Wilderness & Teams discussion


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Kleio Send PM

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On the release post we shared our thinking on Wilderness and Teams. These are two of the most community-driven decisions we'll make, so we want to hear from you before and after launch.

Teams & Parties

REV2 launches without team or party systems. On REV1, we found that these features tended to consolidate resources among established groups, making it harder for new or solo players to compete on equal footing. That said, we know group play matters — so we’re open to revisiting this if the community wants it, potentially in a form that doesn’t create the same imbalance. Tell us what you think on the forums.

Wilderness

At launch, the Wilderness is vanilla F2P — no forts, no hotspots, no teleports. We want to get the economy moving first before layering in PK incentives. But we know the wild needs a reason to be active long-term, and we’re open to new ideas for promoting PvP that haven’t been tried before. We’d love to hear your suggestions.

Questions for Discussion

On Teams & Parties: We removed them because they tended to favour established groups over new and solo players. Do you agree with that call? If teams came back in some form, what would need to change to make them fair?

On Wilderness activity: The wild launches vanilla F2P — no forts, no hotspots, no teleports. What would actually bring you to the Wilderness regularly? What made it feel alive or dead on previous servers you've played?

On PK incentives: We want to add reasons to PK beyond just the fight itself, but without distorting the economy. What kind of incentives would you want to see — and what should we avoid?

On Wilderness rules: Multi-logging in the Wilderness is configurable — 1IP, 2IP, or split zones. What do you think is the right call and why?

These are genuinely open questions. The decisions we make here will shape how the Wilderness feels from day one — your input matters.

ImRonald Send PM

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Posts: 41

We’ve seen this play out on Rev1 and it was a total failure. N0m tried every IP restriction in the book. 1IP, 2IP, gank limits, and teleporting 'parked' accounts, and all it did was kill the wilderness more. The people crying for 1IP aren’t the ones actually keeping the PK scene alive, they’re skillers who want a safe 5minute window twice a year. If you enforce these rules in 2026, PKers will just leave for a server that doesn't have restrictions. Also, limiting 3IP outside of wildy makes zero sense, why stop someone from AFK-fishing while they train, mine, or whatever?  Let the players play the game the way they like to.

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Badboy666 Send PM

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ImRonald said:

We’ve seen this play out on Rev1 and it was a total failure. N0m tried every IP restriction in the book. 1IP, 2IP, gank limits, and teleporting 'parked' accounts, and all it did was kill the wilderness more. The people crying for 1IP aren’t the ones actually keeping the PK scene alive, they’re skillers who want a safe 5minute window twice a year. If you enforce these rules in 2026, PKers will just leave for a server that doesn't have restrictions. Also, limiting 3IP outside of wildy makes zero sense, why stop someone from AFK-fishing while they train, mine, or whatever?  Let the players play the game the way they like to.

100%
No matter the rule you put, none will make everyone happy. Best thing is to just let the wild be free for all, people will adapt (team up, learn to multi, etc.).

Also, we are older and have busy lives now, we don't have time to play on limited accounts like on the original RSC. Just make it unlimited everywhere and don't change the rule halfway through.

AnfredV Send PM

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I advocate option to opt out from pk/being pk-ed in wildy. This balance the needs of pker and skiller.

Killing unarmed is not appreciated in most culture on earth. And there is no challenge at all, only left frustration that cast skiller away. Trust that veteran pkers would agree the same.

For better community we need more players, all kinds of them, including skillers and pkers. It is inefficient for skillers to focus on training while defending themselves, especially we are AFK training on mobile while attending to real life. And when the training is inefficient, skillers won't do at all.

The reality is, when there is no protection or assurance to skiller, then wont enter wild at all. This is particularly true when fort and other bonus xp is gone. So pker won't be able to kill skiller anyway, regardless of how many IP restrictions there are.

I have a simple solution that was already adopted in rs3 in year 2022. Let player opt out from pk and dont let them change opt in/out easily.

With this in mind pker can still get their blood the way they like, while skiller can train and stay tune to this server.

Shinobi Send PM

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AnfredV said:

I advocate option to opt out from pk/being pk-ed in wildy. This balance the needs of pker and skiller.

Killing unarmed is not appreciated in most culture on earth. And there is no challenge at all, only left frustration that cast skiller away. Trust that veteran pkers would agree the same.

For better community we need more players, all kinds of them, including skillers and pkers. It is inefficient for skillers to focus on training while defending themselves, especially we are AFK training on mobile while attending to real life. And when the training is inefficient, skillers won't do at all.

The reality is, when there is no protection or assurance to skiller, then wont enter wild at all. This is particularly true when fort and other bonus xp is gone. So pker won't be able to kill skiller anyway, regardless of how many IP restrictions there are.

I have a simple solution that was already adopted in rs3 in year 2022. Let player opt out from pk and dont let them change opt in/out easily.

With this in mind pker can still get their blood the way they like, while skiller can train and stay tune to this server.


There should be zero safety in the wilderness.

Hi Im Jauro Send PM

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Considering i am probably the smartest and most objective pker to ever walk the streets of rev, having IP restrictions in wilderness will only kill the PK, even though the goal is the opposite. With no restrictions solo pkers have a chance of defending themselves against teams, with restrictions and limits you're only catering towards teams. The bigger the team, the bigger advantage you get over solo pkers and small teams. Having no limits helps combat that. If you are concerned about someone using 10 accounts to kill a guy who is only playing with 1 character, which is indeed gay as hell, there are other ways to combat that, but probably the best of both worlds would be 3 chars in wildy per IP, even though i'd myself support zero limits, and i am most of the time a solo pker, no limits gives me the chance to go out alone, spark  up and fight against teams by myself.

When it comes to IP restrictions and limits outside of the wilderness, i really don't see the point. I mean i understand the idea, you don't want a single player mining all the ores in mining guild but lets be real, no legit player is able to click more than 1 or 2 rocks at the same time. And when it comes to these restrictions in general, we have tried the restrictions before, in Rev and other servers, the result has been the same always, wildy and the game has been more dead than ever. 99% of the players voting in favour of restrictions are the ones that do not take part in Pking in the first place.

You can also try having like the east side of the wildy 1IP or 2IP, and the left side of the wildy no restrictions, add castles to both sides of the wildy and see which one is more popular, and it's always going to be the one with no restrictions.

Also, theres no harm in someone fishing on 1 acc, mining on 1, afking on 2 and doing herbs on 1. It will help and boost the economy and growth of the server.

TLDR: no restrictions in wildy or outside the wildy is the best way to go, but if there has to be restrictions then 3 chars in wildy per 1 IP, and minimum of 3 chars per IP outside of the wildy.

Theres always ways for rule breakers to abuse these restrictions aswell, so the legit players would be the ones suffering from these restrictions.

other than that, you have done a very nice job with the new server.

I have spoken.

Shinobi Send PM

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Thanks Jauro.

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Badboy666 Send PM

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Kleio said:

Questions for Discussion

On Teams & Parties: We removed them because they tended to favour established groups over new and solo players. Do you agree with that call? If teams came back in some form, what would need to change to make them fair?
On Wilderness activity: The wild launches vanilla F2P — no forts, no hotspots, no teleports. What would actually bring you to the Wilderness regularly? What made it feel alive or dead on previous servers you've played?
On PK incentives: We want to add reasons to PK beyond just the fight itself, but without distorting the economy. What kind of incentives would you want to see — and what should we avoid?
On Wilderness rules: Multi-logging in the Wilderness is configurable — 1IP, 2IP, or split zones. What do you think is the right call and why?.

Here's my opinion on that, coming from an experienced player who's seen a lot on the RSC scene over the years.
I've played numerous servers from the start, also moderated different servers from the start, and took ideas/opinions from a lot of people.
I also did a lot of both skilling and PKing, solo or with teams, so it's coming from a rather diverse playing field.

1- People will team/party, no matter what. The same groups of people have been hanging with each other on every server, so it will just repeat here. Also, since there is no fort/hotspot, it won't have much impact on ganking or not, tbh. Eventually, if/when fort/hotspot is added, the mechanics will already be included in the coding. Also, being able to quickly trade over stuff from one account to another using team bank is such a huge QoL from RSCR that should be brought back on 2.0 though. We got older and busier... we don't have time to walk 2 accounts beside one another and trade 12 by 12 items (on that topic, notes should 100% be back too, for QoL).

2- At the beginning, people will be drawn to wilderness for the better exp, so no need to add anything per say, Only thing would be ore NPC's per spot. Not more spots with NPC's. Add more hobgoblins, zombies, icies, rats, dark wizzies, etc. at their existing spots. We will probably already by fighting for spots, there is no need to fight for NPC's within a singular spot. If you REALLY want to add customs spots to make wild more crowded, it can work too but the spots need to be permanent (not added 2 weeks, deleted, then re-added, depending on opinions). Decide something and stick with it.

3- Avoid anything until late in the process. The beginning of a server is the best (race to stats, fights for AFK spots, etc.) The 1x/1,5x is plenty of incentive early on, and the economy will build itself slowly from there. Server steps should be :
1- Race to 98 smithing,
2- Wildy fights until people get flats,
3- Economy stabilizes,
4- Addition of P2P waaaaay later,
5- Addition of custom stuff once P2P is mastered, waaaaaaaaaaaaay later.

4- As stated in my earlier post, no limit for wildy and the server itself. There is a limit to what people can multi-task anyways, so just let people be and play the way they want. If someone wants to multi, you quickly gather 2-3 people and fight him, he can't cast/catch on his all multi VS 3-4 different people.

RSC was an exceptional game the way it was original designed, the proof being we are all here 25 years later on a 2d-game. The only thing that should be added/customized, is the QoL things that make life easier for everyone, as we have way less time on our hands than 25 years ago. No-IP limit is also a QoL, as it allows people to do multiple things at once to save some time grinding the game, instead of being limited.

ImRonald Send PM

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Posts: 41

I would suggest you could do like rev1 right now, make whole east wilderness 1ip, with a castle like west wilderness.
Then do west wilderness free ip, and you will see for yourself which side will remain dead.
As it is, you have to pick and choose wether u want to skill or train accounts, cant really get to do both, with 3ip whole game and 1/2ip wilderness. It is already replica drop rates, which means it is already pretty grindy with NO ip restrictions.
- If i fish on one account to get food for pk, mine on another for the money, and have a 3rd account to farm/buy runes etc, then i cant do more. Since when haven't we learned from the failed ip restrictions on rev1? Do we have to see ip restrictions fail again, and have players leave for other servers where theres no restrictions before we fully understand this doesnt work?

ImRonald Send PM

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Posts: 41

Another thing: How do players make coins in f2p worlds? It will stay f2p for a while, so how do i make enough gp to buy runes from shops, or enough gp to buy a r2h/rune armour from smithers?

sosa Send PM

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Posts: 13

ImRonald said:

Another thing: How do players make coins in f2p worlds? It will stay f2p for a while, so how do i make enough gp to buy runes from shops, or enough gp to buy a r2h/rune armour from smithers?

there is a boots spawn in a shack in al kharid, respawns every 1 min, sell boots to shop for 2 gp .

Tupac23 Send PM

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Posts: 9

Yes ip restrictions will not work. Since you guys are going f2p only I suggest an npc boss in wilderness. No ip restrictions. Make the boss able to be ranged and fought. Make it drop 50k coins - 100k coins. Along with whatever you guys think is good. This will make Wilderness the spot and cause big action with good rewards. Jauro and Ron already explained why ip restrictions wouldn’t work. A skiller could come out there with 2 chars maybe 3 and range on 1-2 and fight on 1. Making farming kinda fun. They also kind of learn to multi this way. Very good concept that worked amazing on dyna. This new npc should also drop death Rune crates. 100 deaths 500 fire 400 airs. Anything more than that kinda floods runes into the game. It would solve the replica drops issue which I find to be the deciding factor in many people’s decision whether to play or not. Replica rsc drops would be aids for a number of reasons. The most important being you need millions of players for that to work. It would take 200 guys 20 years to get the level of economy that 2million players would get on real rsc. In 1 year. Maybe less. With replica drops your basically giving the server to the botters. A regular guy who plays 3-4 hours a day has no chance to compete. This is a private server with a life expectancy of like 5 years max these days. It’s a great long term play but this isn’t a longterm game.

heretopk Send PM

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As we see in the posts above, those defending the multi ip rule are the ones who ruined the wilderness in rev1 in the first place. If we go back and look at the amount of pks in the wilderness per month from today and backdate that a year, and each year prior, we'll see the numbers have become less and less overtime due to the people who multi ruining the wild by using 2 and up to 5 characters to pk one person. Let's not repeat error and mistakes of the past and help promote a 1 IP server created the right way. People like Ron and Shinobi have leveraged the server to create unfair wealth and pk gains when it should be fair for all people, not just the few who only want to multi pk. Hopefully Kleio and Terror understand that and don't plan to repeat what ruined Rev1 pk in the first place.

Ch3rry Send PM

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Posts: 6

For the love of God, please limit wilderness to like 2 IPs max per person.

Most of us won't be on 24/7, MOST have jobs and a family at this age. I’m telling you straight up, no casual player wants to fight someone running 4–5 accounts at once catching you off their account 1 after another until you're out of food. That’s not fun for the average person.

RuneScape Classic servers lasted and thrived because of what PvP used to be. What we’ve got now is the same 10–15 people abusing multi-logging, and it kills the experience for casual players or anyone trying to enjoy RSC for what it actually was.

New players aren’t going to stick around if that’s what they’re running into, and honestly most vets don’t enjoy it either. The only people who like it are the ones abusing it.

I’ve got several friends coming back because they thought this was going to be a thing. If you want PvP to actually stay alive, this needs to happen.

If anything, introduce a mode where they can test their skills using those multi clients etc, but you're going to scare off casual, returning, and potential new players before this even begins if it isn't done right.

Hit man Send PM

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What the  is vanilla f2p?

Hoshoryu Send PM

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Ch3rry said:

For the love of God, please limit wilderness to like 2 IPs max per person.

Most of us won't be on 24/7, MOST have jobs and a family at this age. I’m telling you straight up, no casual player wants to fight someone running 4–5 accounts at once catching you off their account 1 after another until you're out of food. That’s not fun for the average person.

RuneScape Classic servers lasted and thrived because of what PvP used to be. What we’ve got now is the same 10–15 people abusing multi-logging, and it kills the experience for casual players or anyone trying to enjoy RSC for what it actually was.

New players aren’t going to stick around if that’s what they’re running into, and honestly most vets don’t enjoy it either. The only people who like it are the ones abusing it.

I’ve got several friends coming back because they thought this was going to be a thing. If you want PvP to actually stay alive, this needs to happen.

If anything, introduce a mode where they can test their skills using those multi clients etc, but you're going to scare off casual, returning, and potential new players before this even begins if it isn't done right.

Agreed.

I'm hesitant to bother with starting from scratch. Admins have always fallen to those who constantly cry on discord and have the game changed to their tune.
Which in turn has always killed the casual player base.

It is surprising to see admins not having solidified ideas themselves for a game they've been involved in for over 20 years.
If the game does change, which I imagine it will, we'll be playing Rev 1 - except I'm level 3 with no stuff. Hard to see the appeal.

Stylin Send PM

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Posts: 21

DO NOT restrict ip's in wildy.
WILDERNESS IS NOT A SAFE ZONE, it's written on signs. You get a pop up warning before entering.
We all know how restrictions play out, they do not work. There's pk builds like hybrids level 73/88 etc. people play that will allow fair fights "1v1" pretty much a well known gentleman's agreement that's been established over the year's.

roboscv Send PM

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In regards to IP restrictions, has any server tried doing split rulesets based on hour of day, or day of week? For example 1 IP on even days, 3 IP on odd days? Maybe keep it like this permanently, or just see which version is more popular and stick to that?