Now that we have a good idea of how the Wilderness Rejuvenation II poll is fairing, we’d like to address the rewards Revenant caves and gather your feedback based on the information we’ve provided.
Reviewing the results of the poll, the main content is passing favourably but it’s clear we need to revisit the rewards on offer. After reviewing your feedback over the last few days, we are aware some changes need to be made and further clarification given for the rewards we initially offered.
We want to promote a risk vs reward scenario and bring with it the adrenaline rush you get when seeing that rare drop appear on the ground. Without any unique drops, the for Revenants will be filled with supplies and alchables – great for many other NPC’s but not the most exciting of things to get the Wilderness!
We want to be open and honest with you on this one, but ultimately, it’s down to what passes the polls.
The Rewards: Reworked
The amulet when uncharged would have +5 to all Attack bonus stats and +5 to Melee Strength only. When fully charged, it would have +25 to all Attack bonus stats and +15 to Melee Strength only.
The amulet would charge based on the % of hitpoints the wearer has left, working in increments of 10. A player with 99 HP would have to be at 9 hitpoints or less to gain the maximum stat bonus the amulet.
For the amulet to gain any additional stats, you must be in combat with your primary target for a minimum of 5 game cycles, which is equivalent to 3 seconds. If you attack a new target, this timer will reset.
Currently in most PvP situations, most players tend to sit at maximum HP throughout the entire fight. This means that other than a well-timed, or rather lucky special attack, there can be little opportunity to get a good kill. The purpose of the amulet is to mix up the current meta of sitting at full HP by giving players an incentive to risk being at lower HP.
Many players have asked why isn’t this in the Bounty Hunter store. Whilst we can see why this would be wanted and it does give more options for PKers to spend their points on, we think them coming as a drop is a more favourable option. You can currently purchase any item of choice the Bounty Hunter store via Emblems (which can be obtained the G.E). The Loot Key Scroll would be tradeable, meaning anyone that doesn’t want to gather or buy Emblems could buy the scroll the G.E (just as you would Emblems).
We want to help diversify the Revenant by adding it as a tradeable drop, whilst also giving everyone a chance to obtain the unlock.
We’ve also seen players request the ability for Loot Keys to have the option for food and supplies to be split the key, so they can restock after each kill. If we did this then the Loot Keys would be far too strong – players are already gaining a huge benefit of not having to carry a full inventory of loot. Any player that intends to PK and gather supplies the defeated whilst doing so should simply toggle off Loot Keys.
Loot Keys are a permanent unlock once the scroll has been used, with players being able to toggle them on or off as many times as they like the Witch in Edgeville at no extra cost.
When killing a player with Loot Keys enabled, the key would be dropped in the way you’d expect normal loot to drop a kill. You will still need to run over and pick it up. Keys would have an “Inspect” option on them, this option is available while they are on the floor or in your inventory. This will tell you the value of the key. You can then decide whether or not it’s worth getting rid of one of your existing keys for one on the floor, etc.
Keys will always be lost on death and we won’t be giving players holding keys any special skulls or indicators.
The PvP Armours were iconic to the original release of the Revenant caves and brought a large amount of variety to the Wilderness – we’re looking to repoll all of the armours. Although many players that used these before knew how effective they were, some have raised concerns over their strength.
First off, let’s make it clear that we intentionally kept the stats the same as they were when first introduced, as we know what impact they had. We also didn’t want to shy away the fact we offered these as they were before, which is why we didn’t change the armour names their originals.
We want to offer the PvP armours as a more exclusive PvP item but don’t want to change any of the stats. Instead we’d like to propose them as having no offensive bonuses when not attacking a player. This means that in any Player vs NPC (PvM) activity, you would only gain the defensive bonuses of the gear. The items will still degrade as usual.
Many players were concerned about people switching to the PvP armours for a single tick simply to spec or tank, in an attempt to avoid the degradation timer. We have coded the armours in a way that stops players being able to extend the duration of their armours whatsoever. The absolute maximum amount of time the armour will last is 60 minutes.
Each piece of armour lasts for 60 degradation cycles, these occur every 100 game cycles (60 seconds) when in combat. A degrade cycle is also added any time the armours are switched to during combat. Due to this degradation mechanic, the armour is going to last considerably less than 1 hour if the wearer is repeatedly switching between it and something else.
We’re not looking to repoll the proposed ranged gloves/vambraces. Although they are at a higher pass percentage than the PvP armours, it was clear with the feedback received that many people feel an item like this should come another piece of content. We’ve taken the feedback on board regarding what changes could be made, but as many of them didn’t fit the theme of the Wilderness or being a drop the Revenant caves, we’ve decided to not repoll them at this moment in time.