useless stat-wise, but good for looks and bragging rights)

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Kleio Send PM

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Hey @Badboy666, thank you for the feedback, I am glad to see we're on a very similar page on many topics!

Badboy666 said:

1- Batching according to level, notes, team banks, equipment tab, ::s sleep command (cost a sub to buy, per account). When P2P will launch and economy will be stable, maybe satchels.

Batching by level, noted items - all still there.
::s for sleep command request is noted — reasonable QoL ask.
Team banks and equipment tab are a different story though — there are no immediate plans to bring those back. Would that be a dealbreaker for you?

Badboy666 said:

2- As stated in another post, P2P should be introduced a lot later in the game. Let F2P be "completed" by a good amount of players (many flats, multiple rune smiths) and a good economy running for basic stuff (armor/weapons, food, runes, etc.), but from a price AND availabilty perspective. Then, let that run for a lil while longer, and finally introduce P2P. The reason being that P2P provides new skills/NPC's that will inject A LOT of money and items into circulation. The server's economy better be stable for a while before dropping prices of items that will become a lot more common (ex: R2H), and making prices of some other items way higher because there will be more coins available (from fletching, thieving).

Agreed on all of this. We're not committing to a specific timeline for a reason, we will be reacting to whats happening in-game. The website gives everyone full visibility into how F2P highscores, achievements, and statistics are developing. As a community we could potentially agree on a specific milestone or threshold as a signal that P2P is ready to be released.

Badboy666 said:

3- I'm not really into events at servers beginning, it just gives an unfair advantage in such an important part of the game early on.  (giving GP's for events could sway the fragile balance early on... example: I get 100k from an event, and then use it to buy coal in the 98 smithing race, whereas someone else is grinding hard for his GP's). Just don't bring items/money into the economy from events early on. I don't mind events later on (after P2P), so whatever.

Fully agreed. Events won't be rushed in early and there are no mini-quests or custom content that would inject items or gold outside of expected timelines. The economy needs room to breathe first.

Badboy666 said:

4- Can't remember if deadman was like this, but I'd like to see a seasonal mode for like 3 weeks spans, 4 times a year, which would replicate a F2P start with higher exp. But there is a twist, it's wildy+5 everywhere except banks (only same mode players can attack each others). You get cosmetics rewards for achievements or scores (kills, skill total, etc.) that you can wear on your main (cosmetic meaning completely useless stat-wise, but good for looks and bragging rights)

That's sounds like the deadman mode! It's not something we'd look at in the near future, but it's the kind of idea worth revisiting once the core game is stable and players are looking for fresh ways to engage. Noted.

As for events in general — we have some ideas in the pipeline that I think you'll enjoy. More on that when the time is right.

Please share if you have any additional remarks on this.

Thirty508 Send PM

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There will never be new rsc players again. There are players who have played rsc private servers. None of them ever left rsc due to: drops being too much; too many npc; or idle timer being too long.

People will join by word of mouth. They need equal or better to what they currently have. I sure hope this server doesn't screw up day 1. Sometimes they don't come back for the second, third, and fourth grand openings.

Ttmagerule Send PM

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Loving the server - it's great. But we're ~4 days in and F2P pvm is already looking a bit stale. Only lessers for rune med and greaters for rune full helm as the monsters that provide anything resembling decent drops (and they're barely decent) is pretty rough. Just feedback from someone who focuses mainly on pvm (and is already wanting P2P for some variety and incentive for pcm)

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13 Fangs Send PM

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Phase 1 Polish & Listen - Suggestions

1.1 Utility Inventory
No need to bring back equipment tab, but a utility inventory (whatever you wanna call it) to hold utility items would be great to clear up inventory space.
Pickaxe, Hatchet, Spade, Knife, Hamer, Crafting Molds, Needle, Threads, Ball of Wools, etc
Plus this also create an opportunity to expand with future content.

1.2 Remove NPC Retreating
Sometimes NPCs will retreat when they're low health, this serves no purpose and just creates friction when trying to train.

1.3 In Game Community Engagement
While the forums are a nice medium to socialize, I think your already heading into a better direction by adding engagement as a tool in the game (support/bug reporting). It would be even better if there was a community engagement tab where the community could brainstorm and vote on suggestions and even hold server-wide polls. You could also use this tab for the community to see what suggestions are actually being worked on for implementation.

1.4 QOL additions
Bank Deposit Box in Mining Guild
Auctioneer in every bank
Permenant Bank in Lumbridge

Phase 2 P2P - Suggestions

2.1 P2P Remastered & Map Consolidation
I don't think the current populace supports expanding the map by more than triple the current area, instead, focus should be to maximize existing F2P area and remastering P2P content. I believe the core reasons for P2P are dragon equipment, potions, select npcs, and P2P skills, of which can be remastered into the unused F2P areas.

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Bug999 Send PM

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Badboy666 said:

Kleio said:

On Phase 1: What QoL features from REV1 would you most want to see return during the polish phase — and what should stay gone? Do you have suggestions for new QoL features or want to share feedback about the latest additions?
On Phase 2 — P2P timing: How long do you think the server needs in F2P before P2P is ready to open up? A few weeks? Few months? Maybe we should wait for some goals in achievements or statistics to be reached?
On Phase 3 — Events: The new event model is bring-your-own-gear, winner-takes-all. Do you have any feedback or wishes what you would like to see in events on REV2?
On game modes: Ironman is on the table further down the road. What other game modes interest you? What would you like to see us add?

1- Batching according to level, notes, team banks, equipment tab, ::s sleep command (cost a sub to buy, per account). When P2P will launch and economy will be stable, maybe satchels.

2- As stated in another post, P2P should be introduced a lot later in the game. Let F2P be "completed" by a good amount of players (many flats, multiple rune smiths) and a good economy running for basic stuff (armor/weapons, food, runes, etc.), but from a price AND availabilty perspective. Then, let that run for a lil while longer, and finally introduce P2P. The reason being that P2P provides new skills/NPC's that will inject A LOT of money and items into circulation. The server's economy better be stable for a while before dropping prices of items that will become a lot more common (ex: R2H), and making prices of some other items way higher because there will be more coins available (from fletching, thieving).

3- I'm not really into events at servers beginning, it just gives an unfair advantage in such an important part of the game early on.  (giving GP's for events could sway the fragile balance early on... example: I get 100k from an event, and then use it to buy coal in the 98 smithing race, whereas someone else is grinding hard for his GP's). Just don't bring items/money into the economy from events early on. I don't mind events later on (after P2P), so whatever.

4- Can't remember if deadman was like this, but I'd like to see a seasonal mode for like 3 weeks spans, 4 times a year, which would replicate a F2P start with higher exp. But there is a twist, it's wildy+5 everywhere except banks (only same mode players can attack each others). You get cosmetics rewards for achievements or scores (kills, skill total, etc.) that you can wear on your main (cosmetic meaning completely useless stat-wise, but good for looks and bragging rights)

Honestly sums up everything I think. There's no coming back from the F2P > P2P transition so I think it should be maximised to the fullest for everybody. This in turn creates a more level playing field for the push into P2P for those that don't WFh or have no jobs. The more even it is for everyone the healthier it will be in the long run.

Loving the process so far guys, thanks.

Sammy Send PM

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I really like the idea of incorporating p2p into the area we already have in f2p. You dont need p2p areas for herblaw, fletching, or agility. These can be added to the current landscape.

Do we really need theiving skill? All it does is bring in GP into economy and its just not worth it in my opinion. The skill is just so old and I never really understood why it was ever added to the game.

Jk Send PM

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World 2 for p2p?

Jk Send PM

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Jk said:

World 2 for p2p?

Maybe release world 2 as a fresh start.. lol.. and after 3 month world 1 and 2 co exist

Jaydude515 Send PM

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Just got back to RSCR after absent for 2 years. love the new rscr2 server, but was wondering what the plan would be for rscr1 and all the gears and wealth accumulated? will there be any point still playing the original?

NecroBanana Send PM

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One thing I want to add that maybe goes into the events discussion is that rares (phats, easter eggs etc) should be a returning thing every year. One of the worst things pservers have done at times is release seasonal items once and then have them dominate the high end economy. I prefer the OSRS approach where one can earn phats and the like every year.

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13 Fangs Send PM

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ETA of P2P smile? or at least a progress check on where its at in the grand scheme of things? Thank you

Skippertaxi Send PM

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13 Fangs said:

ETA of P2P smile? or at least a progress check on where its at in the grand scheme of things? Thank you

Chody Send PM

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Now that we're a few weeks into Rev2, I must say, I've enjoyed the grind so far. PKing on my 33 and 50 has been massively enjoyable, and I've liked the trash talking, making new friends part of it. As far as my main, I'm about to break 1000 total, which I know is not a huge accomplishment, but being my first private rsc server, I'm proud of myself. I've gotten most of my skills to where I'm comfortable, without feeling the need to grind them to 99. All that being said, there's still f2p things to do, PKers to make, etc. But it's tough knowing there's so many better skilling methods in P2P. I remember how much fun the quests were as well, and I feel like thats when the Gower brothers really started to build something special. I think at this point, P2P is all I'm looking forward to on Rev2.

I didn't play Rev1. I don't know how things were over there, and if you're really trying to preserve the RSC F2P we all fell in love with as kids. If so, I totally get that.

Thats my two-cents.

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AR Send PM

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All sounds good! Definitely agree with sorting polishing f2p before realising p2p, I've seen talk on global about being bored of f2p but that's not how I feel, I'm still genuinely enjoying it.

All I would suggest is some focus on YouTube and maybe Facebook to promote the server, I regularly see posts on Facebook about RSC and how people miss it but don't know about RSCR. Maybe there's a legality reason for less presence which I can fully understand.

I'd be open to getting some gameplay recordings and putting them together and posting them on YouTube. I don't really do anything interesting enough to record myself haha!