48 Hours to Launch — Your Questions Answered


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Kleio Send PM

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In less than 48 hours, RSCRevolution2 goes live. Every highscore at zero. Every achievement unclaimed. Every title up for grabs. This is it!

Thank you for the support and feedback over the past week. It genuinely means a lot to read messages from people wanting to get back into the game, taking days off for launch, returning to RSC after years away. That's exactly why we do this.

We won't agree on everything — there's no way to please every taste and vision for what this server should be. But I want to be clear: we are very open to constructive, reasonable conversations and we want to hear you out before making long-term decisions.

Most of us are well over 30 now — we have families, jobs, kids. I want REV2 to be a server that casual players can genuinely enjoy, including in the Wilderness. At the same time we want to balance content for everyone: skillers, merchers, PKers, hardcore grinders, and casual players alike. Every decision we make is guided by one thing — the longevity of the server.

None of what's below is set in stone. As the community matures we plan to issue questionnaires to active players — not just the loudest voices — so we can make decisions based on what the majority of people who actually play want. We'll do our best to balance the vocal minority with the silent majority.

When we say questionnaires, we don't mean a quick forum poll or a heated Discord thread where the loudest voices win. We mean structured, well-thought-out questions sent directly to players who are actively playing — through the forums or the game client itself. Because we have access to character data and play history, we'll be able to understand who is actually playing, how they play, and what genuinely matters to them. That means decisions backed by real data from real players, not assumptions based on whoever happened to post that day.

The RSC community is not a growing one — we all know that. That makes it even more important that we treat this server as something built together, carefully, with the people who are actually in the game. If you're not happy with some of the decisions below, that's okay — your chance to be heard will come, and it will be heard properly. Our first questionnaire will go out a few weeks after launch, once players have had real time to experience the server.

Here are the key decisions and answers to the most common questions:


1. Wilderness Direction

We don't have a complete answer here yet, and we'd rather be honest about that than pretend otherwise. We'll get the server off the ground, watch how people play, and make decisions together as a community.

My goal is to make Wilderness and PvP accessible for casual players — not just the hardcore few. The reality is that vanilla Wilderness content isn't workable long-term. It works fine at launch when characters are fresh, but eventually the same problems resurface — organised groups dominate, lone players can't compete, and activity dies off. Any people returning to RSC are leaving after they see what’s up in the Wild, we would like to be better prepared for these people. We need alternatives that give more players a genuine reason to be there, beyond duelling or server-hosted automated events.

One idea I've been thinking about is an opt-in system for 1v1 combat. Players could choose whether they want fair 1v1 fights or anything-goes multi-combat. Players who opt into 1v1 would be protected from being piled by multiple attackers — for the duration of an engagement, two players would essentially be locked into a deathmatch between themselves. It's an idea worth exploring and I'd love to hear your thoughts on it.

You can share your own ideas or feedback on current state on Wilderness on this dedicated post.


2. Character IP Restrictions

This has been the most discussed topic since the announcement.

Server launches with a 5IP global limit. No additional Wilderness restrictions at launch.

The reasoning: we have a small but passionate hardcore player base, and while you're a valued part of this community, we also need to leave breathing room for casual players. We're starting simple and watching how things develop. Future questionnaires will help us identify whether additional restrictions are needed and what the community actually wants.


3. XP Rates (preliminary)

XP rate is currently configured for rates below, we are still gathering feedback about it. Some people say it's on the high side, some lower. Feel free to speak your mind on the thread.

Base rates: 8x combat, 3x magic/ranged/prayer, 2x non-combat skills.
Subscription boost: Up to 12x combat, 6x magic/ranged/prayer, 4x non-combat.
Wilderness bonus: +1x for being in Wilderness, +0.5x additional for being skulled.

No hotspots, parties, or other XP boosts beyond the above.

Wiki page about XP rates and subscriptions


4. Drop Rates

We've made one deliberate adjustment: fire, air, chaos, death rune drops have been tuned to feel more rewarding without breaking the economy.

Safe zones get a solid boost over vanilla RSC, and Wilderness gives a noticeable extra bonus on top — a good reason to take the risk if you can survive long enough to bank it. Everything else follows replica rates. We believe the drop rates are generous for launch and they're subject to change as we see how the economy develops.

Drop in full transparency are available in the in-game or on the website Item Guide Drop tables: fire-rune, air-rune, death-rune.

Let us know what you think about these drops!


5. Market Tax

Around 3 months after launch we plan to introduce a marketplace tax. The goal is to control inflation and provide a small check on pure merching activity.

The tax rate has been lowered to 5% based on community feedback.

On what happens to the collected gold: the priority is removing it from the economy entirely — we're looking at using it to purchase items from in-game shops so the gold simply disappears. A portion may be reinvested back through the player marketplace to stimulate trade. Lotteries and events funded by the tax pot are also on the table further down the road, but the core goal remains a healthy economy first. This is genuinely open for discussion — the tax itself is essential, what we do with it is not fully decided yet.


6. Skipper Service

A Skipper service will be available to travel from Lumbridge to Edgeville.


7. Karamja Bank

Yes — we're adding the ability to bank in Karamja. Will there be a fire? No. You'll have to enjoy the classic experience of making fires on the bridge, just like the old days.


8. Teleports to and from Wilderness

No plans to add Wilderness teleports at this time. For getting around, please use the auto-walking system if you want to make things easier — it works in Wilderness, though it pauses if a projectile is fired at you and has a cooldown after combat. It will attempt to flee from NPCs if you get attacked.


9. Server Location & USA Plans

REV2 is hosted in the EU (Germany) at launch. We kept it simple given how long development took. That said, website metrics show the majority of our players connecting from North America — that's a clear signal. A US server is still very much on the cards and I expect we'll start looking at it seriously 3–4 months after launch.


10. Duelling

Duelling is coming — just not at launch. It won't work the same way it did on REV1. It will be better, and I hope it encourages competitions at stakes nobody's seen before on RSC. It's one of the first major post-launch priorities.


11. Marketplace Listing Duration Increased

Listings now last 7 days instead of 48 hours. This one came directly from player feedback in the first week — you asked, we changed it. This is exactly the kind of thing we want to keep doing.



12. Name Transfer Token Clarification

If you use the name transfer token when registering, nothing happens to your REV1 account or character. The token exists purely to protect the identity you built on REV1 — so nobody else can claim your name on REV2.



That covers the key questions for now. Less than 48 hours to go — every highscore unset, every achievement unclaimed, every title up for grabs.
See you on March 27th!

Rolentorol Send PM

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Posts: 5

No teleports - fantastic.  If people want to move around, they can use magic or ingame items. 

2x xp rate for skills, during covid was fine because everyone had a lot of time.  I'd up that to 4x for reg ~6x for subscribers.  The benefits for skilling aren't viable since drops are way more lucrative.

Allowing players to keep their old names is a slap in the face to any new players who might have come.  I realize your audience is almost entirely retired rev1 players.  But it's still disappointing to know new players are being shafted.

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TomnotIrony Send PM

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Posts: 9

LOVE:
4) slightly improved drop rates for runes
5) Market tax
6) Skipper service
7) Karamja bank (extra love)
8) No windy teles
10) Incoming duelling (best bit about RSC)

Uncertain about:
Xp rate balance. 8x seems too high for combat - I think 4-6 keeps the challenge going without being painfully slow. 3x for range/mage/pray is better balanced. 2x for skilling seems a bit low - maybe 3-4x is a bit kinder.

ImRonald Send PM

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Posts: 41

Thanks for listening to feedback regarding runes and whole game from 3 to 5ip, much better like this.
Regarding wilderness ip restriction, i still think it might be a issue with no portals / stuck, but also trust that if this doesnt work you will adjust things later.
Cant wait, it looks good! cya on rev2! smile

Narrator Send PM

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The Narrator leaned back in his chair, parchment of pre-launch plans spread before him, eyes narrowing as he traced the proposed combat experience rates. “Absurd,” he muttered, tapping the page with a measured disdain. “Progress is meant to be earned, not handed out like festival sweets.” The fire crackled softly as he sighed, already imagining a world where achievements felt hollow, stripped of their hard-fought meaning. “If this is the path,” he concluded dryly, “then the journey itself may not be worth taking."

Keiser Send PM

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Posts: 3

Combat experience should at the very least be halved.

As is, people will have flats within a month. The biggest draw of a new server is everyone starting fresh and being on equal footing and anybody who hears about it even a week or two late is going to be discouraged when they peek at the hiscore page and see 99s and likely take a pass on the server as a whole. People are going to have 99s wearing rune long and addy. When pay to play comes there will be flats farming chaos druids for herbs. A large portion of the community from what I can see on discord is pk centric and if everyone is maxed before long then there will be that many less people in wilderness competing for spots the afk spots and less people for pkers to go after. Not to mention the draw of the wildy bonus is diluted when the xp rate is so high. 150k an hour vs 140k an hour is hardly worth the risk to entice any solo players to go venturing into the wilderness to train because in the grand scheme it might be a few days quicker on the road to 99s whereas at lower xp rates then that bonus could potentially mean a few weeks saved if they are willing to risk the pvp. More people looking to make an alliance to go out there and join the fun who would have otherwise not bothered. Also, with people easily hitting combat stats of flat 70s to 80s within days and being able to low effort farm things like greater demons for fairly common rune large drops which will quickly add up to hundreds of thousands of gold. It just devalues the need for skilling for example a smither who has to painstakingly mine single ores at a time and do all the manual clicking for every single thing when you can so quickly combat afk your way to making that much gold knowing p2p is coming and you can buy dragon weapons and all your armor except a shield from npcs. I think this is so much more important that it be a slower grind in this version of classic as well that is proposed to be closer to the original with less of the extra stuff or skills like slayer to keep them entertained. People are going to max cmb and get bored fast.

I understand that we are older and people have jobs, families, etc. but these rates are EXTREME. Nobody needs max stats to pk. Pk will literally fall off after people max. This skips over half the fun of progression. People are never going to equip anything between bronze and addy because you can kill chickens with the bronze long you spawned with and have stats to equip addy within an hour.

I repeat these rates should be at least halved. If after a few weeks the community collectively decides it's too slow then it can be raised, but it doesn't work the other way. If it starts high and then is lowered the damage will already be done and it'd be totally unfair to any newcomers, and nobody will want to come late to that party.

Please give this serious consideration before launch. I see few posts on here, but search "xp rates" on the discord and you can see others share my sentiment.

Thanks for coming to my ted talk.

ImRonald Send PM

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Posts: 41

Atleast use commas for a wall of text mate..

Overlord Send PM

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Posts: 96

I never liked stuck feature tbh

Great updates

ImRonald Send PM

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Posts: 41

I see some complaints about 12x combat is to much, when its f2p only for a while, all spots are going to be crowded, which means 12x combat rate can feel slower with crowded spots, with a addy baxe and mith/addy armour.
- Range,prayer and magic is going to be a grind anyway, so i think having 12x combat is reasonable.
If they add areas in f2p where we can farm dragon bones, f2p could go on for a long time without even opening up for p2p.f If we just got regular bones/big bones to train prayer with, players will ask for p2p sooner than you think.

ImRonald Send PM

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ImRonald Send PM

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Posts: 41

My bad cant read properly, im semi retarded, can see whole game is 5ip, great. LETS GO, CYA ON REV2!

Akme Send PM

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Posts: 6

I haven't played much here in the past, but I will most likely give it a casual go for this new launch. Just wanted to chime in on the xp rates. I agree with some saying that combat rates are too high. It seems more sensible for them to be 4x normal, 5x gold, 6x gold+plat. For context, I am coming from a server where xp rates are 1x so even 4x sounds high to me big_smile

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Kleio Send PM

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Posts: 114

Happy to see so much feedback coming, thank you for sharing guys!

We will address the xp rates, please share opinions what you'd like them to be.

Ckmoon Send PM

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Posts: 9

A lot of servers have popped up and fizzled out in a period of time, and in 2026 with so much competition with other games it is hard to sustain a growing player base. Whatever adjustments people debate about may not attract a huge influx of new players anyhow.

Majority of us who have frequented the RSC domain have grinded multiple characters from scratch to 99's, even max skills and other time consuming PK builds. To do it over and over again on fresh servers can be monotonous. If the exp rate is too low people will be deterred to grind so hard, if it's too high it won't feel as rewarding - so finding the sweet spot is always tricky

Keiser Send PM

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Posts: 3

Sorry for the rant before on xp rates lol. I just think while many of the stuff about a server can be changed late that it's something important to get in a decent spot before launch. I feel everything else in the game is meant to facilitate combat and training it like when a smith can make r2hs, or questing to get your dragon weapons, super potions, etc. and it would feel somewhat backwards if people are super high stats before those things are even available.

As for the actual rates.. like ckmoon said, is tricky. RSCR discord is .... a scary place ... so I'm afraid to even try to ask people's opinions there lol.

I enjoy low rates because I'm a masochist, but my unbiased proposal I genuinely think the masses might find acceptable would be 3x/4x/5x. I think at the very least it would be a good starting point and if many people find it too slow then it could always be raised, but with those rates people could still fairly quickly(even on working mom and dad schedules) achieve some properly strong stats in the 80s and 90s(plenty to kill anything in the game and also hit big exciting numbers pking) while still leaving some grind left for the perfectionists to strive for over time.

Sorry for the text wall again.. just trying to give my input on the matter and the reasoning behind it. Would love to see how others feel as well! Thanks for reading/considering everyone's feedback Kleio, and the plans for everything else looks awesome to me by the way!

Akme Send PM

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Keiser said:

I enjoy low rates because I'm a masochist, but my unbiased proposal I genuinely think the masses might find acceptable would be 3x/4x/5x. I think at the very least it would be a good starting point and if many people find it too slow then it could always be raised

Fully agree with this. It's better to start with a lower xp rate and if people feel that it's too slow then you can always raise it later.

Maj0rHustla Send PM

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Posts: 3

hey bro , awsome to see this revamp

first id like to say , i'm miniblanco , rangers 2003 , maj0rhustla from the real game , if you know , you know.

second , i live in north America, specifically canada , I'm a full time IT engineer , I'm willing to host the north American server here at my data center at no cost.

lastly

2. Character IP Restrictions
this should be set to 3 at max , this already scares alot of new players.

3. XP Rates (preliminary)

with subs = 5x for everything.
without subs = 2x for everything.

i feel the point of this server is to feel the real game but with awsome new updates and active development to improve it
if you make it to easy , it will just blow up quick and encourage people to farm 50 different accounts as apposed to actually living threw the game , interacting with just 1 main for at least the first year.
this is what made rsc great

i will add some input on other items when i have had some time to look it over

another important thing is that repeat tasks should execute full inventory , like theiving right click thiev until caught , same with smithing , mining , doesnt matter your level , reason is , were 35+ now , noone wants carpel tunnel.
and this will push less people to bot and macro , because we all know , its inevitable.  ( ixbot / apos / autorune / sts bot / muddy bot / ) if you know , you know, all can be revived and updated pretty quick.

hands down the best improvement made is the web market and probably the only thing rsc really needed to keep it alive, aside from an active community lol

Maj0rHustla Send PM

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for the love of god , add a edit post button bro

lol

xshredderx Send PM

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Posts: 7

Make combat exp too high and people have multiple chars to multi-log and  up the wild.  One of the reasons I quit.  RSC was about having 1-2 characters and you played on them exclusively and leveled the  out of them.

Trying to keep 20 chars geared at castle felt more like a fulltime job for me and not fun at all.  Whoever had the most time to no-life the afk grind to get characters to a specific level was one of the dumbest things I've seen on a private server.

Lower the rates, keep playtime to 1-2 characters, make people earn the right to have a high level, and not have everyone multi-flats at the end of the first month.

Tw1n 4rr0wz Send PM

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Posts: 3

I am Zeziliath, Tw1n_4rr0wz on OG classic and on the Preservation server. Possibly known for a short yt series that got a lot of traction.


The xp rates are just too high.  And there is a attempt on hyping up highscores but why would there be hype if everyone can get there 5x as fast. As a Preservation player, i obviously value a more slow gameplay, but boosted xp rates are a good thing for this server, but i think its way too high as of now. I wouldnt go above 2x for anything for non subs.

5 characters per account is also too high. 2-3 at most if you ask me. Having so many accounts scares new players like maj0rhustla mentioned. I for one get scared off by rules like these. Its not even just about Wildy activity, its about real accounts playing. I personally really dislike it if there are 100 people online but in reality there are 20 people on the server. Its about every interaction, not just wilderness.

I like the Wildy 1v1 idea, its a good solution if you ask me, but im not a HC PK'er.

No tp's to wildy, good!

Things like Karamja bank i think are good for the people who want it, its a good thing imo.

BIG fan of the droprates system.

Market tax, good.

Skipper service, fun and good.

I am excited to try the server, however i would probably not stick around if the xp rates and characters stay the way they are now.
Excited for launch!