Untradeable items in PvP
Currently, dying with untradeable equipment in the wilderness results in the equipment being dropped to the ground. If you return to where you died, you can simply pick it back up. This means that there is no risk associated with using very powerful untradeable equipment in the wilderness.
In order to make player-vs-player combat slightly more balanced, we are proposing one simple change to the way untradeable equipment in the wilderness works:
If you die with untradeable equipment, when you pick it back up it will be broken and unusable.
You must pay Perdu a small fee (coins) to repair broken equipment to make it usable once more.
75% of that fee is dropped on the ground when you die, rewarding players able to take you down.
25% of that fee is removed from the game, creating a gold sink.
This change ensures that players are properly rewarded for the kills they earn. It also ensures that untradeable equipment is still a viable option in the wilderness, and your time spent earning it is still time well spent.
It will not be any easier for PKers to get their untradeables back, or any harder. They will still be required to run back to where they died to pick up their gear as they would have previously.
This change will only apply within the wilderness and PvP worlds.
The following untradeable equipment will be affected by this change:
Void knight equipment
Barbarian Assault equipment
Fire cape
Defenders
Castle Wars rewards
Question: Currently, dying with untradeable equipment in the wilderness results in the equipment being dropped to the ground. If you return to where you died, you can simply pick it back up. This means that there is no risk associated with using very powerful untradeable equipment in the wilderness. Should untradeable items dropped on death in the wilderness be broken and require a fee to be paid for repair? 75% of this fee would be awarded to the player who kills someone using untradeable equipment, with the remaining 25% being removed from the game.
Wilderness content
The Golden Glory
When charging Amulets of Glory at the Fountain of Rune in the wilderness, you would be given a 1 in 25,000 chance of receiving The Golden Glory.
The Golden Glory is a tradeable Amulet of Glory which has unlimited charges. With its extreme rarity and useful nature, it will be a very desirable item.
Question: Should there be a 1 in 25,000 chance of receiving The Golden Glory when charging Amulets of Glory at the Fountain of Rune? The Golden Glory is a tradeable Amulet of Glory with unlimited charges.
Elder chaos druid robes
Currently, the elder chaos druids found by the chaos altar are not the most commonly killed NPCs. We would like to make them a bit more appealing to kill by giving them a new, unique drop.
We would like to give the elder chaos druids a very rare chance of dropping their robes. Elder chaos druid robes would provide the best-in-slot Magic attack bonus for players with 1 Defence.
The stats of these robes will land between ghostly robes and Xeric equipment.
Question: Should elder chaos druids have a slim chance of dropping their robes? Requiring nothing but 40 Magic to equip, these robes would provide the new best-in-slot Magic attack bonus for players with 1 Defence.
Skip target button
When you get a Bounty Hunter target there is no option to skip them. However, logging out and back in can accomplish this.
We would like to streamline this process by adding a button to the Bounty Hunter interface which allows you to skip your target. The same restrictions on skipping targets will still apply, but skipping wouldn’t require you to log out.
Question: Should a ‘Skip target’ button be added to the Bounty Hunter interface? It is already possible to skip your target by logging out, this button would just make the process simpler. The same restrictions on skipping targets would still apply.
Bounty Hunter skulls based on GE value
Bounty Hunter was introduced to Old School before the Grand Exchange. For this reason, the skulls which show how much wealth is being carried by your opponent do not use accurate prices.
We will be offering to change the Bounty Hunter skulls to be based on Grand Exchange values in order to make them more accurate.
Question: The Bounty Hunter interface displays a coloured skull to let you know how much wealth your target is holding. This value is currently based on high alchemy value. Should it be changed to use Grand Exchange values instead?
Dropping items within the wilderness
When death is inevitable and desperation kicks in, players within the wilderness will sometimes drop their items in the hopes of being able to run back in time to pick them up. This undermines the danger the wilderness aims to provide, and circumvents the idea of losing your items on death.
In order to prevent players circumventing death like this, we would like to make items dropped from your inventory within the wilderness appear instantly to everyone.
Question: Should items dropped within the wilderness immediately appear to all players? This would prevent players dropping items to avoid losing them on death.
In addition to this, we would like to make it so food and potions which are dropped within the wilderness never appear to other players. This would prevent the common tactic of having a team of people dropping you food as you are being attacked, making you nearly impossible to kill in single-way combat.
Question: Should food and potions dropped within the wilderness never appear to other players? This would prevent teams of players dropping each other supplies in single-way combat areas.
Lava dragon bones prayer experience
When buried on Lava Dragon Isle, lava dragon bones provide increased experience. However, this experience is not rewarding enough to make burying bones there a very appealing idea.
We would like to improve the experience earned when burying bones on Lava Dragon Isle to make it a more worthwhile option for training prayer.
Question: Should the experience earned from burying lava dragon bones on Lava Dragon Isle be increased? This would provide players with greater incentive to visit the area to train.
Items kept on death
Currently, the items you keep on death are chosen based on the high alchemy value of the items in your inventory and those you have equipped. This can often lead to the higher value items you are holding being dropped to the ground while you keep a low value item with a higher alchemy value.
With the Grand Exchange now in Old School, it is possible for us to make items kept on death use the Grand Exchange value of items rather than the high alchemy value. This would mean you are much more likely to keep the items you’d ideally keep, and wouldn’t unexpectedly lose out on a big chunk of your bank.
This change would apply everywhere in Old School RuneScape where items can be lost on death.
Question: Should the items you keep on death be chosen based on Grand Exchange value rather than high alchemy value?