They might also keep the OSRS gold mechanic were cursed energy gets rid to make everyone by anybody in the crater attackable. Then they can add a mechanic like the trees where the cursed energy disappears when you move too far from the crater if people think it's insufficient danger like that. You'd need to transmute it to not lose it, then in the event that you gather energy for creation or moneymaking there. When they go this route then they could perhaps additionally give cursed energy a tiny stack limit to induce people to transmute it into tradable energies frequently.
Since slaying lava wyrms using a 50k death price locking one to a pker at 80k-90k death cost is not reasonable. Not worth limiting the majority of the stage of cursed energy out of ironmanning div charges (buyable fast div xp).The wild's risk is shit because to shield yourself you risk losing 100's of mils or you're stuck as fodder in discriminated against somebody ready to risk t90+ gear, maybe not a 5m death cost.
Opening the wild into your normal gear without danger (other than double/triple death cost) provides pkers better targets than agil/moth/energy/rc trainers and their skulls. A skull trick increasing the passing price slightly kinda kills the purpose of skull tips and lures so it's a triumph against the major negatives of the area.
EoC PvP is dead for a whole lot of Cheap Runescape gold reasons, also It's probably not coming back. Perhaps if the wild had a relatively lower risk (and much less risk of randomly shedding a Bil in equipment because of a bug) people would actually engage with all the content.The wilderness is balanced round the extra threat from PKers, but equipment costs have grown far more prohibitive so that losing what is a lot more debilitating than it used to be.
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