Where is the panic?


ImRonald Send PM

Member

Posts: 41

Our daily player count dropped from 300–400 down to 100–200 in just one month. It is time to admit that the IP restrictions and the 120 second block timer are killing the server.
The current rules force us to choose between training or PK'ing. You cannot do both anymore. If you want to fight, you must bank, then get blocked 120 seconds further to re entering wild, just for a 2minute hit and run fight. This results in 2 minutes of action followed by 1 hour of hide and seek.
More leaving because of these changes. We need to act now before the player count drops even further. Let's implement solutions for both casuals and the hardcore pkers.
We have given suggestions on how to do this on other threads.

This is likely the final post I will make on this matter. This entire situation could have been easily avoided. It is incredibly frustrating to watch the server repeat the same mistakes by enforcing restrictions that drive players away. We shouldn't have to wait for the player count to hit 50-100 before we admit this experiment failed. We need action now.

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KizL Send PM

Member

Posts: 31

Multi zones and solo zones. Then IP restrictions don't matter.


~K!zL

gojv Send PM

Member

Posts: 11

+1 I'm still afking and holding on but I have to admin I can't blaming people for leaving. In terms of wilderness this by far the most boring server I've ever played on. It's sad to see people blindly voting for ip restrictions because to the untrained eye it looks like the most fair choice but in reality it is the opposite.

Nebukad Send PM

Member

Posts: 9

+1

1. Shorter timer (30seconds?) for edge tele
2. Atleast 3IP limit wild but 3 skulled would be better.
3. Maybe pump double subbed melee. The botting gang got what they wanted - lower xp rates before launch but the average trainer is suffering. Dont make skills or gear easier to obtain but just having faster training goes a long way.
4. Altar edge.
5. People have offered some skull big melee bonus type solutions in wild. Maybe? ?

I know theres so much other work going on and you want it to be long lasting server. Everything else has been well done and not to take anything away from hard work.

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Vril Send PM

Member

Posts: 19

Gangbangers are making wild unappealing to normal players, allowing them even more accounts to gang with isnt gonna save this server, quite the opposite. But so what? its already a poodles copycat server, lets just please dynfags all the way until we have nothing but 2 teams left and have everybody else quit.

HnD Send PM

Member

Posts: 3

After everything else has been said by others. One of your biggest reasons for losing people is how slow and  things are when training, especially now you nerfed the spawn rates.

You need to add back the original hyperspawn and honestly add say another place for people to train in wild to avoid crowding. You could add like pirates that drop bolts/arrows and other useful runes.

Why are you hesistant to let people train up. We need people in wildy training and reaching their levels so pking gets going before people just leave the server.

finkrew1 Send PM

Member

Posts: 4

I completely agree with everything said here. The drop from 300–400 players to barely 100–200 in such a short time is not a coincidence. The current IP restrictions and the 120-second wilderness block timer have fundamentally damaged the flow of the game and pushed people away.

Right now the server feels restrictive instead of fun. The old balance between training, PKing, and spontaneous action is gone. Players are forced to choose one or the other, and that kills what made the server enjoyable in the first place. Banking after every short fight only to sit through another 120-second lockout completely destroys momentum. Instead of constant activity and organic encounters, the wilderness has turned into long periods of waiting and hiding for a few seconds of actual action.

Server should encourage interaction, risk, and fast-paced gameplay — not punish players for wanting to fight. These changes may have been made with good intentions, but the result is clear from the player count alone. People are frustrated, bored, and leaving.

The worst part is that the community already provided multiple reasonable suggestions and compromises that could support both casual players and hardcore PKers. There were opportunities to adjust things before the situation got this bad, but instead the restrictions stayed in place while the population kept declining.

At some point the server needs to acknowledge reality before it becomes irreversible. Waiting until the player count drops even further would be a massive mistake. The experiment has clearly not worked as intended, and immediate changes are needed if the goal is to keep the server alive and active.

Hopefully the staff finally listens before more long-time players decide to quit for good

HnD Send PM

Member

Posts: 3

Why are the events held in the wildy as well like you just deny everyone access to them who's trying to train their accounts?

Deez nutz Send PM

Member

Posts: 4

1+ end this nonsense. also. i have to choose, what accounts i want to train. and watch my subs run out on others. without taking adv of it. so stupid.

Not Broke Send PM

Member

Posts: 12

The player count drop is due to no fun content in the game because of f2p not because of 2 IP.
I do agree with having more accs in wild for training and 2 skills in wild fixes that.
These are all mostly replies from the biggest team in the game and they want to be able to park 10 accs in ever pk spot in the game.
-1 on unlimited ips for pking
+1 for 2 skulls in wild with unlimited ips in wild for training.

Deathrunes Send PM

Member

Posts: 2

Nebukad said:

+1

1. Shorter timer (30seconds?) for edge tele
2. Atleast 3IP limit wild but 3 skulled would be better.
3. Maybe pump double subbed melee. The botting gang got what they wanted - lower xp rates before launch but the average trainer is suffering. Dont make skills or gear easier to obtain but just having faster training goes a long way.
4. Altar edge.
5. People have offered some skull big melee bonus type solutions in wild. Maybe? ?

I know theres so much other work going on and you want it to be long lasting server. Everything else has been well done and not to take anything away from hard work.

WooGGi Send PM

Member

Posts: 38

Nebukad said:

+1

1. Shorter timer (30seconds?) for edge tele
2. Atleast 3IP limit wild but 3 skulled would be better.
3. Maybe pump double subbed melee. The botting gang got what they wanted - lower xp rates before launch but the average trainer is suffering. Dont make skills or gear easier to obtain but just having faster training goes a long way.
4. Altar edge.
5. People have offered some skull big melee bonus type solutions in wild. Maybe? ?

I know theres so much other work going on and you want it to be long lasting server. Everything else has been well done and not to take anything away from hard work.

1. Would be bad for castle pk like the no timer was. This is already mainly concern for trainers and it is the risk for training wilderness. The 90 seconds we currently have is good compromise for this one.
2. This would make the wilderness even more ass for the casual players. You already get attacked by one person on two accounts having to fight 1v2 and this would make it 1v3.
3. Combined with the 2. there is no reason why wilderness should be safe place to train and everybody should be able to park 5 accounts there just afk 24/7. Best and easiest solution is to add more spots outside of wilderness. It will also help the economy as it brings in food consumption.
4. Instead of edge maybe have this altar in like level 4 wilderness top of egde where the river ends. Could be interesting. With home teleport having it in edge would anyways only save you like less than 20 seconds so might as well try something a bit spicier.
5. This would mainly help the big teams. Casuals and afkers would not benefit as much so maybe we would need something else? There was some comments regarding a 1v1 area so maybe add training section there also? Very high exp when skulled, unable to use protect items when skulled and long ass pj timers + only one player being able to attack you at a time. Could also be very interesting. Could even make it so that with 99 flats you cannot attack unless you have been attacked so it is only for trainers to fight over the spots

Meit Send PM

Member

Posts: 3

finkrew1 said:

I completely agree with everything said here. The drop from 300–400 players to barely 100–200 in such a short time is not a coincidence. The current IP restrictions and the 120-second wilderness block timer have fundamentally damaged the flow of the game and pushed people away.

Right now the server feels restrictive instead of fun. The old balance between training, PKing, and spontaneous action is gone. Players are forced to choose one or the other, and that kills what made the server enjoyable in the first place. Banking after every short fight only to sit through another 120-second lockout completely destroys momentum. Instead of constant activity and organic encounters, the wilderness has turned into long periods of waiting and hiding for a few seconds of actual action.

Server should encourage interaction, risk, and fast-paced gameplay — not punish players for wanting to fight. These changes may have been made with good intentions, but the result is clear from the player count alone. People are frustrated, bored, and leaving.

The worst part is that the community already provided multiple reasonable suggestions and compromises that could support both casual players and hardcore PKers. There were opportunities to adjust things before the situation got this bad, but instead the restrictions stayed in place while the population kept declining.

At some point the server needs to acknowledge reality before it becomes irreversible. Waiting until the player count drops even further would be a massive mistake. The experiment has clearly not worked as intended, and immediate changes are needed if the goal is to keep the server alive and active.

Hopefully the staff finally listens before more long-time players decide to quit for good

Deathrunes Send PM

Member

Posts: 2

finkrew1 said:

I completely agree with everything said here. The drop from 300–400 players to barely 100–200 in such a short time is not a coincidence. The current IP restrictions and the 120-second wilderness block timer have fundamentally damaged the flow of the game and pushed people away.

Right now the server feels restrictive instead of fun. The old balance between training, PKing, and spontaneous action is gone. Players are forced to choose one or the other, and that kills what made the server enjoyable in the first place. Banking after every short fight only to sit through another 120-second lockout completely destroys momentum. Instead of constant activity and organic encounters, the wilderness has turned into long periods of waiting and hiding for a few seconds of actual action.

Server should encourage interaction, risk, and fast-paced gameplay — not punish players for wanting to fight. These changes may have been made with good intentions, but the result is clear from the player count alone. People are frustrated, bored, and leaving.

The worst part is that the community already provided multiple reasonable suggestions and compromises that could support both casual players and hardcore PKers. There were opportunities to adjust things before the situation got this bad, but instead the restrictions stayed in place while the population kept declining.

At some point the server needs to acknowledge reality before it becomes irreversible. Waiting until the player count drops even further would be a massive mistake. The experiment has clearly not worked as intended, and immediate changes are needed if the goal is to keep the server alive and active.

Hopefully the staff finally listens before more long-time players decide to quit for good

This and This

Roze Send PM

Member

Posts: 2

Ip restrictions promote 10-20 unique gank fests.. the community is not built for this with even a 300 player count. Unlimited ip in wild allows smaller groups to function when they've trained themselves to use more clients. Its clear that the players who voted for this crap rule aren't even playing anymore lmao..  you have a group who is enjoying the abuse of this situation to pump their egos and another group who has too much ego to just let roll over and let them have it, so we sit here and play this crap server in hopes it will become uncrappy like it was when we all originally donated

Roze Send PM

Member

Posts: 2

Ip restrictions promote 10-20 unique gank fests.. the community is not built for this with even a 300 player count. Unlimited ip in wild allows smaller groups to function when they've trained themselves to use more clients. Its clear that the players who voted for this crap rule aren't even playing anymore lmao..  you have a group who is enjoying the abuse of this situation to pump their egos and another group who has too much ego to just roll over and let them have it, so we sit here and play this crap server in hopes it will become uncrappy like it was when we all originally donated

Narcki Ix Send PM

Member

Posts: 2

I have the best solution
Add back wildy 0 ip res
Add half wild 1xip
Add more mobs
Add p2p
Let us enjoy the game

Hit man Send PM

Member

Posts: 8

Myself and approx 6-10 others that stop playing after the first few weeks will return if they fix the bullshit. Timers to enter wilderness? It literally has a sign that says it's a dangerous place. You shouldn't be limited.
Put a timer on the purchasing of arrows or store items rofl.
Why would you implement things that don't benefit the players TIME. Do you understand this is 2026 and there's way better games out? If you already had net full of fish why the hell would you cut it before you pulled it up.
The players TIME is what is more valuable. You think afking and pking on lvl 30s is fun? Lowering xp rates a month in? This place is a spit in the face of Runescape classic lovers. You gave false hope and I'm sure people would appreciate their TIME being factored in to when playing. No wonder people are going back to Dy na.

Hit man Send PM

Member

Posts: 8

One more thing. If you made a world 2 for example and made it all wilderness except for banks for safe zones. You'd have more players on that world then on the failed one you have already.

Meit Send PM

Member

Posts: 3

Shouldn't have to decide to train or pk. Can't believe this has to be explained at all but limiting the opportunity for any pk due to restrictions, moving trainers out, waiting time to bring other accounts, in a diminished community is a recipe for failure. The window is already small, why are we making it that much more inconvenient.

We don't want to park 10 accounts in wild. We've asked multiple times how we can come to an agreement or meet somewhere in the middle like 3ip or split wilderness.

The auction house is being flooded with swordfish and ores to be made into gear with 5ip but cutting the accounts down that can use them is a weird plan. I'm hearing this "casual player doesn't want to make multiple accounts or deal with multi pk accounts" but the way this is going with nerfed xp is a little contradicting.