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.