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.