02/13/2018
Alongside the array of popular suggestions we'll be polling, we'll be looking at implementing a number of changes intended to target griefing in the Wilderness, in PvP worlds, and in Bounty Hunter worlds. We consider these changes to be matters of balancing, intended to benefit those who engage with the content the most. In November, we released a proposal of unpolled integrity changes we'd like to make to tackle various other matters of game integrity. A revised draft of this post will be released later this week to gather your feedback.
Unpolled Changes
World 318 is the dedicated Bounty Hunter player killing minigame world. When a player enters the Wilderness on this world, the Bounty Hunter target system will track down a player that is close to their combat level and will match them both up as targets to fight one another. It is often the case that this system will assign a target that is deep within the Wilderness, when the player is in the lower levels of the Wilderness. In these instances, the player in the lower levels of the Wilderness will usually skip their target. If too many targets are skipped, a penalty will be incurred, and the player will be unable to receive a new target for approximately half an hour. The penalty will be drastically reduced for skipping targets when you are more than 5 Wilderness levels apart.
In PvP worlds, certain dangerous hotspot areas are near teleport locations. Players are able to repeatedly cast teleports to these locations, preventing them taking any damage. There will be a 10 second cooldown applied to same spot spellbook teleports on PvP worlds. The cooldown will not apply to jewellery teleports.
You may not have ever used one yourself, but a Mud pie has the ability to lower a players run energy. Because they deal no damage, it is possible to stack multiple Mud pies on the same target, reducing their run energy to 0% in a single game cycle, even whilst is a single combat area. We'll be applying single combat rules to Mud pies regardless of whether you are in a multiway area.
When movement is prevented by a spell such as Ice Barrage in PvP, whilst Auto Retaliate is ed, you don't always retaliate automatically. When you do, the chatbox can get filled with messages stating you are unable to move, even when you are able to retaliate with ranged. We're changing that so Auto Retaliate will work properly whilst impacted by spells that disable movement in PvP.
Currently if you die in PvP whilst having Black chinchompas in your inventory, they are dropped alongside the pile of loot your opponent would normally receive. However, it is possible to release these before you die, meaning not only do you still lose them, but your opponent also receives nothing. We'd like to remove the ability to release Black chinchompas whilst in combat. This will apply to both PvM and PvP combat.
The final change we'd like to make is to the Looting bag. Currently, much like with Black chinchompas, if the player dies with a looting bag, it is lost on death (even if the player doesn't have anything else protecting over it). When this happens, the player who killed the person holding the looting bag will get everything inside the bag. You can however prevent this happening by destroying the Looting bag before you die, preventing the items inside it dropping to the floor. We'll be changing the Looting bag so all of the contents inside it get dropped to the floor if it's destroyed in the Wilderness. The items will become visible to the player that would have got the loot, if there is one, else the items will become visible to anyone at all instantly.
As always, your feedback is invaluable to us and we encourage you to reach out via the link to our forums at the bottom of this post to provide any.
Before we look at what's coming with this Wednesday's poll, don't forget the team are still developing and testing the content that passed the most recent Skilling poll blog, and whilst it won't all come this week, we have plenty ready to release!
The schedule for PvP Week is as follows: