Thank you everyone for the detailed feedback on yesterdays post the discussion has been genuinely helpful and we've read every single reply.
On XP rates
Before we share our decision, we want to explain our thinking, because we think the reasoning matters as much as the numbers.
The feedback was split in a way that actually told us something important. A large group wanted 8× or higher. A meaningful group was comfortable with 4–6×. And a smaller but thoughtful group argued for rates even lower than what we proposed — and their argument deserves to be heard.
The concern about too many strong characters too quickly is one we take seriously. RSC is a game where high combat stats fundamentally change the power dynamic - in the wilderness, at resource spots, in the economy. When a large portion of the playerbase hits 90+ combat within the first few weeks, the game loses something. The levelling phase, which so many of you talked about with real nostalgia, just becomes something people rush through instead of actually living. New players arriving in week three walk into a server that already feels like it has an established elite, and that's a hard feeling to recover from.
We've also seen what high rates do to this specific game and this specific community. The multi-flat problem, the wilderness being dominated by coordinated multi-loggers, the feeling that there's nothing left to work toward — these aren't hypothetical risks, they're things that happened before. We're trying to build something that lasts longer than a few months.
This decision is about month four, not day one.
Rates can go up. They cannot go down. If we launch conservative and the data, player population count tells us progression feels too slow, we can raise rates and that feels like a win for everyone. If we launch at 10× and the server is flooded with maxed accounts by week three, there is no fix for that.
With all of that in mind, we're launching with the base rates as proposed:
4× Combat (up to 5.5x in Wild)
3× Magic/Ranged/Prayer
2× Non-combat skills
Max boosted (subscribed):
6× Combat (up to 7.5x in Wild)
5× Magic/Ranged/Prayer
4× Non-combat
Additional boost for Combat/Magic/Ranged/Prayer:
+1x for training in Wilderness
+0.5x bonus for training in Wilderness while skulled
I understand this won't be the answer some of you were hoping for, and honestly it wasn't an easy decision for us either. But I want to be careful with how the server feels after the first few weeks not just on launch day — and that's what this comes down to.
We're not treating this as a closed conversation. Over the first weeks we'll be actively collecting feedback on how progression feels in practice. If the data and the community tell us we got it wrong, we'll act on it.
On the Champions Guild
On a separate note that was much easier to decide — and honestly one of the most exciting things about this launch.
The Champions Guild store starts empty on day one. No rune longsword sitting on the shelf waiting to be bought. Someone has to earn it first. The moment the first player smiths that item, it unlocks for everyone at the standard store price — and not a second before.
All other shops remain completely open from day one, this only applies to the Champions Guild.
The community voted clearly on this one. The large majority chose Option D and we're going with it. It adds a genuine fresh server feeling for the early days without disrupting normal progression — and it gives smithers a brief moment of real importance that feels earned.
We will look for fun ways to track the progress of smithers right on the website.
On multi-logging
This came up consistently throughout the recent posts and it's something we're taking seriously. We're not making any changes before launch — we launch with a 5 IP global limit to keep things simple. We don't want to rush a decision this significant or let it overshadow the launch itself. We'll address it properly once we have real data from actual gameplay.
First week we'll be reaching out to active players directly. We want to hear from every type of player — not just the loudest voices on the forums or Discord.
Training and Mining zone boosts
We've built two systems that should help relieve pressure on busy mining and training spots without compromising the feel of the game. Both systems count unique players only. Multi-logged accounts controlled by the same person don't influence either boost — if three characters are at a spot but two belong to the same player, the system counts it as two.
Rock respawn speedup
When multiple unique players are mining the same rock area, respawn times speed up automatically. Two players mining together gives a 15% boost, three players 25%, four players 35% — that's the maximum. The boost stays active as long as everyone is actively mining. If a player goes idle, the boost drops. You'll see a message in-game when the boost is active so you know it's working.
NPC spawn boost
Rather than just scattering extra NPCs around the world, we built a system that responds to actual crowding. If two or more unique players are idle at a training spot without being in combat, the server may spawn up to two additional NPCs of the same type nearby. This only activates at spots that already have four or more NPCs of the same type, and the check runs every 10 seconds.
Server launch timing
Clients will become available 1h or less before launch, website store as well. We will add a notice just below the website header to make it clear when you can download.
Thank you!
Thank you for caring enough to argue about the last decisions. It means you want the server to succeed as much as we do.
These are tough calls to make right before launch, and I hope they don't take away from what really matters — being a noob again for a few days.
One last personal note
More than a few people suggested we shut the forums down and move everything to Discord. I didn't take that advice, and reading through the threads and DM's I'm really glad I didn't. The quality of feedback here, positivity, the reasoning people put into their replies, the back and forth — you don't get this in a Discord channel. Forums give people space to actually think and write, and that's exactly what happened here. Thank you for being part of it.
See you all in-game, and please keep the feedback coming. The forums are buzzing with ideas and that energy is exactly what this server needs.