Wilderness Incentive Update


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13 Fangs Send PM

Member

Posts: 26



How do we get more people into the wild and risking goods? Simple, you start incentivizing people via enrichment game play!


Skull Enhancement


Whenever a player is skulled, they gain benefits in the wilderness.
::skull (or naturally skulled by attacking another player)
::redskull



All Wilderness
Normal Skulled
  • Idle Timer +5 Minutes
  • NPC Drops +1 Stackables Multiplier (Double)
  • Bones Buried +1x xp Multipler

Red Skulled

  • Normal Skulled Benefits
  • Idle Timer +5 Minutes
  • NPC Drops +1 Stackables Multiplier (Triple)
  • NPC Drops 50% Chance of Double Items (NonStackables)
  • Bones Buried +1x xp Multiplier



Bandit Camp
Normal Skulled
  • Bandit General Store will buy items at non-diminishing rate
  • Access to Lobster/Swordfish Fishing Spot
  • Fat Tony's Furnace Never Burns Food

Red Skulled

  • Normal Skulled Benefits
  • Bandit General Store will buy items at 1.15x High Alch price
  • Access to Cooked/Raw Lobster & Swordfish Certer



Castle
Normal Skulled
  • Access to Castle Courtyard - Mining Rocks (Coal + Mith + Addy + 2 Rune)

Red Skulled
  • Normal Skulled Benefits
  • Access to Furnance within Castle Coutyard (Furnace Requires Half Coal for bars)
  • Access to Ore/Bar Certer


Lets make the wilderness a player dense area!

Overlord Send PM

Member

Posts: 96

13 Fangs said:



How do we get more people into the wild and risking goods? Simple, you start incentivizing people via enrichment game play!


Skull Enhancement


Whenever a player is skulled, they gain benefits in the wilderness.
::skull (or naturally skulled by attacking another player)
::redskull



All Wilderness
Normal Skulled
  • Idle Timer +5 Minutes
  • NPC Drops +1 Stackables Multiplier (Double)
  • Bones Buried +1x xp Multipler

Red Skulled

  • Normal Skulled Benefits
  • Idle Timer +5 Minutes
  • NPC Drops +1 Stackables Multiplier (Triple)
  • NPC Drops 50% Chance of Double Items (NonStackables)
  • Bones Buried +1x xp Multiplier



Bandit Camp
Normal Skulled
  • Bandit General Store will buy items at non-diminishing rate
  • Access to Lobster/Swordfish Fishing Spot
  • Fat Tony's Furnace Never Burns Food

Red Skulled

  • Normal Skulled Benefits
  • Bandit General Store will buy items at 1.15x High Alch price
  • Access to Cooked/Raw Lobster & Swordfish Certer



Castle
Normal Skulled
  • Access to Castle Courtyard - Mining Rocks (Coal + Mith + Addy + 2 Rune)

Red Skulled
  • Normal Skulled Benefits
  • Access to Furnance within Castle Coutyard (Furnace Requires Half Coal for bars)
  • Access to Ore/Bar Certer


Lets make the wilderness a player dense area!


Love
All this

Skippertaxi Send PM

Member

Posts: 59

I like just the normal skull stuff. But with a 50% increase in stackables.
Bones buried +1x past 10 wildy. So not abuse at border.
And idle timer can go up to 30min.

Mistborn Send PM

Member

Posts: 43

The wilderness is already player dense. If 2IP restriction was gone there would be even more player characters in the wilderness.

These incentives won't bring more to the wild, its literally not possible for us to bring more into the wild. It will barely see more people skull.
The only incentive from your list that may actually make people skull is NPC Drops +1 Stackables Multiplier (Triple)
We would see an increase in 1 itemers skulling at thugs and wizards for sure xD

People are afk training their pkers with 3 items and we can only afk train 2 at a time, if you're wondering why there are barely any skulled players or pk, there is your answer. We have to choose between afk training and pking, we can't do both.

If I saw you walking around on a level 60 looking for pk on one of my two afk trainers, I wouldn't come pk you... for 2 reasons.
1) it would take me more than 2.5 minutes just to log in to an alternate account (30 seconds to get away from NPC's & Log out and 2 minute delay timer to swap chars in wilderness)
2) I haven't even started making a level 60 to pk with yet, because I can only afk 2 at a time and i'm not click training out of wild

I don't mean to put down the suggestion, I 100% agree that incentive is needed in the wilderness however, in this early game, the ability to pk full addy & ruby ammy is a great incentive, Money is valuable right now.
I just think you may be looking in the wrong direction if you want more action. We don't need more incentive to be there, the servers not even a month old. We need characters to pk with.

I'm currently AFK'in 2 flats in wild. 19 million exp to go on one and 32 million to go on the other. We're 3 weeks in to the server.

19 million exp, just 46,341 more bandits and that one will be done, kill one per 10 seconds... at best.. by my calculation thats 128 hours more afk until this one is done big_smile ... I'm not going as hard as I did on attack so say average 5-8 hours per day, just 16 days to go and you'll have me in wild skulled risking pixels.

I'm currently click training a lvl 33 to pk with. Which one of my flat training characters do I pull out of the wild to pk on a lvl 33? Maybe ill come for 30 mins here or there but my flats are priority to pk

WooGGi Send PM

Member

Posts: 38

Mistborn said:

I'm currently AFK'in 2 flats in wild. 19 million exp to go on one and 32 million to go on the other. We're 3 weeks in to the server.

19 million exp, just 46,341 more bandits and that one will be done, kill one per 10 seconds... at best.. by my calculation thats 128 hours more afk until this one is done big_smile ... I'm not going as hard as I did on attack so say average 5-8 hours per day, just 16 days to go and you'll have me in wild skulled risking pixels.

I'm currently click training a lvl 33 to pk with. Which one of my flat training characters do I pull out of the wild to pk on a lvl 33? Maybe ill come for 30 mins here or there but my flats are priority to pk

You just gave perfect example why there should be major nerfs to the current afk training opportunities in wild.
As you do not need flats to PK yet alone 2x flats. Also choosing to AFK in wilderness for better exp is limiting the PK abilities and not the IP restriction only.
Both of your accounts going for flats could be afk trained in Crandor giving you an afk spot for the 33 (that takes less than day to make) and also give you free slot to PK with.

Mistborn Send PM

Member

Posts: 43

WooGGi said:

Mistborn said:

I'm currently AFK'in 2 flats in wild. 19 million exp to go on one and 32 million to go on the other. We're 3 weeks in to the server.

19 million exp, just 46,341 more bandits and that one will be done, kill one per 10 seconds... at best.. by my calculation thats 128 hours more afk until this one is done big_smile ... I'm not going as hard as I did on attack so say average 5-8 hours per day, just 16 days to go and you'll have me in wild skulled risking pixels.

I'm currently click training a lvl 33 to pk with. Which one of my flat training characters do I pull out of the wild to pk on a lvl 33? Maybe ill come for 30 mins here or there but my flats are priority to pk

You just gave perfect example why there should be major nerfs to the current afk training opportunities in wild.
As you do not need flats to PK yet alone 2x flats. Also choosing to AFK in wilderness for better exp is limiting the PK abilities and not the IP restriction only.
Both of your accounts going for flats could be afk trained in Crandor giving you an afk spot for the 33 (that takes less than day to make) and also give you free slot to PK with.

Whilst I appreciate your views, everyone has a preference for pking and what levels. My preference is flats & mage. Crandor costs food and requires attention. If I had attention to give, I wouldn't be AFK.

This game doesn't exist outside of the wilderness for me, I have no interest in fishing, mining, merching, my only goal is to fill up my pk supplies and pk recreationally and I would like to enjoy pking on flats.
You are asking for major nerfs to afk opportunities in wild? You are essentially saying, if you don't have time to play, leave.
I earn my AFK opportunities, I pk for my training spots as intended, I have only stopped pking for training spots recently due to the 2 minute delays driving me insane.

I wasn't making 2x flats at first, i converted my 40-20 pure due to the 2ip limit and the people I pk against are making 2x flats, I didn't vote for 2IP but i adapt

WooGGi Send PM

Member

Posts: 38

Mistborn said:

Whilst I appreciate your views, everyone has a preference for pking and what levels. My preference is flats & mage. Crandor costs food and requires attention. If I had attention to give, I wouldn't be AFK.

This game doesn't exist outside of the wilderness for me, I have no interest in fishing, mining, merching, my only goal is to fill up my pk supplies and pk recreationally and I would like to enjoy pking on flats.
You are asking for major nerfs to afk opportunities in wild? You are essentially saying, if you don't have time to play, leave.
I earn my AFK opportunities, I pk for my training spots as intended, I have only stopped pking for training spots recently due to the 2 minute delays driving me insane.

I wasn't making 2x flats at first, i converted my 40-20 pure due to the 2ip limit and the people I pk against are making 2x flats, I didn't vote for 2IP but i adapt

The afk training spots for flats/mains don't really require that much more attention than wilderness afk. You might need to use kite+baxe instead of r2h but you should be able to afk ~20mins before needing to eat. Having to eat more food is great for the economy and that is one of the reasons why I personally advocate this one.

And the nerfs to wilderness AFK in this case could be requiring you to skull so no 3 item stuff without food etc. Also afk spots outside the wilderness could be buffed as like you said they require food and thus give stimulus to the economy. Lots of things that could be happening and anything is better than the 3 item autowalk meta we currently have.

Overlord Send PM

Member

Posts: 96

WooGGi said:

Mistborn said:

Whilst I appreciate your views, everyone has a preference for pking and what levels. My preference is flats & mage. Crandor costs food and requires attention. If I had attention to give, I wouldn't be AFK.

This game doesn't exist outside of the wilderness for me, I have no interest in fishing, mining, merching, my only goal is to fill up my pk supplies and pk recreationally and I would like to enjoy pking on flats.
You are asking for major nerfs to afk opportunities in wild? You are essentially saying, if you don't have time to play, leave.
I earn my AFK opportunities, I pk for my training spots as intended, I have only stopped pking for training spots recently due to the 2 minute delays driving me insane.

I wasn't making 2x flats at first, i converted my 40-20 pure due to the 2ip limit and the people I pk against are making 2x flats, I didn't vote for 2IP but i adapt

The afk training spots for flats/mains don't really require that much more attention than wilderness afk. You might need to use kite+baxe instead of r2h but you should be able to afk ~20mins before needing to eat. Having to eat more food is great for the economy and that is one of the reasons why I personally advocate this one.

And the nerfs to wilderness AFK in this case could be requiring you to skull so no 3 item stuff without food etc. Also afk spots outside the wilderness could be buffed as like you said they require food and thus give stimulus to the economy. Lots of things that could be happening and anything is better than the 3 item autowalk meta we currently have.

+1

Player avatar

13 Fangs Send PM

Member

Posts: 26

Mistborn said:

The wilderness is already player dense. If 2IP restriction was gone there would be even more player characters in the wilderness.

This update has a goal to incentivize skillers and current afk players to engage in the wildy to skull and actually would facilitate some active pking if resources were contested over. Make the reward enriched enough, you'll bring players to it. I'm willing to bet if you rolled out the update of having skull benefits for enhanced NPC drops or buffed rates we would see more skulled players in the wild.

Mistborn said:

These incentives won't bring more to the wild, its literally not possible for us to bring more into the wild. It will barely see more people skull.
The only incentive from your list that may actually make people skull is NPC Drops +1 Stackables Multiplier (Triple)
We would see an increase in 1 itemers skulling at thugs and wizards for sure xD

1 itemers that would lose their stackables if killed....

Mistborn said:

People are afk training their pkers with 3 items and we can only afk train 2 at a time, if you're wondering why there are barely any skulled players or pk, there is your answer. We have to choose between afk training and pking, we can't do bot.
....
I don't mean to put down the suggestion, I 100% agree that incentive is needed in the wilderness however, in this early game, the ability to pk full addy & ruby ammy is a great incentive, Money is valuable right now.
I just think you may be looking in the wrong direction if you want more action. We don't need more incentive to be there, the servers not even a month old. We need characters to pk with.

The only thing that isn't established right now is high-level pking. There is an abundance of players that are low/mid level that we can draw into the wilderness for enriched training spots and resources. You even said that money is valuable right now and yet barely anyone is using the bandit camp general store that buys items currently at high alch prices, why is that? Lets introduced buffed wilderness incentives and let the playerbase react. In fact if we buff the wilderness it could lead to the majority of playerbase wanting to increase back to 5ip due to the popularity of wanting to engage in the wilderness.

Ipk Send PM

Member

Posts: 79

I think those are too much of an incentive and will result in gangs of teams just all skulling and controlling areas even more than they already do. It can add fun for large team battles, but any1 not part of that is at even more of a disadvantage to earn gp and items.

I do like things that give reasons to go into the wild, but these may be too much. Requires more thought, tho. Some fine tuning.