Before we go live — our decisions and reasoning


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Kleio Send PM

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Thank you everyone for the detailed feedback on yesterdays post the discussion has been genuinely helpful and we've read every single reply.


On XP rates

Before we share our decision, we want to explain our thinking, because we think the reasoning matters as much as the numbers.

The feedback was split in a way that actually told us something important. A large group wanted 8× or higher. A meaningful group was comfortable with 4–6×. And a smaller but thoughtful group argued for rates even lower than what we proposed — and their argument deserves to be heard.

The concern about too many strong characters too quickly is one we take seriously. RSC is a game where high combat stats fundamentally change the power dynamic - in the wilderness, at resource spots, in the economy. When a large portion of the playerbase hits 90+ combat within the first few weeks, the game loses something. The levelling phase, which so many of you talked about with real nostalgia, just becomes something people rush through instead of actually living. New players arriving in week three walk into a server that already feels like it has an established elite, and that's a hard feeling to recover from.

We've also seen what high rates do to this specific game and this specific community. The multi-flat problem, the wilderness being dominated by coordinated multi-loggers, the feeling that there's nothing left to work toward — these aren't hypothetical risks, they're things that happened before. We're trying to build something that lasts longer than a few months.

This decision is about month four, not day one.

Rates can go up. They cannot go down. If we launch conservative and the data, player population count tells us progression feels too slow, we can raise rates and that feels like a win for everyone. If we launch at 10× and the server is flooded with maxed accounts by week three, there is no fix for that.

With all of that in mind, we're launching with the base rates as proposed:

Combat (up to 5.5x in Wild)
Magic/Ranged/Prayer
Non-combat skills

Max boosted (subscribed):
Combat (up to 7.5x in Wild)
Magic/Ranged/Prayer
Non-combat

Additional boost for Combat/Magic/Ranged/Prayer:
+1x for training in Wilderness
+0.5x bonus for training in Wilderness while skulled

I understand this won't be the answer some of you were hoping for, and honestly it wasn't an easy decision for us either. But I want to be careful with how the server feels after the first few weeks not just on launch day — and that's what this comes down to.

We're not treating this as a closed conversation. Over the first weeks we'll be actively collecting feedback on how progression feels in practice. If the data and the community tell us we got it wrong, we'll act on it.


On the Champions Guild

On a separate note that was much easier to decide — and honestly one of the most exciting things about this launch.

The Champions Guild store starts empty on day one. No rune longsword sitting on the shelf waiting to be bought. Someone has to earn it first. The moment the first player smiths that item, it unlocks for everyone at the standard store price — and not a second before.

All other shops remain completely open from day one, this only applies to the Champions Guild.

The community voted clearly on this one. The large majority chose Option D and we're going with it. It adds a genuine fresh server feeling for the early days without disrupting normal progression — and it gives smithers a brief moment of real importance that feels earned.

We will look for fun ways to track the progress of smithers right on the website.


On multi-logging

This came up consistently throughout the recent posts and it's something we're taking seriously. We're not making any changes before launch — we launch with a 5 IP global limit to keep things simple. We don't want to rush a decision this significant or let it overshadow the launch itself. We'll address it properly once we have real data from actual gameplay.

First week we'll be reaching out to active players directly. We want to hear from every type of player — not just the loudest voices on the forums or Discord.


Training and Mining zone boosts

We've built two systems that should help relieve pressure on busy mining and training spots without compromising the feel of the game. Both systems count unique players only. Multi-logged accounts controlled by the same person don't influence either boost — if three characters are at a spot but two belong to the same player, the system counts it as two.

Rock respawn speedup

When multiple unique players are mining the same rock area, respawn times speed up automatically. Two players mining together gives a 15% boost, three players 25%, four players 35% — that's the maximum. The boost stays active as long as everyone is actively mining. If a player goes idle, the boost drops. You'll see a message in-game when the boost is active so you know it's working.

NPC spawn boost

Rather than just scattering extra NPCs around the world, we built a system that responds to actual crowding. If two or more unique players are idle at a training spot without being in combat, the server may spawn up to two additional NPCs of the same type nearby. This only activates at spots that already have four or more NPCs of the same type, and the check runs every 10 seconds.


Server launch timing

Clients will become available 1h or less before launch, website store as well. We will add a notice just below the website header to make it clear when you can download.


Thank you!

Thank you for caring enough to argue about the last decisions. It means you want the server to succeed as much as we do.
These are tough calls to make right before launch, and I hope they don't take away from what really matters — being a noob again for a few days.


One last personal note

More than a few people suggested we shut the forums down and move everything to Discord. I didn't take that advice, and reading through the threads and DM's I'm really glad I didn't. The quality of feedback here, positivity, the reasoning people put into their replies, the back and forth — you don't get this in a Discord channel. Forums give people space to actually think and write, and that's exactly what happened here. Thank you for being part of it.

See you all in-game, and please keep the feedback coming. The forums are buzzing with ideas and that energy is exactly what this server needs.

Ipk Send PM

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Posts: 79

Can't wait. Is the website store for subscriptions, or are there other things as well? And is it through CC, paypal or what? I'd like to donate and get subscriptions.

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Mad Lad Send PM

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Thanks for listening and giving some careful consideration to the feedback. 2 hours, LFG!

Overlord Send PM

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Tw1n 4rr0wz Send PM

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I am one of the people who votes for lower rates, these rates are fine to me as well. I think this is a great middle way to go.

zerozero Send PM

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looks great but exp rates should be a little bit higher

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AR Send PM

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Lower is better in my opinion, I'd be happy with original rates!

Apelzinho Send PM

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let's see. haven't touched rsc years. maybe i still got it tongue

ImRonald Send PM

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Habibi,  come to rscr2

Doc Holiday Send PM

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Can you add PayPal to the payment options for subscriptions if it is not already?

Maj0rHustla Send PM

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its go time baby lets do this also

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i think the server praying for my downfall looolll

Sasquatch Send PM

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Something wrong with store. I have now 2 successful credit card transactions for $15 each on separate cards, but store down and no tokens

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AR Send PM

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Loving it so far, spent a fortune building this pc to use it to play RSCR ?

Paltr0 Send PM

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Quick, dumb question... how long do the subs last? 30 days, 60, forever?

Darksol65 Send PM

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I'll be totally honest I don't understand why an empty champs guild is necessary, it doesn't have rune 2h and other endgame stuff that kills the sense of progression and makes the game samey samey where everyone has max stats and gear. 

not complaining though, if the community voted for this I'm happy to go with it. And honestly someone will be 99 smith by the time I get into the guild anyway lmao. so many guys on here have 20 hrs a day to play, I'll be lucky to get a few hours a week in. But I'll see what I can do!

The beginning times are the most fun. When no1 has rune 2h, everyone has various gear and you don't know what to expect pvp stat and gear wise. So much fun. Wish there was a way to keep the server like that forever.

Man, I remember back when a rune plate/legs/lrg, rune longsword, and an addy shield were considered top tier elite. And rune b axe and sq were almost non-existent...like maybe the top 0.001% best friends of smithers had those. I remember feeling like a titan being lvl 70s combat with that rune set and addy kite shield. I also remember trading my whole kit and cash for my first rune 2h many months later...man that thing hit like a truck but I could only afford black armor set to go with it lmao.  felt like it took forever to get back to addy armor with that 2h.  All I ever did was fight monsters and try to kill people in wilderness. Took me forever to make money

Darksol65 Send PM

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also an interesting note of history if anyone didn't know....they left the pvp toggle in-game for a while after the wilderness was first introduced. And that's when I started playing. Because I remember it asking me if I wanted to be a player killer when I made my account. I didn't really know what that meant but it sounded fun and said yes. I was never able to attack anybody nobody attacked me and I do remember venturing into the wilderness and dying to the giant above varrock, who I thought was some super strong player haha. But yea they didn't do away with the option when wilderness came out which is kind of funny. Probably a week later or something they got rid of the toggle finally

Darksol65 Send PM

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also a piece of history I don't see mentioned hardly anywhere....to prove you're a real early-2001 og player, who remembers the addy platebody costing over 40,000 in champs guild before it was reduced to 16,000? I can't remember the exact price I want to say it was like 41,600 but may have been 42,000. I know it was low 40s anyway. No idea why or why it was changed I guess because it was really good armor before the dragon slayer quest was finished for the rune plate? I mean it only gave 2 armor pts. less than rune chain body which cost 50,000...so 40-42k for addy plate body made sense in that way.

Toddler Send PM

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Wouldn't join. Multiple Admins but Terror is very out of touch with reality. He banned me from discord for asking a question. I believe he needs mental help IRL.

Rolentorol Send PM

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The sub doubling the xp

2x --> 4x    crazily p2w.

if you had 6x and it brought it to 8, that would be more acceptable although not ideal.  It's probably the most p2w ive seen in my life.  Nobody i know will play unless i support them and i really don't have the time.