I'm hoping that the OSRS Fire Cape uses the random Dungeon Generator. In terms of collaboration, why can't they have a mechanic that disables one player and another player must save them? It's the simplest method. In reality, when they employ a random dungeon generator it would need to have a max level for any of the challenges that way you won't have to deal with issues in dung, when half of the dungeon gets cut off due to one door.
I believe that the disabling concept would be awesome and would be in line with the notion of collaboration. If they were for example to use To'kash's deep freeze technique but make it so it targets only one player at a time, and has a long period where it does not melt (Not indefinite, but when caught on your own, there's a chance to escape) that would force players to at least work in a team consisting of two.
For bosses that are more difficult, I can see them throwing in lots of Dung style bosses in the future where there are little things you need to accomplish to win. Certain bosses will likely be less efficient than others (Lexicus is one that comes to my mind) however I believe that changing the tactics used to take down bosses is a great step towards more interesting boss fights.
Jagex And The Dangers Of A Half-Assed Wildy
With all the recent uproar over the revival of the wilderness, I'll take a more indepth look at what this could mean to the game, and how the new rules that have been introduced in the past few years will clash with what we now call "the wild" and the problems that this creates.
Let's begin with the wilderness boundary. Prior to 2007, there was no safe zone. This is the most important element of the current wilderness layout. There are safe zones. Although you may argue that these should not be removed, they do disrupt any currently pvp battles. They encourage players to move into safe zones, as well as focus on fighting within the zone.
This is a detriment to the goal of an ungoverned zone by imposing restrictions on it. The issue is whether we will get a new redesigned wilderness like the one we have seen in the past or the one we currently encounter in BH worlds. Another problem is the current activities that are taking place within the wilderness. Which do they choose? And what impact could it affect the wilderness?
Personally, I'm in favour of moving all minigames (Clan Wars FOG, Clan Wars and closing off Deamonhiem) to a various locations, but where it gets tricky are the 3 quests. The Defender of Varrock and Summer quest line both contain large chunks of the wilderness. If we assume that the quests will stay, I believe it would be best to instancing the entire quest. What do I mean? As soon as you meet the point of beginning your quest or enter he wilderness as part of he defender of varrack story you are completely on your own with no player interaction. This would change the story slightly, but it won't alter the quest too much.
I think Green Dragons, armoured Zombies, Chaos Ele and the similar should remain the same, the most effective training location in the game should be somewhat risky! But the Corporeal beast is a fascinating point, while I'm sure it's enjoyable to send runners crashing to the cave the boss's mechanic is unique in RS in that you will be able to bank a variety of times due to the extremely risky nature. The entrance might be more appealing, because it's just above level 20 (telecut off point).
Summoning can be difficult. It's very useful to be able, at all times, to drop everything, just like in the rest RS. Also, restricting pouches this way in pvp environments feels unnatural. I have no solution to this issue, but maybe the best option is to simple keep it in the form of "pouch in invent, combat goes up"
The most important point, do not have pvp wilderness worlds. Never. The thrill of the wilderness offered one thing that the pvp/bh realms were lacking and that was the most efficient management I've ever witnessed.
Pvp meeting pve players. The wild had a limited amount of resources, such as dragons, treasure trails and rune. Non-pvpers had the option to take the risk of stepping into potential pvp areas to earn rewards. It wasn't mandatory. My earlier point on quests is that every player should have the ability to access the content. However, ensuring the worlds "safety" defeats all of it. This is the thing that I am most concerned about. A safe world where there are no threats to the world is not what the game was designed for.
Runecrafters shouldn't go to the dangerous abyss, as there are safe ones just one step away. You can easily run on a safe planet and jump over to a more dangerous world after you've left the wild, and this could work with any world. This is a request. Don't propagate the notion that "safe" realms are found in the wild. It defeats the purpose and hinders the pleasure of being in the wilderness.
Wilderness and Free Trade
Wilderness and free trade are being debated. What happens to things which were designed to replace it? A quick background... GE- was established about a year prior to the infamous changes to free trade.
At first, the ancient warriors gear was made like statuettes. The drop in pvp was so bad back then that they made them luck drops to ensure you could get them.
Statuettes - Launched as a part of the brand new bounty hunting system, the statuettes provided a chance for excellent loots or good money for Pkers. The estimated potential was introduced with the new bounty hunters system and gave people an idea of their odds to get good loot. PvP Worlds- These worlds were designed to replace the old bounty hunter. There were several worlds in one go however, they have been reduced to very few.
Hotspots- Areas Buy RS 3 Gold loot was "kinder" to the player. Clan Wars- One of the very first minigames to allow for f2p. They replaced massive wilderness fights between clans. The new Bounty Hunter- After many months of pvp, jagex made loot kinder and provided a brand new method to pk.
Wuyahong
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