While I recognize this is a polarizing and beaten to death topic I've found the discussions are never making progress and very few ideas are presented addressing the actual problems.
These problems can be broken down into a few categories including the games rules, mechanical difficulty, player attitudes(pvmers vs pvpers arguments) etc. I will be raising discussion on a few. Im approaching this with one simple directive.
-> Pvp should be fun for everyone. <-
The Consistency of the Game
In my opinion the biggest issue in pvp isnt actually the steep learning curve. But the games inconsistencies.
Mainly this can be described by mechanical and interaction inconsistency. To name a few:
- Death mechanics are still not consistent. No parch on firecape you keep. No parch on infernal you lose it etc.
- Angler healing behaves differently
- Speccing in pvp doesn't let you tele right away
- If youre in combat you can't enter the corp cave
- Two different death mechanics, 1 for each vls type
- Teleport delays with no diary
Players are rightfully cautious of engaging in pvp when the mechanics across the game are not consistent at all. The mechanical variance also extends to things like weapon speed changes. Every mechanical inconsistency is a burden on the player. Burdening players is anti fun. I realize that these band aid solutions have piled up but we need to rectify them.
The Clue Scrollers
If we want to come to some middle ground between pvpers and pvmers this needs to change.
Its a recent topic with some momentum there are plenty of ideas. Let's take advantage and attack it.
Either seperate clue types, shifted rewards or even turn a wild clue back to sherlock for 1 or 2 extra steps but no wild step. Just poll it to see what ideas are most liked. We need hard numbers to understand what actual opinions are.
The Pvmers Dilema
The majority of pvmers or the vocal minority of pvmers do not enjoy being loot pinatas.
But they accept this cost as a neccesary evil to get gold, vw, collection logs or whatever.
The primary reason these two communities are always ragging on each other is because of this pvp category.
There are bad actors on both sides. The same kind of person that thinks a pvper is an immoral person or loser for hunting them in a game is the same as a pvper who also applies morality to the pvmer for being a "shitter" or whatever.
Unfortunately the pvmer needs to realize it is not up to pvpers to provide a fun experience for a pvmer pinata. They will use all tactics allowed by the games mechanics to kill you. And the pvmer should also apply all tactics allowed by the games mechanics to survive. They are having fun in their own way.
Its not a question of morality. I believe the primary reason morality comes into play is because pvmers believe they are losing time and the loss of gold.
If we are at an impass on whether or not to remove this pvp style then we need to take the neccesary steps to attack the human element and perception head on.
Players who engage in pvm should be able to engage in a system that makes it obvious what their profit and loss really is. Even something as simple as a tracker might sway the discussion.
"Oh, I died for 500k but hey I made 3m already".
From a pvpers perspective our lootkey values operate in a similar fashion. I pvped and made 50m but died for 7m I still had fun.
Additionally I think that many pvmers may also not be having fun because they do not understand how to utilize their 3 unskulled save slots to create an advantage against their pvp counterpart. Unfortunately this is a tougher problem to tackle but its still worth noting.
The ones who do take advantage of their slots are often called anti pkers. However I would argue that by entering the wilderness you are agreeing to engage in pvp and therefore technically a pvper even if your primary reason is pvm. But even that is a polarizing point to make and Im sure some of you will note it as such.
Unfortunately I think the answer in this current system might require rewarding pvmers for surviving pvp interactions. Beyond simply living.
Unfortunate because I can think of no way to implement it successfully without introducing boosting or abuse.
The Anti Pker
Skull balance is a huge issue. This will be controversial for the pvmers but unskulled players actually have the advantage. Even at huge gear discrepancies because of the games mechanics its possible to be hit by webweaver, venge, vw, koed while the unskuller is only risking 500k vs skulled 10m+.
Unfortunately this is where I need to betray my pvp brethren. As much as I hate getting ragged by webweaver unskullers we need to create a meta where pvmers are excited about being attacked. The balance reqards being unskulled but they dont realize it.
This actually means pushing harder on the idea of giving pvmers better escape and pvp tools or even rewards. But also not slipping and giving the pkers the same access to these tools to use against them.
Webweaver is a good example it niches in rev/wild in a way that other wild weapons dont.
Its pretty annoying to fight against as a pvper. And easy to use as a pvmer.
Skull Mechanics
Change is difficult to accept. However we should have a discussion about what's good and bad about the current skull mechanics. How the number of saved items fits in with today's meta.
My primary question however is:
Why does jagex feel that we should not be allowed to erase our skull?
Forcing players to abuse minigames or some other mechanic to remove the skull is unfun. Clearly skulled players want to clear their skull inbetween trips.
Players are being punished additionally for no reason when the primary punishment for skulling on someone is already over.
Just integrate it with the death coffer in ferox wow now you can clear your skull and sink items.
Wipe your hands of repeatedly having to patch skull removal systems. Put your energy into fixing the game not repeatedly patching skull removal systems.
SCOUTING
This is a HUGE issue. I cannot express this enough. Its unsung in most of the discussions I see.
There are discord cctv cameras everywhere. Everytime you go to ferox. The Ge to regear or bank. Outside every pvm encounter in the wilderness there are scouts.
As a pvmer and a pvper you should not have to engage in these sort of super meta mechanics with an additional account.
If someone thinks this scout meta is fun please collect up votes below to prove me wrong because I really don't see it.
How do we address scouts?
Let's look at this logically. Pvpers in this current meta have devised that in order to make it easier to find juicy loot they should use scouts. Because scouts increase the speed at which they can engage in the fun.
But from a pvmer perspective I recognize that the scouts are used primarily as a defense tool. I can defend myself in a pvm encounter by getting information about what I cant see quickly to survive. Staying alive to me is fun.
Therefore we need to address the issues directly.
- The use of scouts should mechanically be prevented in the wilderness or it should incur some cost in addition to the fact that you have access to an account with membership. It should not be free. If the use of scouts can't be prevented then we need to make them obsolete through the introduction of other metas. Players obviously want to engage with a version of a scout mechanic therefore we should look at the following.
The only requirements should be.
Pvpers need a way to find players to hunt in the wilderness.
I've got 1000 ideas. Big wilderness heat map located at ferox. Footprints left by recent players. Locator orbs etc. Tie it to an inventory slot and now its not free. Or make it a reward you charge or something. Ez.
Pvmers want the ability to see pvpers coming.
This is a harder problem to solve. Because it requires rebalancing escape mechanics.
Some ideas could be reverse peaking
Chat notifications on if you get peaked
Beam of light coming from entrance at wilderness boss on peak
Maybe some temporary tb or freeze immunity buff or 1 time ammy break like phoenix necklace. But its a huge meta shakeup for those.
Escape Mechanics
Logging out historically has always been a primary escape mechanic in runescape. And for those defending this mechanic let me ask you this.
Why is not playing the game an acceptable mechanic for disengaging?
I could make the case that we should discuss the possibility of removing logging from the wilderness all together.
But it should be replaced with something. By rebalancing the escape mechanics to something else we can make escaping more fun than just smashing logout.
For instance always being able to teleport but on a delay.(DMM)
Being able to trigger a timer teleport countdown(Dmm) while running but not in combat that way you are rewarded for gapping someone in deep wilderness.
Other options but less fun and meta polarizing
- Peppering run energy(unfun)
- gap creation items (unfun and abuseable)
If people are against removing log out the reason can only be because there is not another satisfactory escape option.
Therefore we will need to think critically to design an escape option.
Conclusion
If you made it this far thank you for your time. There are many other things I wanted to cover but simply dont have the time to raise.
- No gear or skill based matchmaking causing imbalances
- Wilderness levels
- World hopping
- The bot problems
- Auto loggers
- The general problem with gapping in runescape
- Draw distance abuse in pvp for scouting
And many others.
I only hope that this post can be used as a point of discussion to help close some amount of rift in the community. As well as help us all work together to encourage jagex to provide systems and updates that are fun for everyone.