Making RuneScape bigger!
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Re: Making RuneScape bigger!
how is wasting 1000's of the man hours of jagex on something that very few players care about a worthy endeavour...in that time jagex could probably write 10 epic new quests...solve some problems and create a new minigame as well as 10 D&Ds
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Dark Avorian- QEP Member

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Re: Making RuneScape bigger!
I'm sorry... when did fun discussion turn into whether something is a waste of Jagex's time? Yes, such an update would take a while... but it would include quests for the new areas, new things to do in the new areas. RuneScape needs an expansion that will keep players exploring for a while - the odd patch gets boring very quickly.
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3mptylord- Admin

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Re: Making RuneScape bigger!
Why... not? Bigger world = more space for new stuff = more use for skills and training.
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Re: Making RuneScape bigger!
Okay...maybe
But...if so i would also like to see a more high density population...the town of falador has 20-30 guard, same amount of knights, and same amount of citizens...There should be merchants travelers & adventurers the odd clown shopwing off his talents etc...
But...if so i would also like to see a more high density population...the town of falador has 20-30 guard, same amount of knights, and same amount of citizens...There should be merchants travelers & adventurers the odd clown shopwing off his talents etc...
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Dark Avorian- QEP Member

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Re: Making RuneScape bigger!
Larger servers would be something that Jagex would probably have to do - you can't make the map bigger and keep a population of 2000, that's... empty. 

A few notes. The little squares with feet are watchtowers - guards would be updated with this to be a little more guardy, and less noob-prey. Squares without feet are houses that are slightly distanced from their town. Ekelesh'kaan is a Goblin Village of the Ekeleshuun tribe. The dark-grey names are neighbouring areas... the Barbarian Village would lie in Faladorn Woods, and the Lumb Fields contains nothing but vast fields (some being farmed, some empty). Creatures would inhabit grassy areas... cats, bore, birds, etc. Random prey. Varrock no longer has two quarries, but instead has a large mine to the south-east. This mine only scrapes the surface of a mountainous scape the spans all the way to Kharid - there will be accessible terrain in the mountain with wolves, and such. The trees are merely decorative and aren't necessarily representative of the woodcutting skill. The Varrock we know exists in the town of Varrock, the whole thing om that one square - of course, that's not including changes to Varrock itself. Roads need to be wide enough to drag a cart down! Avon is a mining town, whilst Arrav is a Guild (only in town-size). The Guild not only trains champions, but most of Misthalin's guards.
It's hard to describe scale... ummm... it would take maybe 10 minutes to walk from one side to the other? 5-6 minutes if you run the whole way?
Older version;


A few notes. The little squares with feet are watchtowers - guards would be updated with this to be a little more guardy, and less noob-prey. Squares without feet are houses that are slightly distanced from their town. Ekelesh'kaan is a Goblin Village of the Ekeleshuun tribe. The dark-grey names are neighbouring areas... the Barbarian Village would lie in Faladorn Woods, and the Lumb Fields contains nothing but vast fields (some being farmed, some empty). Creatures would inhabit grassy areas... cats, bore, birds, etc. Random prey. Varrock no longer has two quarries, but instead has a large mine to the south-east. This mine only scrapes the surface of a mountainous scape the spans all the way to Kharid - there will be accessible terrain in the mountain with wolves, and such. The trees are merely decorative and aren't necessarily representative of the woodcutting skill. The Varrock we know exists in the town of Varrock, the whole thing om that one square - of course, that's not including changes to Varrock itself. Roads need to be wide enough to drag a cart down! Avon is a mining town, whilst Arrav is a Guild (only in town-size). The Guild not only trains champions, but most of Misthalin's guards.
It's hard to describe scale... ummm... it would take maybe 10 minutes to walk from one side to the other? 5-6 minutes if you run the whole way?
Older version;
- Spoiler:
Last edited by 3mptylord on Wed Jun 17, 2009 12:58 am; edited 5 times in total
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3mptylord- Admin

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Re: Making RuneScape bigger!
Cool...has the potential to be really great...but i meant NPC population
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Dark Avorian- QEP Member

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Re: Making RuneScape bigger!
Oh, that is also inevitable. There would be more residential in new-look... with RuneScape families. Dad's who actually leave for a day's work at the Lumberyard, guards who patrol the roads. 

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3mptylord- Admin

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Re: Making RuneScape bigger!
Oooh... and random traders running along the roads? 

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