In less than 48 hours, RSCRevolution2 goes live. Every highscore at zero. Every achievement unclaimed. Every title up for grabs. This is it!
Thank you for the support and feedback over the past week. It genuinely means a lot to read messages from people wanting to get back into the game, taking days off for launch, returning to RSC after years away. That's exactly why we do this.
We won't agree on everything — there's no way to please every taste and vision for what this server should be. But I want to be clear: we are very open to constructive, reasonable conversations and we want to hear you out before making long-term decisions.
Most of us are well over 30 now — we have families, jobs, kids. I want REV2 to be a server that casual players can genuinely enjoy, including in the Wilderness. At the same time we want to balance content for everyone: skillers, merchers, PKers, hardcore grinders, and casual players alike. Every decision we make is guided by one thing — the longevity of the server.
None of what's below is set in stone. As the community matures we plan to issue questionnaires to active players — not just the loudest voices — so we can make decisions based on what the majority of people who actually play want. We'll do our best to balance the vocal minority with the silent majority.
When we say questionnaires, we don't mean a quick forum poll or a heated Discord thread where the loudest voices win. We mean structured, well-thought-out questions sent directly to players who are actively playing — through the forums or the game client itself. Because we have access to character data and play history, we'll be able to understand who is actually playing, how they play, and what genuinely matters to them. That means decisions backed by real data from real players, not assumptions based on whoever happened to post that day.
The RSC community is not a growing one — we all know that. That makes it even more important that we treat this server as something built together, carefully, with the people who are actually in the game. If you're not happy with some of the decisions below, that's okay — your chance to be heard will come, and it will be heard properly. Our first questionnaire will go out a few weeks after launch, once players have had real time to experience the server.
Here are the key decisions and answers to the most common questions:
1. Wilderness Direction
We don't have a complete answer here yet, and we'd rather be honest about that than pretend otherwise. We'll get the server off the ground, watch how people play, and make decisions together as a community.
My goal is to make Wilderness and PvP accessible for casual players — not just the hardcore few. The reality is that vanilla Wilderness content isn't workable long-term. It works fine at launch when characters are fresh, but eventually the same problems resurface — organised groups dominate, lone players can't compete, and activity dies off. Any people returning to RSC are leaving after they see what’s up in the Wild, we would like to be better prepared for these people. We need alternatives that give more players a genuine reason to be there, beyond duelling or server-hosted automated events.
One idea I've been thinking about is an opt-in system for 1v1 combat. Players could choose whether they want fair 1v1 fights or anything-goes multi-combat. Players who opt into 1v1 would be protected from being piled by multiple attackers — for the duration of an engagement, two players would essentially be locked into a deathmatch between themselves. It's an idea worth exploring and I'd love to hear your thoughts on it.
You can share your own ideas or feedback on current state on Wilderness on this dedicated post.
2. Character IP Restrictions
This has been the most discussed topic since the announcement.
Server launches with a 5IP global limit. No additional Wilderness restrictions at launch.
The reasoning: we have a small but passionate hardcore player base, and while you're a valued part of this community, we also need to leave breathing room for casual players. We're starting simple and watching how things develop. Future questionnaires will help us identify whether additional restrictions are needed and what the community actually wants.
3. XP Rates (preliminary)
XP rate is currently configured for rates below, we are still gathering feedback about it. Some people say it's on the high side, some lower. Feel free to speak your mind on the thread.
Base rates: 8x combat, 3x magic/ranged/prayer, 2x non-combat skills.
Subscription boost: Up to 12x combat, 6x magic/ranged/prayer, 4x non-combat.
Wilderness bonus: +1x for being in Wilderness, +0.5x additional for being skulled.
No hotspots, parties, or other XP boosts beyond the above.
Wiki page about XP rates and subscriptions
4. Drop Rates
We've made one deliberate adjustment: fire, air, chaos, death rune drops have been tuned to feel more rewarding without breaking the economy.
Safe zones get a solid boost over vanilla RSC, and Wilderness gives a noticeable extra bonus on top — a good reason to take the risk if you can survive long enough to bank it. Everything else follows replica rates. We believe the drop rates are generous for launch and they're subject to change as we see how the economy develops.
Drop in full transparency are available in the in-game or on the website Item Guide Drop tables: fire-rune, air-rune, death-rune.
Let us know what you think about these drops!
5. Market Tax
Around 3 months after launch we plan to introduce a marketplace tax. The goal is to control inflation and provide a small check on pure merching activity.
The tax rate has been lowered to 5% based on community feedback.
On what happens to the collected gold: the priority is removing it from the economy entirely — we're looking at using it to purchase items from in-game shops so the gold simply disappears. A portion may be reinvested back through the player marketplace to stimulate trade. Lotteries and events funded by the tax pot are also on the table further down the road, but the core goal remains a healthy economy first. This is genuinely open for discussion — the tax itself is essential, what we do with it is not fully decided yet.
6. Skipper Service
A Skipper service will be available to travel from Lumbridge to Edgeville.
7. Karamja Bank
Yes — we're adding the ability to bank in Karamja. Will there be a fire? No. You'll have to enjoy the classic experience of making fires on the bridge, just like the old days.
8. Teleports to and from Wilderness
No plans to add Wilderness teleports at this time. For getting around, please use the auto-walking system if you want to make things easier — it works in Wilderness, though it pauses if a projectile is fired at you and has a cooldown after combat. It will attempt to flee from NPCs if you get attacked.
9. Server Location & USA Plans
REV2 is hosted in the EU (Germany) at launch. We kept it simple given how long development took. That said, website metrics show the majority of our players connecting from North America — that's a clear signal. A US server is still very much on the cards and I expect we'll start looking at it seriously 3–4 months after launch.
10. Duelling
Duelling is coming — just not at launch. It won't work the same way it did on REV1. It will be better, and I hope it encourages competitions at stakes nobody's seen before on RSC. It's one of the first major post-launch priorities.
11. Marketplace Listing Duration Increased
Listings now last 7 days instead of 48 hours. This one came directly from player feedback in the first week — you asked, we changed it. This is exactly the kind of thing we want to keep doing.
12. Name Transfer Token Clarification
If you use the name transfer token when registering, nothing happens to your REV1 account or character. The token exists purely to protect the identity you built on REV1 — so nobody else can claim your name on REV2.
That covers the key questions for now. Less than 48 hours to go — every highscore unset, every achievement unclaimed, every title up for grabs.
See you on March 27th!