July Oldschool
OSRS Wilderness Update

When it comes to Old School OSRS , fewer locations can summon more emotions in a player than The
Wilderness. At this point, the Wilderness is 20 years old. There are players in
the game that weren’t born when The Wilderness was added to the game.
Regardless
of how long you’ve been playing you know that other players come to revel in
The Wilderness or fear it, clans rise or fall within its tide, and its
balancing has always a task viewed as daunting if not entirely laughed at. But
recently, after extensive surveys and discussions amongst the developers, the
OSRS team is attempting a hard re-balance of The Wilderness. Their goals are to
make it fun, tempting to players of all skill levels, and unexploited by those
who would use its special conditions to grief other players or gain a profit
for themselves. In the past, many
players have chosen to buy OS OSRS pures to get an advantage in the wilderness but that
looks like it is coming to an end. But what sort of drastic changes would need
to be made for such a balancing act?
Firstly,
changes to The Wilderness are aimed at stopping the exploitation of PVP worlds.
Issues with Skulltricking and Luring, based on the survey taken, were what kept
most players away from The Wilderness. Skulltricking, or the uninformed, is
tricking the victim into attacking another player and thus earning them the
Skull used to mark those who attack player characters. The devs said the
initial way to combat this is to turn off auto-retaliate, but they felt that
discouraging people from fighting in a PVP zone was counter-intuitive. Instead,
currently, other options are being explored including more specialized options
to prevent a player from acquiring an unintended skull.
The changes
to counter the issues with luring are a lot more direct. Luring is when you
attempt to bring an unsuspecting character into a danger zone without them
knowing, most likely in order to kill and loot them. The usual sort of
skulduggery, which can be appreciated to some extent but generally isn’t in the
spirit of Old School OSRS PVP. The way to counteract this type of
player-killing is a simple correction to the mods. Extend the bubble of safety
around player hot spots in PVP worlds, namely places like banks. The second
change would be to keep doors permanently open in PVP worlds. A helpful change
that we could honestly not see a lot of downsides to.
Another big
change is actually just more strict prioritization of combat area rules. There
are three types of combat areas in the Wilderness. Single-way Combat Area,
where players can only attack and be attacked one at a time. Single-Plus Combat
Area, which means that if a character is fighting a monster, they can still be
attacked by another single-player, and Multi-Way Combat, which basically means
anything goes in terms of numbers. There used to be a lot of ways to exploit
this in order for teams of people to attack single players, but the mods have
changed it so the more restrictive combat rules will always take priority,
Another
change is being made to these combat zone mechanics in order to restrict the
use of NPCs as shields from getting killed by another player. All Single Way
combat zones are being changed to a format called single-plus. Single plus
means that PVP will always receive priority, so if someone is attacked by a
player, the monster they might have been fighting will lose interest.
One of the
most controversial changes to the wilderness is the addition of what is being
called the PJ timer. The PJ timer is designed to stop players from targeting
players already weakened from PVP fights. The implication is simple. After you
have finished a fight with another player in The Wilderness you get a 10-second
cooldown where you cannot be attacked by other players, therefore preventing
pile jumping or PJ.
One more big
change we are seeing, one that could shift the entire flow of The Wilderness
and how it functions and is perceived mechanically, is the introduction of Loot
Keys. The Mods feel it doesn’t encourage positive play to have some player’s
primary goal in the wilderness be to scavenge the leftover loot from other
people’s kills. To correct this, and other related issues, the Loot Key
mechanic is being brought back from Deadman mode. Some change have been made to
the Loot Key mechanic to make it more long-term sustainable.
The key will
take the place of all the loot acquired from killing other players. The keys
will take up one slot and will not be able to be traded. A player can hold up
to five keys at once, after which PVP drops will revert to normal until the
keys are redeemed. Keys can only be redeemed at a bank or destroyed. If you are
skulled your skull will also show how many keys you have on your person, a neat
little bonus target on player killers. If you do kill someone with keys, you
will receive the most valuable keys on the person until the killer reach the
maximum amount of keys. The loot keys will also be customized via settings to
allow for certain loot to be included and excluded. This is certainly an
interesting attempt at re-balancing the nature of looting and we are interested
in seeing how this changes the nature of The Wilderness and PVP.
Several
pieces of equipment are also being respected just due to their nature and how
they interact with PVP. Elemental staves have been given a general magic buff.
Dragonhide is seeing a nerf, but the nerf is being nerfed, which is not
something we see too often, but we are sure it will make dragonhide people
happy. Xerician Robes are also receiving a nerf to make their power level in
PVP equivalent to their cost.
Tons of
things happening in The Wilderness all at once and one of the biggest attempts
at balancing we have ever seen before. Will this have the desired effect or has
it been on over-correction. Only time will tell but until more changes come we
will be seeing you in The Wilderness.