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Go BackServer Direction — Feedback & Discussion
On the release post we outlined our content direction for REV2. We want to open this up for discussion before and after launch — your feedback will genuinely shape how this evolves.
Content Direction
As much as we all cherish RSC, nostalgia sometimes gives us a rosier view than reality. The game had rough edges. Our philosophy is simple: keep the authentic spirit, smooth out the rough edges, and never add anything that breaks what made RSC special.
That meant making hard cuts from content we had on REV1. We stripped out custom content that didn’t fit an RSC experience we are aiming for — custom gear, equipment tab, overpowered areas, alien skill systems, and custom game modes. Less noise, more RSC.
Our Principles Going Forward
Custom content — Some of it will return, but in a more refined way that won't negatively impact other areas of the game. We've learned our lesson. What we kept: anything that doesn't mess with the core fundamentals of RSC or its combat mechanics.
PvP integrity is non-negotiable — No custom armours (excluding cosmetics or trimmed versions), weapons, amulets, rings, or items that would create an unfamiliar combat experience. If you know how RSC PvP works, nothing here will surprise you. The wilderness stays true to the original — we'll be careful with any content that could negatively impact PKing or the demand for player-crafted supplies.
The economy is built to last — At the beginning of the launch drop rates follow the original game as closely as possible. No areas or NPCs with excessive drops or easy wealth generation. We want an economy that rewards effort and stays healthy long-term.
Launch is pure F2P — All members-only skills, quests, and areas are locked at launch. This gives everyone a level playing field and lets us focus on getting the free-to-play experience right before expanding. P2P content will roll out as a proper expansion down the road.
Character limits — You can have up to 3 characters online at once. Wilderness is configurable to 2IP or 1IP, or both split into special zones.
If you played RSC, you can jump into REV2 and feel right at home — no relearning how combat works, no custom systems to figure out.
Questions for Discussion
On custom content: We've committed to bringing some custom content back in a more refined way. What did you like from REV1 that you'd want to see return — and what are you glad is gone?
On PvP integrity: The wilderness launches vanilla F2P. How should Wilderness evolve afterwards? What would make you actually want to spend time there long-term?
On the economy: Drop rates follow the original as closely as possible at launch. Do you think that's the right call, or are there specific areas you'd want adjusted?
Character limits: We're launching with 3IP global limit and 2 or 1IP Wilderness. Do you think it's a good decision? How it may affect your play style?
Feel free to share thoughts on anything else covered above — nothing here is set in stone.
Questions for Discussion
On custom content: We've committed to bringing some custom content back in a more refined way. What did you like from REV1 that you'd want to see return — and what are you glad is gone?
On PvP integrity: The wilderness launches vanilla F2P. How should Wilderness evolve afterwards? What would make you actually want to spend time there long-term?
On the economy: Drop rates follow the original as closely as possible at launch. Do you think that's the right call, or are there specific areas you'd want adjusted?
Character limits: We're launching with 3IP global limit and 2 or 1IP Wilderness. Do you think it's a good decision? How it may affect your play style?.
1- Already answered that on another post, but the QoL thing to allow us to speed up the game a bit since we don't have the same free-time we used to before. Glad to see a RSC-replica server at launch, RSC always was a blast in the beginning of each private server launch when it stuck to F2P.
2- More NPC's in wildy so the exp is OP and attracts people. People won't go in wildy if 5 people are training at Hobs with 5 NPC's available (I'd rather go alone at Hobgoblin peninsula out of wildy, having 3 of them to myself, than having only 1 to kill in wild + the chance of being PK'd). Wildy absolutely needs to be the best EXP available to train, else people won't go. The better EXP must overweight the risk of being PK'd.
3- Drop rates just need to be pretty equal for all NPC's (not one that becomes very OP to farm). Replica rates are perfect, it kinda slows the game down at the beginning.
4- Character limit is counter-productive. There's only so much a single person can do controlling multiple accounts actively (multi-PKing, mining, fishing, etc.). Let people play the way they want. If you are really sticking to IP-limits, make it 1-IP over 20 wildy (for 1 flat training), allowing more accounts to be trained elsewhere in lower wildy or non wildy.
-- Example: If it's 3-IP limit worldwide, I'll go (1) flat/high-combat, (2) main skiller, (3) fisher/miner for money/resources... I don't have time IRL to wait to complete my flat before starting more pker's (33, 61, etc.) so I'll probably just never pker on lower levels... Being able to train multiple accounts would only bring more wildy activity and make the economy run better (armor/weapons, food, runes, pots market).
bank in karamja
Hey @Badboy666, thanks again for taking the time to share feedback, appreciate it.
1- Already answered that on another post, but the QoL thing to allow us to speed up the game a bit since we don't have the same free-time we used to before. Glad to see a RSC-replica server at launch, RSC always was a blast in the beginning of each private server launch when it stuck to F2P.
Happy to add QoL features as long as they don't optimise the fun out of the game - some grind is part of the journey and makes the reward feel earned. The biggest additions on that front are already in: the client overhaul, a much more polished Android experience, and most importantly auto-walking. If you have specific suggestions beyond that, post them and we'll consider everything.
If you have any concrete suggestions we will definitely consider it. We will try to do a good job with accumulating ideas and sharing with the community.
2- More NPC's in wildy so the exp is OP and attracts people. People won't go in wildy if 5 people are training at Hobs with 5 NPC's available (I'd rather go alone at Hobgoblin peninsula out of wildy, having 3 of them to myself, than having only 1 to kill in wild + the chance of being PK'd). Wildy absolutely needs to be the best EXP available to train, else people won't go. The better EXP must overweight the risk of being PK'd.
At launch Wilderness NPC counts are stock RSC. We'll be monitoring activity closely and are open to boosting spawn counts at specific locations if the data shows players aren't finding it worth the risk. A crowded spot is also content in itself - competition for NPCs is exactly the kind of friction that feeds PK activity.
3- Drop rates just need to be pretty equal for all NPC's (not one that becomes very OP to farm). Replica rates are perfect, it kinda slows the game down at the beginning.
Drop rates are replica at launch — no changes planned. We're not touching them unless a specific issue emerges and the community agrees it needs addressing.
4- Character limit is counter-productive. There's only so much a single person can do controlling multiple accounts actively (multi-PKing, mining, fishing, etc.). Let people play the way they want. If you are really sticking to IP-limits, make it 1-IP over 20 wildy (for 1 flat training), allowing more accounts to be trained elsewhere in lower wildy or non wildy.
-- Example: If it's 3-IP limit worldwide, I'll go (1) flat/high-combat, (2) main skiller, (3) fisher/miner for money/resources... I don't have time IRL to wait to complete my flat before starting more pker's (33, 61, etc.) so I'll probably just never pker on lower levels... Being able to train multiple accounts would only bring more wildy activity and make the economy run better (armor/weapons, food, runes, pots market).
Character limits aren't fully locked in yet — we're still gathering feedback before finalising what launches and what comes after. Your point about Wilderness specifically is well made and noted. Before launch we'll post a dedicated thread with exactly what we've decided, so the community can see the reasoning and give final input before it goes live.
Kleio