Abstract: Menaphos is an expansion that will bridge the experience gap between
low-level and high-level players, thereby ensuring that Jagex keeps a steady player
base and allowing for an influx of higher-leveled players.
It’s no secret that plenty of Runescape 3’s player base is composed of higher-leveled,
committed members of the community. Runescape’s greatest strength is its ability to
draw players in and keep them coming, even after long breaks. The MMO is simply one
of the easiest games to access and get back into, seeing as there is little downloading
to sit through and plenty of content to see every time one logs back in. Jagex has
placed itself in a comfy spot when it comes to ensuring that, whoever they have hooked
into the game, stays hooked. With plenty of skills, quests, and content, it’s hard to find
Unless you have done most of the content already.
The biggest problem with the consistent player base being mostly high-leveled is that
Jagex needs to keep that player base interested with high-level content. Priffddinas was
the first major swing the company made to keep the more experienced players
interested, and it worked fairly well, so they continued to make very tough content; big
bosses, grand quests, the high requirement Arc/Ports section of the game… While all of
this has served to keep high-level players interested, it has failed to “hook in” the lower
Runescape 3 has suffered from a lack of newer players sticking to the game and
reaching those high levels. It takes an enormous amount of time for a player to start in
Burthrope/Taverly and then make their way to the grand city of Priffdinas. Two years
ago, when I made my account, I became obsessed with the idea of reaching that
beautiful, high-level city… And I only completed that goal about eight months ago. The
amount of time that it takes, even with dedication and knowledge, to get to the
high-level content is just insane. Granted, many players argue that this is part of the
appeal of the game, giving us players such a grand and time-consuming challenge to
overcome!… But that mindset doesn’t help the issue of getting new players into the
game, and getting them to stay.
New players see the huge questline and 75’s set before them in their quest to
Priffddinas, and many will give up part-way through. Even with such a wonderful,
tantalizing reward at the end, players that only have level 50 skills and don’t have an
interest in siting in their chairs, mindlessly clicking those ore rocks for experience gains,
will ultimately fail to reach the end of the rainbow. I am by no means saying that the
requirements for Priff or any other high-level content are too high; but I am saying that
the time required to get to great new content for new players is too long, and that
without content for the lower levels, Runescape 3’s community won’t be able to grow.
Luckily, Jagex has a solution: Menaphos.
A player starts in free to play, with level 1 skills and little knowledge of what they’re
doing. They learn how to train their skills, grow stronger, make their own equipment,
and make a name for themselves in quests… But then they hear mumblings of higher
content. Lots of bosses and quests and locales for much higher levels are mentioned by
the people sitting around the Grand Exchange with this new player. The new player
finds interest, but without a checkpoint, a place where they can assess their abilities and
feel as though they have truly accomplished something before reaching their higher
goals, they run the risk of losing interest.
Menaphos is that ‘checkpoint’. Advertized as a mid-level city with a Grand Exchange,
level 50 skilling spots, and plenty to do, Menaphos is the absolute perfect idea to tide
new players over so that they will reach the higher, more interesting content of the
game. The fact that it has such a low barrier of entry (two beginner’s quests) is even
better, as it can tempt free-to-play players into getting a membership and “testing the
waters” after giving the game a shot and perhaps getting one of their favorite skills near
level 50. Menaphos could even become the ‘new Priffddinas’ for low-level players,
looking forward to the time where they can quest around the Golden City and use its
skilling spots like one of the cooler, higher-level players.
If Jagex has designed the city as beautifully as the trailers suggest, I believe
they’ve already knocked their goals out of the park from a design perspective. For me,
getting to Priffddinas wasn’t just about the skilling plots and convenient GE/Banking
system; it was also about the beauty. I could constantly travel around a beautiful crystal
city, full of lore! I could see beautiful sights, discover tirelessly-detailed skilling hubs, and
talk to a wealth of NPCs! When people talked about Priff, I did my research, and my
research revealed stunning pictures of crystal and sunshine, ones that only furthered
my desire to reach the Elven City.
I believe that this same effect will overwhelm the free-to-plays and the newer players of
the game, giving them further incentive to buy membership or to train further so that
they may access the many things the Golden City has to offer. Afterwards, Priffddinas
will stoke their flames of gaming passion once more, causing them to reach higher and
higher levels, making them more invested in this MMO… And there you have it. The
low-level players are led into our happy (sometimes), honest (sometimes), and
respectable (rarely) community!
All and all, as a mid-to-high-leveled player myself, I am incredibly excited for Menaphos.
Even if it doesn’t end up being for me, I know it will help bring in new members and, with
a bit of work on Jagex’s part, I’m sure it will also help nurture mid-level players into
becoming higher-level players that can play active parts in our community.
Thank you for reading,
The Launch of PvM Perspective
The first episode of PvM Perspective has come out. The first topic is 120 Slayer and how to get there before Menaphos comes out in the summer. PvM Perspective is a podcast where we will dive into the details of combat in RuneScape. There is a lot to know so we hope to be able to break it all down for you, and give you guides that can be used now or in the future when you get to the content we are covering.
With PvM Perspective we are also Running a fundraiser to help with the production of the show. Below is an outline what we are trying to raise money for, and the rewards that will be unlocked as we go along that path.
$150 for laptop
$40 for charger
$20 for shipping
$50 for SSD
$0 Ninety Day Biweekly Show Release
$50 Harley Streams a Quest
$100 Harley Streams two Quests
$150 Biweekly PvM Perspective for two season (6 Months)
$210 Weekly RuneScape Stream from Harley for 6 months (Internet Stability Permitting)
$260 Weekly PvM Perspective for two season (6 Months)*
*If final goal is reached quickly there will be a few weeks lead time in getting the show to be Weekly.
I hope you all enjoy listening to the show as much as David and I are enjoying making it, and thank you so much to all those who already have donated, or plan to donate in the future.
You can fund PvM Perspect Podcast @ http://tip.runeweek.com
MINING AND SMITHING REWORK PROPOSAL
With the delay on the mining and smithing rework, this is an opportune time for Jagex to Really develop the skill and bring it into the current game play standards that skillers want to see. While AFK training methods are desirable by some members of the community, true skillers want to see an update that they can interact with and enjoy by creating items that are useful for more than just levelling up. It is also a great time to revisit moving these skills into an elite mastery level by increasing them to a true 120 rather than just a virtual one.
AFK training methods are already available and more than adequate for those players wishing to gain their levels that way, with Seren stones, corrupt ore, and to a degree, the Artisans workshop. What I propose is that the majority of the rework be focussed on new training areas and items that are not AFKable and bring not only some usefulness into the skills, but also a sense of accomplishment for the skillers. Continue reading
Jagex have recently given us some information on the Mining and Smithing rework they have
planned for later this year. Unfortunately, this will not include increasing the levels for these skills to
120, according to a poll they ran, players do not want it?? (a mistake in my opinion, but nothing we
can do about it now). This will include a rework of the current ores we mine, bringing them more in
line with the defence levels of the armour we can create with them, as well as introducing new tier
60, 70, 80 and 90 ores. As usual, the player base wants to keep it as an “AFK” skill, which Jagex have
agreed to do.
With these new ores are going to come some new armour, however, although they will be tiered
much the same as monster dropped armour, their stats will be lower.
During the Q&A session they ran, they discussed an interesting idea, where they would introduce
new content, called Mining Shafts, which would introduce risk vs. reward for mining skillers. These
mines would introduce a sense of exploration and the deeper you go, the more dangerous it would
be, with the rarest ores found entirely in the mining shafts. The mines would also be limited
instances, with several players mining the same shaft, but it would not be universally identical and
deaths can occur in these shafts and WOULD NOT BE SAFE!
This is the topic I would like to discuss. It is such a great idea to start bringing skilling back into the
game and making it relevant again. At the moment, the main reason players train skills is to get
their max/comp capes and to complete quests, however, the skill at its core is pretty reduntant.
Slayer creatures and Boss monsters drop most of the items required to max out the artisan skills,
leaving Woodcutting, Mining, Fishing etc out in the cold. If we step back and take a hard look at the
current non-combat skills, only Herblore for the untradeable potions is useful, with perhaps
Divination being able to be squeezed into this as well for the memories required to augment
equipment. I would even question this though, as realistically, augmentation doesn’t add a huge
difference to regular play. While some of the perks you can add are useful, there is really nothing
there that is entirely necessary to fight the Bosses in game.
The PVM community are constantly getting regular updates to the game, that skilling community
just haven’t seen. The end of March saw Godwars Dungeon 2 released, which was a great update.
New tier 80/85 weapons and armour were introduced for the combat community to fight for and
make their riches. Then, just 3 months later, we see Telos released, with his new tier 92 weapons
and this is where I believe Jagex may have made a mistake.
In the recent 2017 survey, we had a question asking would we like to see skilling profitable, at least
partially competing against combat to make money in Runescape. This rework would be a perfect
opportunity for Jagex to step up to the plate and begin bringing this into the game. The PVM
community are naturally against this, since they feel skilling is more AFK and they should be
rewarded more for the risks they take. So, how would they do this, with a lot of the rework still
staying AFK? By fast-tracking the Mining Shafts idea and releasing Telos around the same time, with
his weapon drops being tier 88 and allowing skillers the opportunity to enhance them to level 92.
Now, before you PVMers start screaming and calling for my blood, let me put forward my proposal.
I would like to see the Mine Shafts introduced in such a way that they are not an AFK area. Miners
would have to create new skilling armour with the new tier ores that give greater protection the
further they go, however, there will always be the risk of an unsafe death in the shafts, much the
same as PVM community faces when fighting monsters. As the miner goes deeper, there is greater
chance of cave-ins, rock golems (weak only to pickaxes) that can attack and need to mined carefully
to kill them before they kill the player. In these tunnels the miner will be able to collect the new
ores, but also have a rare chance of mining an enhanced ore, with a slightly greater drop chance
when mining a rock golem. These enhanced ores could them be smithed into attachments that
create the higher tiered armour from Boss drops. There could be a range of different types, from
some that give greater defence stats to others that increase accuracy and yet others that allow
harder hits. These enhancements should be tradeable, allowing skillers who work hard to finally
make money in the game by selling to those pvmers who don’t want to mine and smith these
themselves. This also allows the all-rounder type players to mine and smith their own and attach
them to their own armour if they do not want to spend gp on them.
You may need to have one enhanced ore, mixed with 4 of the new ore and perhaps require 10 or 12
runite bars to go with them, so as to keep the lower tier ores relevant as well. These enhancements
should also be degradeable, so that the market will remain fairly steady once they settle into the
This is also where raising the levels of the skill to 120 would have been relevant. Certain
enhancements could have been set at levels like 103, 106 ,110 etc. Also, they could have introduced
a new amulet or ring players could craft at higher levels that would give a 2-5% chance of mining an
enhanced ore. There is so much Jagex could do with this rework to really help revive skilling in
mining and smithing and start the ball rolling for money earning equality in-game.
With luck, we will see more developments in the future regarding the rework, but I would implore
the designers to start looking to the future NOW. Make the actual skills relevant for more than just
gaining a max cape. Help bring the PVM and Skilling communities together and get them working
side by side again. Break the stranglehold that the PVM community has on money earning on
Gielinor and spread the wealth a little more widely. This can only help improve the overall health of
the game. Runescape has such a unique skilling system in it and we don’t want to see it fall to the
Author: Pyrnassius (@Pyrnassius_RS)
Grand Exchange in Old School
If you have read some of my older blog entries, you will notice that my opinion on Old School is not exactly a stunning review. There are many topics I could talk about which make Old School seem more like an official private server, but I will focus right now on the inclusion of the Grand Exchange.
On 26th February 2015, 7 years and 4 months after its inclusion in the main game, 26th november 2007, the Grand Exchange was released on Runescape Old School. I remember it well, because just a few weeks earlier, a friend and I had decided to start up Ironmen on Old School as a new and fun challenge. We thought this would be more fun than an RS3 ironman because we figured the community would still be very social on Old School. With there being no GE, players either had to buy supplies off the streets, or of course, obtain them themselves. Being ironmen, we of course had to gather all of our supplies ourselves. But at least there would be many players training alongside us, ironmen or not, because that’s how it was before the Grand Exchange.
But then it happened. On 26th February 2015, Old School Runescape became Runescape 3 minus EOC with crappier graphics. For me, the defining feature of Old School wasn’t the old graphics, or the lack of action bars; it was the lack of the Grand Exchange. Instead, there was just a beautiful mass of land sitting West of Varrock Castle, untouched by the Wilderness. On 26th February 2015, Old School threw away its defining feature.
As touched upon on my first blog, my nostalgic memories of Runescape was a Runescape where I had actually had to interact with someone if I wanted some raw fish, or I would join dozens of other people fishing in Catherby. This is what drawn me into Old School. Alas, even though my old school career was not the longest, it was sweet for a short while, and I will cherish those two weeks of nostalgia for quite some time.
Sorry lovely readers for my short absence and this not being the longest blog, I have had a busy week, but I promise I shall make up for it!
The show must go on,
If I didn’t know better, the first thing I would think of when I see this title is of MI6 agent James Bond, and sadly, I wish that were the case. But alas, unless you’ve been living under a rock or somehow stumbled upon this blog, you’ll know all too well what kind of bonds I’m talking about.
Now, those of you who listen to the podcast often, will think “Wait, hasn’t this dude won like three bonds? What a hypocrite.” And yes, you would be correct in noticing I have won three bonds through the weekly contest. Of course, everybody loves easy money right? But my problem is through the way people obtain these bonds. The bond system Magebit uses to promote his podcast and give out as a reward I’m completely fine with. It’s his way of making money through the podcast which he puts a lot of hard time and effort into. As was mentioned by another player, he spends more time on the podcasts nowadays than actually playing the game. He then gives back to his listeners with in game money out of his own coin pouch to reward his faithful listeners and bring new listeners in.
So why can’t Jagex do this you ask? You may think my argument is a little weak, but I truly think there is a big difference between a huge company with many ways to make money that doesn’t effect the game, compared to a single man who is basically working a second job to give people such as myself the chance to listen about a game I love. Jagex meanwhile have a huge player base and following to be able to make money other ways. They have started to do this, such as selling God Caps (even if the prices are a little extortionate) and the advertising on F2P, which did come about before bonds. But the fact that players can just toss their real life money into the game to get many buyable skills out of the way as fast as possible frustrates me.
Think of all the people who got their expensive 99’s such as herblore, crafting, smithing etc. before bonds came out? They spent a lot of time into making the money for these skills, then blowing it all on the materials they need. Now, some rich snob can log on, toss a couple of dozen dollars/pounds into the game, and automatically have the money for a 99. That would seriously frustrate me. It already does I don’t even have any expensive 99’s.
But what about real world trading? It’s all fine and good thinking bonds defeated RWT, but it really didn’t! Instead, we are now RWT’ing with Jagex themselves! Instead of giving our money away to someone who has at least worked for their money to sell it off, we’re just putting money straight into Runescapes coffers and they’re injecting money into the game. This injection of money means more people will have more money, effecting the market, inflating prices as people realise others will pay more money for a certain item simply because they can buy a bond and have insta-cash. Ok cool, Jagex is gaining money to put back into the game through updates, but like I said, there are other ways of making money that aren’t so gamebreaking. As aforementioned, RWT has not stopped, if anything Jagex has made it worse by pumping money into the game, instead of earned money just switching hands between players for some real life cash.
But we all know Jagex won’t stop. Heck, they even added bonds into Old-School, Jagex’s official private-server; what could have been a great game turned into a joke. But as for my official opinion, yes I’m OK with receiving free bonds, even if it may seem a little hypocritical, but only because it helps a small “company” such as Runescape Weekly. But I would never, ever, use my own money to give myself an unfair advantage in the game and just hand my money over to Jagex for an easy way out of obtaining money.
The show must go on,
Quest Point Master Cape
First of all lovely readers, before you get to the end of this post and think “Who is this intruder?!” it is still I, Dj Shay50, going under the new name Luminos. I have always been strangely fond of my 11 year old minds brainchild name of Dj Shay50, but now that I am breaching out a bit more to the Runescape community, I decided to go with a cooler name. That’s what landed me with the name Luminos.
Anyways, back to the matter at hand. It became apparent to me the other day that Jagex are planning on the release of the Quest point master cape. Being a quest point cape owner and lore aficionado myself, I was rather intrigued by this interesting sounding cape. With a little research, I, of course, ended up at Runewiki, on a page aptly named “Quest point master cape”. Here I came across the requirements and levels needed to wear what I am sure will be a truly masterful cape.
Before I start explaining some of the requirements and my opinions on them for the cape, those of you with a completionist cape, there is no need to worry. The quest point master cape is basically a completionist cape that only focuses on the quests and lore of the game. I have been told by several people that completionists automatically qualify for the cape. For those who don’t have a completionist cape(such as myself), do not worry, for the road may be tough, but it is doable.
Firstly, you don’t need all 99’s which is already a huge difference from the completionist cape. Although it is true that at least level 90 at least in needed in all skills, with some of the more outstanding requirements being 95 mining and 117 dungeoneering. The extremely high dungeoneering level is due to the requirement of the player needing to complete all the journals, such as the Kal’Gerion notes. I’m sure this will depress many of you *looks at Magebit*.
But not only does this cape make us complete the lore books of some of the more well known stories in Gielinor, it exposes us to some of the lesser known stories, such as The Account of Aesa Fellsdotir, or simply freeing the rogue from the rogues den.
Personally I am very excited about this update, and it gives me something to work towards after I finish Taskmaster. I hope this blog helps raise the awareness to some people of this cape, and perhaps lets you start completing the goals for it before the general public knows. For more information, like me, just search Quest point master cape on the Runescape Wiki.
The show must go on,
Petscape – Mini bosses, Many consequences
General Graardor at Prifddinas? Har-aken in Varrock? What madness is this?!
By now, most anyone logging into Runescape will have noticed small companions resembling noteable boss NPCs following players around the world of Gielinor. In fact, I’d be surprised if you haven’t seen one yet as they are almost ubiquitous in every world. In Jagex’s annual manifesto, they promised us a full year for 2015 in terms of delectable updates that would satisfy scapers everywhere. However, I don’t think many players anticipated that one of the biggest updates would come so soon. On January 5th 2015, The Ninja Team released boss pets into our lives. This might seem like a rather small update, but it is an update that I believe has had a permanent effect on the game as a whole and has already proven to be the biggest game-changing update of 2015.
Let me just start by saying something specifically to The Ninja Team at Jagex – well done. This was a very smart move. According to a quote in 2009 by Jagex CEO Mark Gerhard, the average player age was 16. Now, we all know that Runescape does a pretty good job of retaining players, but suffers a little at gaining new players. By this logic, the average player today in 2015 would be around 22 years old. This is the prime demographic for players to have also been exposed to Pokemon games as children. Go ahead and admit it – we’ve all played Pokemon at some point or another. I for one remember how frustrating it was trying over and over to capture Articuno with an ultra-ball, when all the while the master ball tempted me in my inventory… Pokemon hit the nail on the head when they discovered how addictive it is to capture and control your own little beasts. For whatever reason, it’s extremely satisfying to capture a mythical creature, and now thanks to The Ninja Team, we can do that with our favorite boss monsters of Runescape. The update didn’t take a vast amount of development resources and was generally well received by all of the Runescape community.
But have these tiny bosses had an effect on the game as a whole? Already eight months since their release, I would argue that these rarities have had a permanent impact on multiple facets of the game. Prior to the introduction of boss pets, several bosses in the game were dead content. Why would you waste time killing the Giant Mole of Falador Park? Certainly not for growth potions or clingy moles. Why spend time killing Har-aken repeatedly in the fight kiln when you already have all three of your Tokhaar capes? Why risk your items venturing into the wilderness to take on the Chaos elemental? By introducing an extremely rare unique drop that can be flaunted around with pride, the boss pet update has completely revitalized content that was of little use to anyone in the game. Other than the Final Boss title, introduced in 2014, there was very little reason to battle these forgotten bosses of old. Jagex used a lot of cunning to restore what was essentially decrepit content.
Of course the restoration of dead content is always nice, but let’s also take a look at the ever so fragile Runescape economy. With people re-exploring dead content, and new players looking to start PvMing for boss pets, it tips the balances of supply and demand. More bosses killed means more unique-to-boss items coming into the game. Under normal circumstances, most end-game content PvMers wouldn’t be bothered to take on God Wars Dungeon bosses for example, but with the addition of boss pets, we have lots of efficient warriors returning to these “low level” bosses.” Bosses that were created with t75 weaponry in mind, are now being camped for extended periods of time with overloads, t90 weapons and armor, and in fast spawn instances no less. With correct ability rotations, 80+ General Graardor kills/hr is not unheard of to do solo. Now, let’s look at raw statistics. Below are prices listed of unique boss drops; the first number is the price as of January 1st 2015 (just before boss pets released) and the second price is as of today:
Bandos chestplate: 4,052,488 – 1,730,796
Garb of subjugation: 6,398,874 – 3,808,521
Armadyl chestplate: 6,234,750 – 4,083,313
Dragon hatchet: 1,468,841 – 321,099
Noxious staff: 299m – 188m
Torva Platebody: 28.7m – 18.1m
Drygore longsword: 45.3m – 30.7m
Now obviously these prices are not solely dropping because of boss pets, but to deny the influence of increased PvM activity in response to boss pets would be naive.
In addition to revitalizing otherwise dead content and having an effect on the Runescape economy, it is my personal opinion that the introduction of boss pets has had a large effect on the community as a whole. Recent reddit posts, forum posts and in game chatter have all been changing lately – have you seen it? You can hardly walk around Gielinor without hearing something about an aspect of PvM. Almost every other reddit post you see is someone asking for tips to take down their favorite boss adversary. Not only that, but there are more and more developing PvM FCs for masses and teaching bosses. Because of the larger numbers of people jumping on the PvM bandwagon, there are more people willing to teach others the mechanics of these bosses. This, in turn, is bringing things to an equal playing field and making the community less elitist. Even our very own MageBit is taking on bosses he never dreamed of! Prices of individual unique-to-boss items may be going down, but PvM is far from dead. Even with the decrease in prices, bosses almost always rake in more money than skilling.
So here we are 8 months later with a decent view of how these tiny cosmetic pets have affected the game of Runescape. I, for one, am thoroughly impressed by this update’s simplicity and cannot wait until Jagex enables boss pet familiar overrides. Just picture going into combat with a little Nexterminator at your side! The boss pet update entered the game right as I finished obtaining my completionist cape, and it couldn’t have come at a better time. I was worried that I would be bored of the game after comping, but with boss pets and the thought of obtaining the Final Boss title, I ventured into PvM. Since January, I have obtained nearly 16k boss kills, 2bil gp profit (not gross), 6 boss pets and the Final Boss title; although the latter was sadly stripped from me on the release of raids. There’s no more satisfying feeling than seeing a giant loot beam over your pet drop you’ve been working so hard to obtain. I wish everyone the best in their pet hunting, and now there’s only one thing to do…
GOTTA CATCH’EM ALL!!!
Has RuneLabs “ruined”, or I guess a better word is diminished, the game we love over the last year? I remember the eager anticipation leading up to the release of RuneLabs. We could finally put all of our ideas into one area, and have other players actually vote on them and get them into the game! I wonder what new ideas everyone will come up with! … Well that’s one of the problems I will discuss. I know this topic has already been touched upon in the podcast a couple of times, but I would like to put it down in writing.
Jagex is still reaching out to the players, giving them more power. We all know many game companies have little to no communication with their player base, which leads to the players just going with the flow. The thing is though, this causes little to no trouble. While Jagex have managed to allow themselves to submit too much power to the players. Many years ago, when Jagex made the choices for the players, everybody just accepted it, and although people could take to the forums to complain, there was rarely any problems (bar such incidents such as the riots in Falador many years ago). Nowadays, the player base feels entitled to oversee upon every decision Jagex makes, and to criticize them greatly on it. We’ve become spoiled, thinking that everything in the game has to be approved by the players, and when it is approved, people still complain.
As for the content of the updates through RuneLabs, most ideas are extremely over powered, or based at end-game players. Yes I agree that most of the player base are maxed out or high-leveled at least, but that doesn’t stop us from giving something to the newer players or the people who start new accounts (and don’t just no-life power level their way back to the top). How about a new minigame that can involve players of all combat and skill levels, putting everyone on an equal playing field, whether they be maxed, or 1000 total level?
Next up, the functionality of RuneLabs is very askew. Jagex have made attempts to improve this, but we still have the problem of our ideas being buried in the giant mound of sh*t, such as “Delete EoC” or “Make levels insta-buyable with real money.” For example, my blog from last week, Edgeville Restoration, was buried almost instantly for what I think is at least a half-decent idea. If you’re not a popular user who doesn’t get your idea liked by many people in a short amount of time as soon as the new voting cycle begins, you don’t stand a chance.
Coming off that point, we have the problem that most new ideas, at least the big ones, are just ideas already mentioned by Jagex, being pushed to the forefront of their plans. Again, this has already been mentioned in the podcast, but it’s just another major flaw with RuneLabs. Jagex know what is best for the game, when to bring it out etc. Before RuneLabs, they had their plans, knew what they were doing, and released it when they were ready.
It says a lot when Jagex themselves poll on whether RuneLabs should be ditched. In my personal opinion, as you can tell, I think Jagex should get rid of Runelabs. They should stick with the polls though. This way, they come up with the best ideas for the game, and the community still gets to see what sort of stuff is coming into the game and can vote on it, but not have too much power over it.
Your friendly neighbourhood noob,
Before you read ahead, let me warn you… SPOILER ALERT. Anybody who has yet to finish Ritual of the Mahjarrat and does not want to know the ending, STOP READING NOW.
Now that is out of the way, for those of you who have completed Ritual of the Mahjarrat, you will know, or I will remind you, that Edgeville was burnt down by the Dragonkin in their fury after killing the False User Lucien. Almost 4 years later, Northern Edgeville is still a smouldering wreck, with burnt down buildings and trees. Meanwhile, down South, Lumbridge has been destroyed by a mighty God battle and then built back up even stronger. So what about poor Edgeville?
Not so much anymore, but before Prifddinas, many people would be seen running through Edgeville, from the lodestone to the Grand Exchange. But even with Prifddinas, there are still people who travel through the small village to the GE, or prepare themselves for adventures into the Wilderness or to the Abyss.
This led me to thinking, what if a similar event occurred for Edgeville, but in the form of a mini-quest, instead of a mini world event. The mini-quest would only be available once the player has completed ROTM. It involves the tearing down of the damaged buildings and scenery in Edgeville and building it back up, instanced for each player depending on how far they have gotten.
For example, as for the trees, the player could plant new trees all the way from normal trees up to magic trees, as long as they have the required farming level. Or with the building North of the bank, the player can use different types of wood and nails, or perhaps even gold leaves, to make the building look more decorative. It could serve a purpose, such as a new high level store for supplies heading into the wilderness etc.
Lastly, just like the monument in Lumbridge, Lucien’s old house could be torn down and a monument can be built in its place for all the lives lost through Lucien’s madness and the Dragonkin’s rage. Again, depending on the players construction and perhaps crafting/smithing level, the appearance of the statue could scale with your levels and the materials you use. Once again, it could serve a purpose, such as an alter that gives you 10-20 extra prayer points when prayed at.
Let’s not forget about poor old Edgeville, even if it is so close to the Wilderness. Perhaps one day the restoration shall occur.
Your friendly neighborhood noob,