What would you like to see in P2P release?


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Kleio Send PM

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Starting a topic to share suggestions what should be done to make the P2P release more special?

For example one idea is to not have dragon items sold in shops, this would mean that dragon items are only supplied by the grind of the playerbase.

What other changes we should do to make the P2P release more special? Any ideas for competitions? Share your ideas here!

Vetman Send PM

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Posts: 3

so would it be no dragon battle axe and no dragon sword in shop? I'm not opposed to that if we would add them to NPC drops like fire giants, black drags, black demons, KBD? something along those lines with those mobs being able to drop the D Square and D med also but obviously all different drop rates. i do like the idea of the playerbase supplying the dragon items (if we keep these as best items in the game at tier 60) my personal preference would be to keep it the best tier and just finish the set like make a boss for dragon chain, boss for dragon legs, 2h etc. nothing too crazy just finish the Dragon set or even just another item such as dragon kite or dragon full helm or chestplate.

Errat Send PM

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If you consider a new skill make it Slayer but stick in line with the feel of the OG game.

Consider a revamp of Dragon accessibility so it is reflective of best in game equipment and weapons.

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13 Fangs Send PM

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  • Remove Dragon Items from Shops (and Quests Reqs) and add them as NPC rare drops. Red Dragon/Blue Dragon/Black Dragon/KBD
  • New Skills: Slayer & Runecrafting, but in their own theme as if they would have been in the original game

mvp Send PM

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I say you keep it exactly like original rsc.

The new feature and NPC bloat is what keeps people from adopting rscr1 IMO.

TerrencesDad Send PM

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mvp said:

I say you keep it exactly like original rsc.

The new feature and NPC bloat is what keeps people from adopting rscr1 IMO.

+1

Sammy Send PM

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Add one skill at a time to the current f2p landscape. You can add herblaw, fletching and agility to f2p. Dont add theiving it just adds gp to the economy that is not needed.

Sammy Send PM

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If youre alresdy contemplating a certain idea, might as well put it to a vote now so we can see the results quicker.

Magethis99 Send PM

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If the goal is to stay true to RSC, dragon shouldn’t be something you can just go buy or farm easily. That was the whole identity of it back then rare, grind-heavy, and meaningful when you finally got it.

Dragon items should come from original-style sources only:

* Med helm from lesser demons
* Square shield from crystal key
* Battle axe from the hero’s quest
* Longsword from KBD

No shop access, no added drop tables outside what RSC had. That’s what made seeing someone in dragon actually mean something.

If anything, focus on keeping the drop rates and acquisition methods as close to original as possible. The grind is what made RSC feel rewarding not convenience.

If we start adding shortcuts or new sources, it stops being RSC and turns into just another private server with custom economy.

Keep it rare, keep it original, keep it earned

Ipk Send PM

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Posts: 79

I dont ever want to see a bunch of like custom items and stuff. dragon should be the top tier armor and weapons. It needs to stay true to rsc. Dragon not in shops and only able from high lvl npc drops.

I dont think i want to see runecrafting, but npcs drop tables(certain ones) should be expanded to include runes, or slightly increased.

Im on the fence about thieving, as this will pump so much gp into the economy and can see botters heavily thieving.

I'll need to look more into p2p, as im not too familiar with all the additions it brings because its been so long since i played.

roboscv Send PM

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Posts: 2

The first hero's quest achievement is kind of ruined by the requirement of needing a partner in the opposing gang to be on the same step (the last step) of the quest. Perhaps this achievement should be on starting the quest.

WooGGi Send PM

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Posts: 38

Even if the dragon items are moved away from the shops the quests requirements should be kept to not only wield the items but also to be able to farm them.
They were locked behind quests and limited in RSC and should also be in here. This would also make it so that it actually takes some time and effort to get those accounts going for the farms - we should not reward those players who just have afked multiple high flat statted accounts without any other skills or quest completions.
The actual NPCs that drop the items should either be outside of wilderness or in an area that is restricted to 1 IP only inside wilderness. This restriction combined with the quest requirements for the drops would be the best way to keep it somewhat fair for everybody if it is in the wilderness. If the farms are outside of wilderness I do not believe people care for IP limits

padwanrev2 Send PM

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Posts: 21

keep the core feel of the game replica, of course we need more npcs spots in general. more so p2p. if we have the same amount of npcs like blues/reds/blacks/kbd as original..alot of people wont be happy i feel.

mvp Send PM

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Posts: 5

Longsword was sold in a shop in Zanaris...

Magethis99 said:

If the goal is to stay true to RSC, dragon shouldn’t be something you can just go buy or farm easily. That was the whole identity of it back then rare, grind-heavy, and meaningful when you finally got it.

Dragon items should come from original-style sources only:

* Med helm from lesser demons
* Square shield from crystal key
* Battle axe from the hero’s quest
* Longsword from KBD

No shop access, no added drop tables outside what RSC had. That’s what made seeing someone in dragon actually mean something.

If anything, focus on keeping the drop rates and acquisition methods as close to original as possible. The grind is what made RSC feel rewarding not convenience.

If we start adding shortcuts or new sources, it stops being RSC and turns into just another private server with custom economy.

Keep it rare, keep it original, keep it earned

krismaxxed Send PM

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Posts: 20

1. Iteratively release the available P2P content/P2P world in batches. not all at once.

2. Have the skills released in batches over the course of many weeks/months between each.
Herblaw -> Fletching -> Thieving & Agil released together as a potential example


3. Have each skill release only become accessible upon a community driven event is completed. Herblaw example: Huge cauldron appears in Taverley; players have to donate mass amounts of raw meats (bear, rat, cow, chicken) and generic event herbs (dropped in place of all real herbs during duration of event) to brew some sort of mega potion. once 1000 of each meat type and 1000 common herbs are donated total, the cauldron blows up erupts, unlocking herblaw for everyone. (server restart to put it in the normal expected state where druidic ritual is able to be started) people get titles like “Master of Meat” or “Grand Herbalist” for contributing the most or som one off cosmetic hat


4. anticipate all the inflation caused by long term mass high alching of smithed rune items/magic bows/battle staffs, and thieving

5. Shift thieving loot tables towards low drop rate herblaw primaries/secondaries, uncut gems, feathers, runes, etc. scale back the gold


New Ernest the Chicken 2 quest. Has very difficult and convoluted lever interactions and puzzles to solve, and functions as a disguised IQ test. The quest must be completed before being able to speak in global chat

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Badboy666 Send PM

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krismaxxed said:

New Ernest the Chicken 2 quest. Has very difficult and convoluted lever interactions and puzzles to solve, and functions as a disguised IQ test. The quest must be completed before being able to speak in global chat

That's BY FAR the best suggestion I've seen so far lmfao

RNDYSVGE Send PM

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Posts: 3

I'll just copy and paste my forum suggestion

"Hi all,

Was thinking of ways to keep the economy stimulated and have skills actually worth while leveling.

For example, over time 99 smithing diminishes in value after a certain time of the game as rune weapon and armor becomes more common. Therefore obviously getting cheaper.

Wouldn't it be cool to implement something like armour and weapon durability so that other skills such as smithing don't become useless (I'm lvl 1 smithing btw so no bias here). Players can bring materials to Smithers to repair or recycle their armour for partial materials (like keeping the runite ore but have to get more coal to remake it into bars)

I know it's an inventory nightmare. But if fatigue can be implemented, surely durability % can be also.

Just a thought. Thank you and I expect people to flame me."

Tbagger Send PM

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Posts: 2

I approve the idea of D long / D axe only available from mobs.
This bring more feeling and not dieing out so fast, lost city is extremly easy, why have one of the best weapon in game within 30minutes.

I suggest remove from shops, but have quest req for mobs to be able to drop it, to remove bounch of mass alts just farming it.
Like blue dragon has % drop, red dragon % drop, do not make only KBD drop it and make all these diffrent mobs valueable to farm.

Akme Send PM

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Posts: 6

I'd say that dragon sword and battleaxe should only be available as rare drops from mobs, but quest requirements should be in place for both getting the drops and wielding the weapons.

Chody Send PM

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Posts: 25

Errat said:

If you consider a new skill make it Slayer but stick in line with the feel of the OG game.

Consider a revamp of Dragon accessibility so it is reflective of best in game equipment and weapons.

I'm curious how Slayer would work in RSC. As the skill leveled, would this unlock additional training area's/NPCs? Would any new gear be available? How was it done in Rev1?