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