Small, close quarters "Danger Zone" in Wilderness


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meyvn Send PM

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Posts: 77

This is just a silly idea, I'm bored at work. Feel free to critique it, add things to it. Don't take this suggestion to heart, it's just a for-fun suggestion that might get people into the wilderness or at least spawn some content.

High risk area, meaning when you enter you get skulled. Protect Items disabled here.

1v1 TIMERS HERE!!!

Significantly smaller area would mean more players attackable in each level.
- Level 1 wild = You can attack within 5 levels
- Level 2 wild = You can attack within 10 levels
- Level 3 wild = You can attack within 15 levels
- Level 4 wild = You can attack within 20 levels
- Level 5 wild = You can attack within 25 levels

Within this "Danger Zone" you could place additional, advanced skilling nodes:
- A couple additional Runite Rocks with faster respawn timers
- Additional fishing locations for Sharks and higher (Possibly introduce new foods? Sharks are so damn cheap.)
- Additional high-level mobs (Black Demons, Black Dragons, Red Dragons, etc... possibly new monsters?) with a bank "somewhat" nearby. Obviously close enough to make these a feasible option, but not so close as to trivialize the farming of them. Keep in mind you are still in the "Danger Zone" and these mobs would be in the deep part so anyone within 25 levels of you could attack.
- New agility course that scales with your level and gives skilling resources as rewards for each lap completed that you can "negotiate" for with the course instructor before starting. (You could choose from things such as ore notes, raw food notes, or commendations of which you could trade in large quantities of such as 100, 500, 1000 for Rune armor rewards or Dragon weapons?)

Last edited by meyvn (6 Jul 2016 16:39)

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pepster Send PM

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Posts: 475

Only if Kenny Loggins gets blasted at you via the client upon entrance to THE DANGER ZONE.


[img]http://i58.tinypic.com/dy7kea.png[/img]