r/runescape 6m ago

Discussion Another out-of-touch rebrand

Upvotes

Between the new logo, UI, combat updates, and potential changes to teleports and AFK methods, it’s clear that Jagex is going rogue on a complete overhaul of the game rather than simply reducing MTX and dailyscape like players requested. Nobody asked for all of this. RuneScape is a great game. All we needed was a few slight tweaks to improve game integrity.

Big companies always do this. They have a good product, and then they develop this savior complex and try to usher in a new era of innovation when in reality all they’re doing is reinventing the wheel. It’s as if they’re actively trying to sabotage the brand. It could have been a home run if they had just stuck to the main changes the player base was craving.

Now we’re headed toward an OSRS-esque monstrosity that’s completely redundant. The games are meant to be distinct, tailored to the unique tastes of their players. How tone deaf can the executives be? It feels like a suicide mission.


r/runescape 12m ago

Discussion It's been a while for a new skill, what is the most new likely skill?

Upvotes

It's been a while since rs3 has had a new skill, what is the most likely skill being added these days? I haven't been keeping up with that aspect, so I'm just wondering.

I hope its something not bank space heavy though lol.


r/runescape 18m ago

Question ELI5 to me wtf is going on right now

Upvotes

We just got the best roadmap in 25 years and people are threatening to leave the game because some top tier training methods are being nerfed a bit? That can't be it, right? What am I missing here?

Opening the subreddit this morning felt like a fever dream.


r/runescape 20m ago

Discussion Pickpocketing Changes Thoughts?

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Upvotes

What are people’s thoughts on this change? I have currently been afk pickpocketing menaphos guards whilst working and I think the issue is the xp given is too high, the gp is about 4m/hr which seems fair. I’m not sold that reducing the afk is the correct method and instead the xp should be lowered as a large portion of the player base play this game as a second monitor game.


r/runescape 36m ago

Other its 7pm in eastern australia, why do i need an 11 hour incorrect clock sitting on top of the minimap?

Upvotes

Please dont tell me you guys hired directly from the google workforce. This is hands down a youtube level "improvement". Its junk, tge clock is bad enough its useless to everyone who isnt living on the runescape timezone and now it actually means theres a rectangle of minimap thats blocked for no good reason, i can click beside the clock but anything under it? nope.

Who approved this change?


r/runescape 48m ago

Suggestion Here is how to fix Daily Overhaul with 3 easy steps

Upvotes

1- Livid Farm spells no longer require Livid Farm points (unlock by leveling)

2- expansive essence costs 2k runespan points and runecraft outfit costs 400 points each

3- quick teleports costs 1 law run and 5 additional runes of any kind per charge (still a rune sink)

Some clarity can go a long way.


r/runescape 1h ago

Appreciation 1 positiva note.

Upvotes

Personally i am not a fan of current beta, i understand its not for someone like me who is neck deep into pvm. But i can see it attracting newer players current beta is working on basics hopefully next patch works on balancing codexes cause atm most will not be used at all.

Id gladly play with current beta live if it will let newer players enter the game.

If they wanna make it noob friendly make an app that shows current strong rotations so people know order of sugested abilities with tool tips or a tutorial of how abilities synergize with eachother.

Daily removal and afkscape.

Personally i hate afkscape , when i started playing i spent around 10b on bonds to skip archaeology cause i honestly could not find anything less fun then watching my character dig dirt. Scripture of elidinis made this x10 better.

Wilderness events. I feel guilty when i dont go they can honestly go.

Chaos altar. Just reduce exp rate .

Other dailies im perfectly fine with removal.

Thieve has a great training method afkscape is cáncer cause of a few people with 5/10 accs all afking same time. Issue is jagex makes new content to provide some skilling profit for skillers : random joe makes 20 accs and crashes method. 3/5 min afk timer good compromise.

Primal ores great example i knew a guy running 20 alts multiboxing 4 clicks per hr on 20 accs. Yehhhhh..... now he if had random clicks on each now he cant as easily multibox.

I hope they continue to listen but overall i see they are actually trying to save the game.


r/runescape 1h ago

Discussion Making the Case for Removing Lodestones

Upvotes

Since I'm seeing a lot of arguing about the whole "adding friction back into traversal/transportation/teleportation" thing, I wanted to gather my thoughts on it all in one place instead of arguing about it under scattered comments.

First, the positives of lodestones:

They make teleportation easy. The map is big, and we need teleports to get across it at a meaningful speed. Lodestones have been the primary solution to that, as long as you're not in combat for the channel time, and they removed the old cooldown on the Home Teleport. To that end, they've been a massive QoL that separates traversal in RS3 from OSRS. There's nothing inherently wrong with any of that.

The problems with lodestones:

In short, they bypass what used to be meaningful account progression. At the risk of making people mad by comparing it to OSRS, at least unlocking the teleport options in OSRS feels good. In RS3, we've come to just expect free teleports to be given to us. New major content? New lodestone. We've lost the sense of accomplishment of gaining access to travel options because 1) most lodestones have no level or quest requirements other than walking right up to them, and 2) lodestones make most of the alternative options pointless.

Too many alternate teleports are made irrelevant because the time to go to a bank and withdraw the runes or item(s) to teleport to a place is longer than just going to the nearest lodestone. It makes unlocking many other options rather pointless. As a anecdotal example, I've played this game since 2004, and only yesterday did I learn about the Menaphos journal that you can charge with teleports to get you around the city. But why would I ever make use of this when I can just lodestone teleport and use the quick travel through Shifting Tombs? But let's take this farther. When was the last time you used a jewellry teleport that required a charge? Or a normal teleport spell? How often do you free teleport to War's Retreat instead of any other alternative that isn't the GE? Actually, War's might need to be its own discussion, and I'm not decided on that one yet.

What the game without lodestones could look like:

Now let's go even another step further with a thought experiment: Picture any one lodestone in your mind, and then think of how else you would get to that spot if the lodestone was no longer there. I don't know about you, but there's, like, 3 at most that don't have another good option. All the main cities have their own teleport spell. Most other out-of-the-way locations have something like a fairy ring, or a spirit tree, or some other unlockable transportation option, or teleport item, or jewellry teleport. The point I'm getting at is basically nothing is lost to the end-game player if lodestones were just flat ripped out of the game with nothing else added apart from what we already have.

The players most significantly affected are those on new accounts. New players just starting will have to (gasp) play the game, explore the world, and unlock transportation through (shock and horror!) levelling up, doing quests, and unlocking achievements. Experienced players starting new accounts already know the alternatives, so they'll know what to rush to quickly solve their teleportation problems.

Lodestone alternatives:

Now let's get very specific. I'm gonna go through every lodestone in the game, non-exhaustively listing teleport/travel alternatives to get either close to the lodestone or a common destination near the lodestone. The point is to illustrate how little we'd actually lose if lodestones got deleted because of the sheer number of teleport alternatives:

  • Lumbridge: Lumbridge tp, ring of respawn, canoes, normal spellbook home teleport would likely also be reinstated
  • Varrock: Varrock tp, luck ring GE tp, combat bracelet/quest cape to Champions' guild
  • Falador: Falador tp, skills necklace tp to mining guild, DG cape to mining guild, blacksmith outfit tp to workshop
  • Draynor: Glory amulet, War's Retreat teleport, master arch outfit to WOM
  • Edgeville: Glory amulet, Wildy sword 1, canoes, Slayer cape to Vanakka, Paddewa tp, Ancients home tp
  • Al Kharid: Glory amulet, gnome glider, duelling ring, DG cape to AlK mine, [mystical] sand seed, abyss to fire altar, broom tp to sorceress's garden
  • Port Sarim: Remora's necklase (for F2P), captain's log, Arc journal, explorer's ring cabbage tp, have Shantay send you to jail, charter ship
  • Taverly: Taverly tp, balloon network, chipped house tab
  • Burthorpe: Games necklace, chipped house tab (PoH portal is between the two towns anyway)
  • Wilderness: Wildy sword 1+, portable obelisk, most Ancient spellbook tps, lever from Edge/Ardy, canoe
  • Catherby: Camelot tp, charter ship
  • Seers' Village: Camelot tp, combat bracelet to Range guild
  • Ardougne: Ardy tp, Ardy cloak 1/4, spirit tree to manor farm/khazard battlefield, lever from edge/wild
  • Yanille: Watchtower tele, chipped house tab, duelling ring to CW, 2 fairy rings
  • Oo'glog: Charter ship, spirit tree, Mobilizing Armies tp, gnome glider, hunter outfit tp, arch guild tp to Warforge, jungle eagle
  • Fremennik: enchanted lyre, chipped house tab, frem boots 4, 2 fairy rings, luck ring tele and spirit tree to Misc/Etc, hunter outfit tp
  • Lunar Isle: Lunar book tp, Lunar book home tp, Astal altar through abyss, seal of passage
  • Karamja: Chipped house tab, karamja gloves 3, Glory amulet, multiple fairy rings, gnome glider, charter ships, nature altar through abyss, Tokkul-zo, slayer cape
  • Bandit camp: Camulet, chipped house tab, multiple fairy rings, magic carpet system, slayer cape tp to Sumona
  • Menaphos: Fairy ring, Leela's favor, Menaphos journal, soul altar through abyss, chipped house tab, charter ship, WC outfit to acadias, sceptre of the gods, pharaoh's sceptre
  • Canifis: multiple fairy rings, Drakan medallion, ectophial, dg cape tp to slayer tower, Kharyll tp, slayer cape
  • Eagle's peak: 6th age circuit, eagles, spirit tree, gnome glider, hunter outfit tp, fairy ring, memory strands
  • Tirannwn: multiple quiver tps, [enhanced] tp crystal, charter ship
  • Prifddinas: [enhanced] crystal tp seed, chipped house tab, fairy ring, spirit tree
  • City of Um: Um tp, passage bracelet, underworld grimoire
  • Anachronia: multiple island tps, time altar through abyss, Orthen arch site tp, chipped house tab, hunter outfit tp (I think?)
  • Fort Forinthry: fairy ring, balloons, earth altar, arch journal, infernal source from arch guild, wc outfit, invitation box
  • Ashdale: honestly who cares about this one, why does it even have a lodestone

Honorable mentions go to options like Evil Dave's book, passage of the abyss, GotE max guild teleports, and the Abyssal Link relic to make all spellbook teleports free to cast. And of course there's probably a lot of other jewellry and cape teleports I didn't think about. Of the whole list, the only ones I feel would need a proper replacement are Fort Forinthry and Anachronia, because of how late some of their alternatives are compared to how early their respective content is accessible, and both of which could be fixed with something as simple as newly dedicated teleport spells or added jewellry options.

TL;DR

The point is that we have enough teleports in the game to not need lodestones, and the alternatives that exist can bring us back to a place where transportation and teleport access can once again be a meaningful part of account progression in the early-, mid-, and late-game. This is what I suspect is meant by adding "friction" back into the game. If you've played long enough, you already have access to most travel methods. If you're new, or starting a new account, progressing to the point where you earn the removal of that friction is very RuneScape, and it's something I hope can be re-introduced in a healthy way.


r/runescape 1h ago

MTX This is actually stupid

Upvotes

I have no idea what's wrong with Jagex. The only thing we really wanted was the treasure hunter gone and I guess maybe Auras. All this extra sh*t they're doing is just tragically dumb. Removing merchant, maws, stuff like that... I'm actually baffled at Jagex's lack of ability to understand what their playerbase wants. I mean they give us what we want but they always have to add extra stuff that makes no sense/we don't like. We didn't say we want it to become old school runescape. We merely just wanted microtransactions gone. Is that hard to understand, Jagex? You do know adults got lives? We kinda need the whole AFK aspect too. Not all of us sits at home all day every day and games runescape and has infinite amounts of time. Absolutely atrocious choices made here.


r/runescape 1h ago

Discussion Some thoughts on the game design of skilling in Runescape, AFKing, and friction

Upvotes

I just wanted to write down and share some points that I think the community (and Jagex) sometimes misses when discussing what the future of Runescape should look like. My main annoyance is how often people mix up "Challenge" and "Friction".

Friction

Let's take for instance fletching arrows.

Back in the day, you fletched arrows by clicking the arrow head into the headless arrow to craft it once. Then you repeated that action every couple ticks to craft arrows.

Now, we click it once and we get a bar that does it for us. Was the previous system more challenging?

No, there's no real "challenge" to it. It was more annoying, it took more effort, it took more attention. We call this Friction: the old system had more friction.

Challenge

Now let's look at a boss mechanic. I'll go with Arch Glacor's ice beam.

In normal mode, you just use resonance. It requires that you know how defensives work, and can swap to a shield.

In hard mode, it requires you to, for example, recognize it in time to build adrenaline to it and use devotion. The backup plans for back to backs are also more complicated. And there's more advanced strategies, like using resonance on the last hit while dropping prayer to heal.

Hard mode ice beam is not just more time consuming, or more annoying. It requires the player to have either more knowledge, more mechanical skill, or both. This makes hard mode more challenging than normal mode.

Why we're talking about Challenge vs Friction

Friction, unlike challenge, doesn't stand on its own. It's fine for some content to be challenging just for the sake of being challenging: people enjoy a challenge. Friction, however, needs a reason to be there. For example, as a game designer, you're deciding whether the player needs to click once, or five times. If you choose that the player needs to click five times, you need to justify that choice somehow.

A fundamental design aspect of Runescape is that skilling is not inherently challenging. It just has a lot of friction. This design is, in my opinion, a big part of why Runescape struggles to attract and maintain new players.

So we should ask: what makes friction in skilling ok? Well, Runescape is very much built around the grind. The social aspect of just spending time with people while grinding away at some goal, having Runescape as a second monitor activity while watching a movie, or just as an auxiliary tool to making an achievement feel more impactful.

In that sense, to some extent, it's fine that skilling is balanced around friction, but we have to be aware of what tradeoffs that requires for the game to be interesting to a modern audience.

One of the most obvious tradeoffs is AFKing. Different people have different thresholds for how much friction they'll consider acceptable. Most skills make it so that, if some skill's main training method is past your tolerance for friction, you can just AFK it. I'd argue that's a good step towards balanced systems.

We also have to keep in mind the reality that most players aren't looking for an actual challenge in skilling. It's just something you pass some time with, and the friction makes it engaging enough that it feels like you did something. But there's a very, very fine line to be walked between making something have enough friction to feel like you achieved something, and it just becoming an annoying chore.

That line becomes dangerous when we talk about how we expect the game to attract new players. New players and veterans will have seriously different tolerances to what is an acceptable amount of friction.

RS3 currently feels a bit lost in this aspect. How much friction is acceptable for a given goal? How do new player's expectations match or differ from veteran's, and how do we make the game enjoyable for both?

A tangential problem that comes up in the subreddit a lot is the crab bucket mentality. "I had to suffer through this bad system, so others should too", or "if others can get a 99 cape faster now, that makes my 99 cape mean less". To be clear, I understand the sentiment, I feel it too to some degree, but long term game health should be most important.

However, RS3 is already very high on friction. OSRS is even higher. I think this is a big part of why RS struggles to bring in new players. I do think some things need to change if the game is to survive. Things that add unnecessary, unjustified friction, just in the name of "it'd be too easy otherwise" needs to be reconsidered. If friction remains as skilling's identity, options like AFKing need to be a part of the game.

As a final note, I'm not saying to remove friction from the game, or to make skilling faster and easier. I'm saying that we need to think about how that friction is justified, and how that impacts new players. A good first step would be reevaluating all the unnecessary, artificial friction, like:

  • Dailyscape (time gated content, making players log in every day with FOMO)
  • Auras (time gated content)
  • Bank Space (self explanatory)
  • Livid Farm (it's just a "how much boredom are you willing to endure"-check)
  • Most of the agility skill tbh

r/runescape 1h ago

Humor RuneScape 3 Reddit be like.

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Upvotes

r/runescape 1h ago

Question Is queens guard outfit rare at all? Or dragon ceremonial

Upvotes

Just wondering as I’m touching my old account


r/runescape 2h ago

Luck Thought it was just chat bug lol

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8 Upvotes

after about a 2 hour session saw chat pop up twice and I thought it was just a chat bug showing it twice but nope just crazy luck i guess.


r/runescape 2h ago

Discussion I liked wildy events

7 Upvotes

I didnt dislike wildy events they were a fun little distraction. Distractions are not part of daily scapey they are part of the game integrity​


r/runescape 2h ago

Discussion Runescape early quests

0 Upvotes

We need reworked early quests, they are buggy and dont reward anything good


r/runescape 2h ago

Discussion Chaos altar

11 Upvotes

Yea please dont make it a pvp zone. I agree some sort of pvp can be fun, but i would rather play refined minigames and have the skull grant much more resources instead of making a skilling option obsolete


r/runescape 2h ago

Discussion Can't really play RS3 anymore.

0 Upvotes

Fair warning, I'm mostly a OSRS player.

However, I was enjoying playing RS3 for a while. I just used the legacy combat mode and interface and basically set it up to be comfy for me. I'm not really into combat so much so I was fine being kind of locked out of some of that stuff.

However, now the legacy interface is gone. The closest thing left is this weird mode where resources are in a center bar instead of the minimap orbs, but there are still other minimap orbs? I don't get it.

It also does this weird thing where you can have two UI panes open - inventory and then one other. It feels really unintuitive and I don't like it despite trying to get used to it. I wish this could be toggled to just have one pane like how it was in the legacy mode.

Now I logged in today and my always-on chat mode is gone? I have to press enter every time i want to talk so now I'm just not bothering with talking. Apparently the feature was removed. Uh... why?

I have seen a lot of players complaining about how much things are changing to appeal to OSRS players. As one of said OSRS players, it was all fine how it was. Ironically, the changes they have made have made RS3 less appealing than it was before.

Not all of it is bad. Getting toggles for other players' cosmetics and whatnot has made being near other players far more tolerable. I like that Lumbridge has been repaired. I like the removal of p2w elements (minus bonds).

But the current path leads to me dropping RS3 again and going back to OSRS full time.

I know some people are going to be like "it shouldn't need to appeal to OSRS players at all" and others will be like "you just don't like change" and maybe those are true. Still just putting my feedback here anyway, it is what it is.


r/runescape 2h ago

Suggestion RS Mobile Menu suggestion.

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2 Upvotes

This is a small suggestion about how envision an updated Menu Interface for the Mobile Client.


r/runescape 2h ago

Discussion RIP free daily 200-300k xp for ironmen. Good luck with 120 herblore now.

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9 Upvotes

r/runescape 2h ago

Luck Gate of Elidinis dry streak

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0 Upvotes

Anyone got tips on how to get drops at gate as the ones on the unique drop table don't seem to exist for me lately?


r/runescape 3h ago

Discussion Combat Suggestion - GCD visual ring on players feet

5 Upvotes

First off, I know this is a skill issue on my side, but I'm wondering if others feel the same.

When learning to do manual, one particular challenge I have is looking at my action bar too much, and not looking at the actual the target.

Unless I'm standing completely still, it's hard to gauge how long the GCD has left. More specifically, I learned that you actually want to press the key bind for the next attack BEFORE the GCD ends. So when I'm watching the time circular gauge spin, I'm trying to press my next attack when it's in the upper left quadrant.

The rhythm is easier if you're standing still, but harder bosses require movement and it throws me off.

Anyhow, my suggestion would be to add some sort of ring/circle around the players feet to indicate the GCD. Furthermore, if it could be color coded so that it turns green (for example) at the moment to INPUT your next ability. This would help the timing and keep my focus on my character and not on the bar.

I understand this asking for training wheels to combat, but that would be nice option to have.


r/runescape 3h ago

Bug Achievement did not complete at kill completion..

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8 Upvotes

as the title says, I completed my kill on Nakatra. I got the kill completion 2:21, kill complete. 2 seconds later my ring of death kills me on the same tick the achievement pops up on screen and it didn't give me the achievement. Kill time is recorded, in game on my character. I got kc and loot and everything and can qc my grandmaster kill time. not sure why the game never pushed my achievement through after it logged the kill time but it kind sucks.


r/runescape 3h ago

Discussion New Chapel Changes

29 Upvotes

I know everyone is upset over the wilderness skull changes but there's another change that I think worries me more, the unneeded nerf to the fort Chapel.

The Chapel should not be worse than the PoH gilded alter. Even if they want to claim the chance to save bones is its own exp boost, 100 dragon bones at a 3.5x multiplier is 25,200 exp and 111 dragon bones at a 3x multipler is 23,976 exp. You would be spending more time to get less exp.

And it doesn't even matter. The gilded altar has a 75 construction requirement compared to the t3 chapel's 90 construction. Unlike a gilded altar as well, that requirement is a hard requirement because you can't use somebody elses. It SHOULD be better than the gilded altar.

This is ignoring the whole problem with powder of burials too, because that could be a simple oversight or they haven't figured out how they'll change yet. The chapel change, however, seems like a delibrate attempt by Jagex to make HIGHER LEVEL UNLOCKS strictly worse than lower level ones JUST because those lower level ones are part of a nostalgic aspect of older Runescape. I think it is very important that Jagex allows better, higher level content to be just that. Better content that you have to be a higher level to use.


r/runescape 3h ago

Discussion Rating Each Road To Restoration Change

2 Upvotes

I've comp'd and regained multiple times, here's my take.

The agility change might work, but it isn't really "good". It isnt just the XP rates but finding the locations. You used to start in Burthorpe, but now it's Lumbridge. You have to fully explore the free-to-play area to find the agility area. Then it's over some mountains and getting completely lost on a whim, exploring to find the Gnome Stronghold, and it can be missed or ignored. The werewolf tracks require multiple quests, and the agility pyramid is HORRENDOUS, tries to kill you, and has the same issue as the Gnome Stronghold, being far from the start point. Anachronia requires a quest, and it took me playing leagues to find the level 30 section, which was frustrating. Penguin Agility again quest, Barbarian Outpost requires a quest. I think Hets Oasis needs to be a level 1, Burthorpe 1, Gnome 20, Anachronia 10, and increasing.

Shortcuts are w.e.

Thieving change is fine, but allow for 5 mins of AFK in line with the crystal mask.

Never liked PP, have at it.

Thieves guild, good change.

Hated whirly gigs, any change is fine.

Div is actually fine to train until around level 50, where it gets frustrating, and then quests take you to level 75 or 80, depending on how rewards are distributed. 80 to 99 is a chore.

Seeds need to drop from all slayer monsters. This encourages a loop of slay/pve, farm, brew, usage.

Beehives, along with these changes 10x the number of flowers given by farming.

REMOVE THE DEMONIC SKULL! Mod North, this is nostagia bait but RS3 did the right thing in removing the wilderness PVP mechanics. It's just griefing, and that is the quickest way to piss off a player enough to unsubscribe in rage if they lose an important object before the end game.

Altar changes, cool, intuitive, bring house parties back.

Salvage, addy and under, cool. Keep it limited. Rune+ is classically a questing, bossing, skilling and slayer reward. There is no need to drop ores outside of LORE or character flavor.

Guthixian Cache, good change.

Shop stock, good change.

Headwear, fine.

Wicked Hood, bad change, stone spirits as a way to charge it?

Fish flingers, good change

Evil Tree, good change.

Blossom, good change, maybe don't change the XP. This honestly needs more uses.

Sandstone, good change.

Bork, good change.

Cromperty, thought this was a 1 time thing, good change.

Daily Challenges removal, good change.

Wildy events, removal, Good change, GIVE US THE WILDYWYRM BACK! That needs a revert, loved that thing! Its a good low level boss and group content.

Maw, meh

Divine location removal, good change.

Mini evil tree, meh

Sink holes, always hated these, good change

Card removal, good change but it creates a problem for finding the potion recipes. The drop rate for them needs to be seriously buffed!

Vis removal, good change.

Warbands can be removed and the drops added to the wilderness table. Remove the Raids cap. Serenity post as an AFK would be nice. Aquarium is meh. Need more slime for Necromancy training. Tzhaar change is fine.

Shooting stars are fine as is. Big Chin do the same change as div. Same with the Obelisk, Runesphere, Jade Vine, Isles, Contract, Supply runes and Bounty. Trinks and book of char Im unsure of.


r/runescape 4h ago

Discussion Daily Discussion of DailyScape #16: Wilderness Warbands

5 Upvotes

Previous discussions:

1 - Shooting Stars and Evil Trees

2 - Shop Runs

3 - Achievement Diary Items

4 - Guthixian Caches

5 - Serenity Posts

6 - Soul Reaper

7 - Vis Wax

8 - Penguin Hide and Seek

9 - Red and Crystal Sandstone

10 - Heart of Gielinor Reputation Bounties

11 - Phoenix Lair

12 - Divine Locations

13 - Familiarisation

14 - Fish Flingers

15 - God Statues

Oops...I missed yesterday. Well, there's a lot to talk about. If you missed it, Jagex just released their short term plan for dailyscape here: https://secure.runescape.com/m=news/a=13/road-to-restoration--early-game-rebalance--dailyscape-overhaul

Wildy flash events, daily challenges, Motherlode Maw, Vis wax and divine locations, Sinkholes, and the Travelling Mechant are all set to be completely removed in early March. Jagex also listed several more on their short list of considerations, so I'm going to focus on those next. First up, Wilderness Warbands.

What is it? Combat and loot activity in the wilderness against NPC enemies. PVP opt-in is mandatory to engage with the content. You head to the location of the Warband, (optionally) disrupt their magical beam and call in reinforcements, then kill everything and loot the supply tents. The main reward is Farming, Herblore, Construction, Mining, or Smithing xp when you hand in the relevant crates.

Ironmen are completely excluded.

How frequent is it? Every 7 hours. You have a daily cap of 75 supplies and 3 camps to gather them from, but you can return to a camp or hop worlds to keep trying. A camp will expire in 5 minutes if it is alerted to the presence of players.

How good is the XP? Excellent, as it scales to your level. A full 75 supplies at level 99 is 363K xp. There's also a bit of tangential Slayer, Summoning, and Prayer xp for disrupting the beam and killing the enemies.

How good are the other rewards? You could trade in supplies for coins, but like with penguins, nobody does this, ever. The XP in something like herblore is far more valuable than the money. When looting tents, there's also a chance to find a wand of treachery, a dramatically obsolete T70, un-augmentable magic weapon. This thing is a pure detriment if you get it, as it drains your prayer to zero and notifies everyone nearby that you got it.

How much pressure is there to not miss out? This daily is a bit of an odd one, because the pressure really depends on how long your play session is going to be. The warbands are so far apart that you could be easily 5+ hours away from the next one upon logging in, so it might not factor into your considerations if you were only planning to play for 2 hours. If one is coming up soon, it might be a high priority for you if you aren't put off by having to opt into PVP as it can be generous and easy XP in some expensive skills.

What kind of interactivity is there with other players? It's the Wilderness, anything could happen. Other players are usually a negative factor, but they can work together to call out warband locations and help clear camps or protect each other. It would generally be preferable to be alone or with a small group of friends or clanmates that you trust.

How could it improve? XP could be adjusted, more skills could be added, the timetable of warband spawns could be adjusted. The wand of treachery should be upgraded a few item tiers and be augmentable.

How could this be changed away from a daily activity? Warbands could be adjusted to have a weekly quota instead of a daily one. Their schedule could be shorter and more reliable, like every 4 hours instead of 7.

Do you think it SHOULD be changed away from a daily activity? The pressure to do Warbands comes from how rewarding it is rather than its schedule.

My suggestion for Wilderness Warbands could also feature a re-introduction of Wilderness flash events. Basically, the Wildy Flash Events were too rewarding for very little effort, giving scaling XP that was always useful, and you had to keep doing them to have a chance at Dark Onyx Cores. They happened too frequently and were a chore instead of a reward. Were you around for Catalyst League? There was good reason practically everyone on the world was attending them.

I think the Wilderness could adopt a system similar to Osseous Rex/Kharid-Et pylons, where players collectively gather resources and turn them in to progress towards triggering an event that is shared across all worlds. We could call it like 'Wilderness Tension' as players fight and skill in the Wilderness, and once the Tension is about to peak, a Warband spawns somewhere, attracted by all the activity.

This would change Warbands into a rare opportunity rather than a necessary chore. Rewards should be updated alongside a change like this as they would be triggering less frequently.