What if on launch day, no one could buy steel armor — because no one had smithed it yet? What if the first player to reach that milestone became, for a brief moment, the most important person on the server? That's the kind of launch moment we want to create.
New private servers don't come around often. When they do, launch day is a once-in-a-lifetime moment for the community. We want to make ours memorable — and we have an idea that we think could do exactly that. It may sound strange at first, so please bear with us and consider the idea fully before judging!
Locking available gear until someone makes it
Any item that can be smithed by a player would be unavailable in shops until a player actually produces it first. As smithers level up and craft gear, it unlocks items in stores for everyone. The economy literally opens up in real time. Please take into account that mithril will be unlocked very quickly
I understand some of you may want to jump into training accounts right away, but we can have a fun launch of the server only once. New servers launch rarely anymore, we see this as a real opportunity to add a fun twist! Thank you in advance for sharing feedback on this.
Initial idea is that Champions Guild store items would be unavailable at launch, so no high-level gear would be available from shops until someone smiths the item. As soon it is made, the item is available to purchase in the stores.
The question is — how far do we take it? We're considering a few approaches and want your vote:
Option A — Full lock
All smithable gear locked in shops until a player produces it. Only non-smithable shop items available from the start.
Option B — Mostly locked, apart from bronze and iron gear
Bronze and Iron always available. Steel and above locked until smithed by a player.
Option C — Mostly locked, apart from low tier gear for all metals
Most gear is locked, but less desirable weapons are available, for example short swords.
Option D — Shops stay open, just disable Champions Guild
Don't change shop availability at all. Champions Guild disabled until someone crafts the gear sold there, all other shops stay completely open as normal.
Reply with your pick and reasoning!
XP rates
Since yesterday's post we have one change that seems pretty easy to make — most people think the combat experience rate was too high. You want to enjoy the lower levels longer and have a server with fewer maxed combat accounts early on.
We are onboard. Our suggested base XP rate is:
4x Combat
3x Magic/Ranged/Prayer
2x Non-combat skills
Max boosted rate:
6x Combat
5x Magic/Ranged/Prayer
4x Non-combat
How does this sound, please comment about combat and skilling rates.
We know this is last minute and we appreciate your patience — your feedback genuinely shapes the server. Drop your votes and thoughts below, every opinion counts before we go live tomorrow!