Bolvaoir – The Twisted Lands
+4
MorbiusMonster
The Empty Lord
Handeath
Slayer Noir
8 posters
The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Locations
Page 2 of 5
Page 2 of 5 • 1, 2, 3, 4, 5
Bolvaoir – The Twisted Lands
First topic message reminder :
Bolvaoir is a constantly changing realm. Shifting tides regularly engulf its lower lands, the beasts don’t stay in one place and the unpredictable weather can render rivers swollen and roads impassable.
But there’s more; something altogether more sinister. The lands seem to twist themselves, beyond what can be explained by natural forces: towns appear and disappear suddenly, caves and dungeons seem to rearrange themselves upon every visit, bridges seem to build and unbuild themselves and the trees don’t seem content with staying in one place.
The vast lands are littered with the ruins of an ancient race. Noone knows how or why they disappeared, but it seems something wiped them out extremely quickly and precisely. The few inhabitants of Bolvaoir refuse to speak of them, and no outsider knows why.
So, this is Bolvaoir, a land designed to inject some mystery, adventure and wanderlust back into Runescape. It does this in several ways:
It’s constantly changing: no two visits will ever be the same, so you don’t know what to expect when you visit
It’s vast: It’s really big and settlements (when they choose to appear) are scarce
You’re meant to get lost: the minimap fails you in Bolvaoir, and it’s marked as uncharted on the world map. Furthermore, it has features that’ll put you in unknown places – occasionally a fog bank will roll in and your lost character will emerge elsewhere, and entrances and exits to dungeons rarely seem to add up
Hard to reach areas. It’s important to have areas that can only occasionally be accessed, so that dedicated players retain wanderlust for longer
Atmosphere. One way or another, it'll have a really mysterious atmosphere
Location:
Characters:
Weather:
Creatures:
Locations:
Technical:
Rewards:
Miscellaneous:
Additional Design Notes:
Bolvaoir is a constantly changing realm. Shifting tides regularly engulf its lower lands, the beasts don’t stay in one place and the unpredictable weather can render rivers swollen and roads impassable.
But there’s more; something altogether more sinister. The lands seem to twist themselves, beyond what can be explained by natural forces: towns appear and disappear suddenly, caves and dungeons seem to rearrange themselves upon every visit, bridges seem to build and unbuild themselves and the trees don’t seem content with staying in one place.
The vast lands are littered with the ruins of an ancient race. Noone knows how or why they disappeared, but it seems something wiped them out extremely quickly and precisely. The few inhabitants of Bolvaoir refuse to speak of them, and no outsider knows why.
So, this is Bolvaoir, a land designed to inject some mystery, adventure and wanderlust back into Runescape. It does this in several ways:
It’s constantly changing: no two visits will ever be the same, so you don’t know what to expect when you visit
It’s vast: It’s really big and settlements (when they choose to appear) are scarce
You’re meant to get lost: the minimap fails you in Bolvaoir, and it’s marked as uncharted on the world map. Furthermore, it has features that’ll put you in unknown places – occasionally a fog bank will roll in and your lost character will emerge elsewhere, and entrances and exits to dungeons rarely seem to add up
Hard to reach areas. It’s important to have areas that can only occasionally be accessed, so that dedicated players retain wanderlust for longer
Atmosphere. One way or another, it'll have a really mysterious atmosphere
Location:
- Spoiler:
- Currently, Bolvaoir is here:
Characters:
- Spoiler:
- Vau.
Vau was a Guthixian warrior in the late 3rd age. Legend has it he established the Slayers as an organisation which specialised in destroying the strange monsters of the other armies. He ventured into Bolvaoir searching for a legendary artifact known simply as The End. Writings from the ancient ruins in Bolvaoir suggested it had the power to end the God Wars. However, despite his various adventures through Bolvaoir, he never found it, and simply disappeared one day. Rumors suggest he wasn't human.
Galveron.
Galveron is a sort of guide figure in Bolvaoir. He'll appear randomly and give you trivia and advice about Bolvaoir, as a means of expanding on Bolvaoir's backstory. Being a non-native, he won't refuse to talk about the ancient race of Bolvaoir.
Weather:
- Spoiler:
- Different whether will make different things happen in Bolvaoir, for example whispids won't appear on sunny days, but the question is, do I want a lot of different weather types that have overlapping features, or just a few which are totally unique from one another?
Anyway, here's a list of weathers so far
-Sunny
-Blizzard
-Gale
-Foggy
-Thunderstorm
Also, I want night and day in Bolvaoir.
Creatures:
- Spoiler:
- -Dragonflies. I saw one while out jogging the other day and it occurred to be just how cool they are. I want some to be in Bolvaoir
-Ents. A fantasy creature that for some reason Runescape doesn't seem to have expanded upon much, I'm toying with the idea of putting ents into Bolvaoir
-Rogue Elves. Considering Bolvaoir's proximity to the Elven Lands, this is a possibility
-Whispids. Trying to create mystery and wanderlust, it's vital that I introduce some never-before-seen monsters. Whispids are evil manifestations of fog and mist that only appear in certain weathers and feast upon souls
-Nequam. Nocturnal creatures from my scrapped Agility Caves idea find a new home in the caves of Bolvaoir
Locations:
- Spoiler:
In the Deeplands:
-The Temple of Thunder
-Soulchiller Cave
-Inferno Crater
Elsewhere:
The Dead Saltmarshes
Aegis Tree Groves
Guardian Ruins
Technical:
- Spoiler:
- Areas of Bolvaoir fall into one of 5 categories:
Static: Static areas never change and can always be accessed. Any large enough static area could serve as a safe area, eg Guardian Ruins
Unmoving but Changable (unbchas): These areas never move but are subject to change, eg The Dead Saltmarshes
Randomly Accessible (raccessibles): These areas never change in appearance or move, but at times they may be unreachable, eg Soulchiller Cave
Randomly Appearing (rappearings): These are features that randomly appear and disappear. They constantly move around the map and aren't guaranteed to exist at any given time, eg Aegis Tree Groves
Random Appearing Zones (razones): These are areas where a rappearing appears. They are designed to graphically integrate with them (ie, the shape of a razone is the same as that of a rappearing)
Some static areas are safety zones. Because the landscape is likely to have changed if you log out for any period of time, unchanging points where the player avatar can be placed are needed.
Rewards:
- Spoiler:
- -Better XP yield than the rest of Gielinor. This can be justified because it’s impossible to grind a particular skill. What you’re training on could disappear in an instant and so other more reliable methods of training will retain their niche – this sort of XP gain is more opportunistic.
-Hmm... How should I kill this
Picture the situation. You're casually strolling through the salt marshes of Tideswallow in Bolvaoir when you're confronted with a giant dragonfly. It's big, it's hungry and it wants to kill you. You ready your sword, prepared to battle it to the death - but wait! Is this the best way to kill your foe? You see a nearby tree which you could use to set up a trap. You've heard rumors that a dragonfly's exoskeleton is valuable, but if you kill it using a sword, you may damage it...
So this introduces another feature I want in Bolvaoir - choice when killing your monsters. As demonstrated in the example above, you could use either combat or hunter to kill a dragonfly. The two techniques, however, yield different results. Hunting a dragonfly will reward you with its exoskeleton, whereas battling it will allow you to access a drop table of herbs and other items.
The idea is to promote thinking on your feet, experimentation and variety. Not only may you be unsure about which method is more rewarding to you, you might not have the levels for one method, or your personal situation might make one choice better than the other (example - if you're low on health, it might be better to hunt the dragonfly than take more damage in battle).
-One entrance, and better rewards deeper into Bolvaoir. Exploring all the way to the far side of Bolvaoir will be tough and should be rewarded
Miscellaneous:
- Spoiler:
- -Teleports and transport. You can teleport out – this is important to avoid becoming trapped or spending hours trying to find your way out. I also want a system where you can teleport to people on your friends list, because otherwise it’ll be difficult to find buddies and do any sort of group activity (which would be a shame). To avoid abuse, the friend tele only works if both players are in Bolvaoir and has a cooldown of two hours. However, I feel teleports to fixed locations would detract from the explorative feel, so I don’t want any other teleports into Bolvaoir
-No quests set in Bolvaoir. Due to the shifting nature of the land, trying to complete a linear storyline would end up being either highly frustrating for the player, or technically difficult for the developer. If you go into Bolvaoir with one specific goal in mind, you’re likely to emerge disappointed, and this needs to be considered when making content for it
-Bolvaoir is not dungeoneering
Additional Design Notes:
- Spoiler:
- -Moans that appear in the air, scream made in a forgotten language, walls with texts that you can read, or ancient books or diaries you can read, you can sometimes fall inside a ruin.
-We could see a ghost from time to time, or a group of them
-May also have some war in Bolvaoir. The native races could be fighting for territory or artifacts. They may employ you as a mercenary and give you spoils of war, or you might unwittingly get caught in the middle of one of their battles. Just some additional variation/backstory.
-The ancient civilisation on Bolvaoir was not wiped out by Dragonkin, nor the God Wars and had nothing to do with Zaros.
Last edited by Slayer Noir on Thu Jun 07, 2012 12:51 am; edited 10 times in total
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
So, the date is set. Now I'll set the time too.
9:30 BST. Peak time.
And I don't wanna hear anyone else say "inb4 I am disappoint"
9:30 BST. Peak time.
And I don't wanna hear anyone else say "inb4 I am disappoint"
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
You've caught me out on a technicality, it seems...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
The OP has been updated with this:
Bolvaoir is a constantly changing realm. Shifting tides regularly engulf its lower lands, the beasts don’t stay in one place and the unpredictable weather can render rivers swollen and roads impassable.
But there’s more; something altogether more sinister. The lands seem to twist themselves, beyond what can be explained by natural forces: towns appear and disappear suddenly, caves and dungeons seem to rearrange themselves upon every visit, bridges seem to build and unbuild themselves and the trees don’t seem content with staying in one place.
The vast lands are littered with the ruins of an ancient race. Noone knows how or why they disappeared, but it seems something wiped them out extremely quickly and precisely. The few inhabitants of Bolvaoir refuse to speak of them, and no outsider knows why.
So, this is Bolvaoir, a land designed to inject some mystery, adventure and wanderlust back into Runescape. It does this in several ways
I’ve already had various thoughts into the technicalities of this. Here are some of them:
So what do you guys think?
Bolvaoir is a constantly changing realm. Shifting tides regularly engulf its lower lands, the beasts don’t stay in one place and the unpredictable weather can render rivers swollen and roads impassable.
But there’s more; something altogether more sinister. The lands seem to twist themselves, beyond what can be explained by natural forces: towns appear and disappear suddenly, caves and dungeons seem to rearrange themselves upon every visit, bridges seem to build and unbuild themselves and the trees don’t seem content with staying in one place.
The vast lands are littered with the ruins of an ancient race. Noone knows how or why they disappeared, but it seems something wiped them out extremely quickly and precisely. The few inhabitants of Bolvaoir refuse to speak of them, and no outsider knows why.
So, this is Bolvaoir, a land designed to inject some mystery, adventure and wanderlust back into Runescape. It does this in several ways
- It’s constantly changing: no two visits will ever be the same, so you don’t know what to expect when you visit
- It’s vast: It’s really big and settlements (when they choose to appear) are scarce
- You’re meant to get lost: the minimap fails you in Bolvaoir, and it’s marked as uncharted on the world map. Furthermore, it has features that’ll put you in unknown places – occasionally a fog bank will roll in and your lost character will emerge elsewhere, and entrances and exits to dungeons rarely seem to add up
I’ve already had various thoughts into the technicalities of this. Here are some of them:
- Better XP yield than the rest of Gielinor. This can be justified because it’s impossible to grind a particular skill. What you’re training on could disappear in an instant and so other more reliable methods of training will retain their niche – this sort of XP gain is more opportunistic.
- One entrance, and better rewards deeper into Bolvaoir. Exploring all the way to the far side of Bolvaoir will be tough and should be rewarded
- Safety nodes. The landscape is likely to have changed if you log out for any period of time, so unchanging points where the player avatar can be placed are needed. (I’m getting serious déjà vu now, have I suggested this before?)
- Teleports and transport. You can teleport out – this is important to avoid becoming trapped or spending hours trying to find your way out. I also want a system where you can teleport to people on your friends list, because otherwise it’ll be difficult to find buddies and do any sort of group activity (which would be a shame). To avoid abuse, the friend tele only works if both players are in Bolvaoir and has a cooldown of two hours. However, I feel teleports to fixed locations would detract from the explorative feel, so I don’t want any other teleports into Bolvaoir
- No quests set in Bolvaoir. Due to the shifting nature of the land, trying to complete a linear storyline would end up being either highly frustrating for the player, or technically difficult for the developer. If you go into Bolvaoir with one specific goal in mind, you’re likely to emerge disappointed, and this needs to be considered when making content for it
- Hard to reach areas. It’s important to have areas that can only occasionally be accessed, so that dedicated players retain wanderlust for longer
- Atmosphere. It needs to be mysterious, obviously. But how to achieve that?
So what do you guys think?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
You didn't added miniquests D:
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
I was toying with the idea. I wasn't sure whether to reject them on the same grounds that I rejected quests for the area
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
I fear that the reason to go there is still perhaps a little lacking. But otherwise a nice idea.
It could almost be a Dungeoneering location, if you so wanted. (Rename the skill Exploration/Exploring already!) Then there could be pseudo-goals of killing the bosses; with all the prep required along the way if you can't take anything with you (which I'd recommend in a place where your gravestone could be deleted). As for your friend-teleport, the group stone already offered by Dungeoneering would cover that. The "safe spot" could be like the smuggler's room; a temple of sorts with powerful magic that permits the land to retain its shape. The land itself could be split into "rooms" much larger than in daemonheim (maybe temple trekking sized?), with maybe fog instead of walls... So it is essentially one large area of land.
It could almost be a Dungeoneering location, if you so wanted. (Rename the skill Exploration/Exploring already!) Then there could be pseudo-goals of killing the bosses; with all the prep required along the way if you can't take anything with you (which I'd recommend in a place where your gravestone could be deleted). As for your friend-teleport, the group stone already offered by Dungeoneering would cover that. The "safe spot" could be like the smuggler's room; a temple of sorts with powerful magic that permits the land to retain its shape. The land itself could be split into "rooms" much larger than in daemonheim (maybe temple trekking sized?), with maybe fog instead of walls... So it is essentially one large area of land.
Re: Bolvaoir – The Twisted Lands
I really don't want this to become Dungeoneering V2. I'm fine with borrowing some of its functionality, I'm fine with drawing some parallels, but I want it to stay distinct because I think incorporating it into dungeoneering would cause me too much restriction.
I'll be working on reasons to go there. I plan on having all skills trainable there in one way or another with good XP yield, but I need to work on items too, which is slightly problematic considering all my cool item ideas are being put into the Dungeoneering Planes right now... Your suggestions on this matter would be particularly appreciated (obviously, I always crave feedback, but particularly in this case)
As for the technicalities of breaking the land up into pieces, I wanted it to be smoother than the squares of Daemonheim - I think it'll benefit the atmosphere if it feels more real and the vastness of the land is more visible. I have ideas for this but they're rather complex and I need to think through how best to explain them.
I like your idea of the lore behind a safe spot. I plan on having several by the way, not just one.
I'll be working on reasons to go there. I plan on having all skills trainable there in one way or another with good XP yield, but I need to work on items too, which is slightly problematic considering all my cool item ideas are being put into the Dungeoneering Planes right now... Your suggestions on this matter would be particularly appreciated (obviously, I always crave feedback, but particularly in this case)
As for the technicalities of breaking the land up into pieces, I wanted it to be smoother than the squares of Daemonheim - I think it'll benefit the atmosphere if it feels more real and the vastness of the land is more visible. I have ideas for this but they're rather complex and I need to think through how best to explain them.
I like your idea of the lore behind a safe spot. I plan on having several by the way, not just one.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
I actually think this is a fine way to train Dungeoneering, not necessarily the run through dungeons idea the name suggests, but just exploring the unknown.
But how do we get to Bolvaoir anyway?
But how do we get to Bolvaoir anyway?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Bolvaoir – The Twisted Lands
A quest.......
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
It's south of Feldip. You walk
Like I've said I want all skills to be tractable here without exception but I don't see how it has to be dungeoneering related. Runescape is in a sad state if anything exploratory has to be dungeoneering
Like I've said I want all skills to be tractable here without exception but I don't see how it has to be dungeoneering related. Runescape is in a sad state if anything exploratory has to be dungeoneering
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Careful now, if it's south of Feldip, it's going to be awfully close to Arzonus.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Bolvaoir – The Twisted Lands
Sorry, but if you look at the world map, there isn't really anywhere else to put it.
I want it to be stumbled upon, so I don't want it to be an island, but nowhere else on mainland Gielinor has space
I want it to be stumbled upon, so I don't want it to be an island, but nowhere else on mainland Gielinor has space
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Slayer Noir wrote:I really don't want this to become Dungeoneering V2. I'm fine with borrowing some of its functionality, I'm fine with drawing some parallels, but I want it to stay distinct because I think incorporating it into dungeoneering would cause me too much restriction.
As for the technicalities of breaking the land up into pieces, I wanted it to be smoother than the squares of Daemonheim - I think it'll benefit the atmosphere if it feels more real and the vastness of the land is more visible. I have ideas for this but they're rather complex and I need to think through how best to explain them.
I think the only restrictions calling it dungeoneering would cause are limited by your imagination. I'm having no difficulty seeing this as dungeoneering without changing anything that you've suggested at all. It wouldn't have to be squares. As you said, there is no minimap. There would be no real way to know that you're exploring an instance based area as you're doing it.
Between Feldip Hills and Bolvaoir could be a fog bank, with "explorers" making camp along the edge. The will explain what's going on here, but there's nothing to stop you just walking through (the fog would be like the "safe zone" gates in the F2P area, you don't have to click). The first "room" you should encounter should be the temple/safezone, with an explorer finding refuge from the mystery. He'll provide aid if you missed it before.
The main reason I proposed dungeoneering was to use the dungeoneering skillset. There's nothing to say that the items you find cannot be taken out. That's a daemonheim restriction: again, you can make your own rules for how dungeoneering could work here. "As you exit the fog you find yourself on the southern shore. All the equipment you made crumbles to dust, leaving you with only the -REWARD ITEM- that your prized from the -BOSS/PUZZLE-". For me, having the prep en-route is what makes dungeoneering fun and dungeoneering handles the production skills better than the mainland skills.
But you could just draw all of the parallels and not actually make it dungeoneering. *shrugs* It's still going to be an epic place even if you don't get dungeoneering experience and tokens for making it through alive.
I like your idea of the lore behind a safe spot. I plan on having several by the way, not just one.
I was going to suggest more than one.
Re: Bolvaoir – The Twisted Lands
See, I there are two three things that bother me
1. You're not working towards a goal like you are in Dungeoneering. In Daemonheim, you know there's going to be a boss at the end, and you're looking for it. In Bolvaoir, you're wandering around to see what kinda cool stuff you come across. Killing a boss won't end your travels here either. It's not really about "making it through"
2. If everything is separated by fog, how can I have shifting weather?
EDit: 3. I don't like the idea of borders and the like. I'd rather this wasn't as segregated from Runescape as dungeoneering is. And you are right, I could still have players bringing in and taking out items and the like even if it were classed as dungeoneering, but soon people will start to question why it has to be dungeoneering, and I don't think I'd have an answer...
I was also hoping this could be achieved without instancing. It could be ever changing, yes, but so long as it's current state is the same for everyone, there's no need for an instance, right?
As for the starting area - do you think it retains wander in/stumble across the area value? I was hoping to have minimal barriers to entry whilst still making sure unsuspecting players don't get destroyed
1. You're not working towards a goal like you are in Dungeoneering. In Daemonheim, you know there's going to be a boss at the end, and you're looking for it. In Bolvaoir, you're wandering around to see what kinda cool stuff you come across. Killing a boss won't end your travels here either. It's not really about "making it through"
2. If everything is separated by fog, how can I have shifting weather?
EDit: 3. I don't like the idea of borders and the like. I'd rather this wasn't as segregated from Runescape as dungeoneering is. And you are right, I could still have players bringing in and taking out items and the like even if it were classed as dungeoneering, but soon people will start to question why it has to be dungeoneering, and I don't think I'd have an answer...
I was also hoping this could be achieved without instancing. It could be ever changing, yes, but so long as it's current state is the same for everyone, there's no need for an instance, right?
As for the starting area - do you think it retains wander in/stumble across the area value? I was hoping to have minimal barriers to entry whilst still making sure unsuspecting players don't get destroyed
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Have you tried west of Pischatoris?
Last edited by MorbiusMonster on Wed May 23, 2012 8:18 pm; edited 1 time in total
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Bolvaoir – The Twisted Lands
Rellekka is in the way...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
He probably meant west.
1) I think without a goal you'll struggle to attract a lot of players. Even obtaining loot is a goal. An area where you might get bonus experience won't be used if it's still more efficient to get slower experience at a place you can grind.
2) I only meant the "mainland" and Bolvaoir would be separated by fog. If handled correctly, the dungeoneering-like "rooms" could generate before you get to them. As I said, how much this feels like dungeoneering is down to how much you make it feel like dungeoneering. But the fact of the matter remains you've got a pseudo-room "dungeon" system with what you hope will be skill/combat related challenges in an unexplored area...
The weather could be a skybox that is unrelated to the rooms. Or have triggers in each room. It's now snowing... all areas come pre-programmed with the capacity to look snowy. Doesn't matter what "room" it is.
3) Dungeoneering has its own goal, and the lore behind no-items-in-or-out is down the Fremennik's restrictions. In Bolvaoir the equipment disappears as part of the mystery, bar what it lets you keep. Assuming that what you keep isn't dungeoneering equipment, but rather area-specific loot, I don't see any issue. The Frost Dragon drop a unique loot that you can keep.
But I won't persist if you're adamant against it. Like I said, the main reason I think it'd be a good idea is the pseudo-goal and need to prep to complete it.
1) I think without a goal you'll struggle to attract a lot of players. Even obtaining loot is a goal. An area where you might get bonus experience won't be used if it's still more efficient to get slower experience at a place you can grind.
2) I only meant the "mainland" and Bolvaoir would be separated by fog. If handled correctly, the dungeoneering-like "rooms" could generate before you get to them. As I said, how much this feels like dungeoneering is down to how much you make it feel like dungeoneering. But the fact of the matter remains you've got a pseudo-room "dungeon" system with what you hope will be skill/combat related challenges in an unexplored area...
The weather could be a skybox that is unrelated to the rooms. Or have triggers in each room. It's now snowing... all areas come pre-programmed with the capacity to look snowy. Doesn't matter what "room" it is.
3) Dungeoneering has its own goal, and the lore behind no-items-in-or-out is down the Fremennik's restrictions. In Bolvaoir the equipment disappears as part of the mystery, bar what it lets you keep. Assuming that what you keep isn't dungeoneering equipment, but rather area-specific loot, I don't see any issue. The Frost Dragon drop a unique loot that you can keep.
But I won't persist if you're adamant against it. Like I said, the main reason I think it'd be a good idea is the pseudo-goal and need to prep to complete it.
Re: Bolvaoir – The Twisted Lands
Don't get me wrong, I'm glad you are pushing something even if I really don't want it. It's helping me to define how and what I want Bolvaoir to be, and it's much better to get it now, from you, rather than the merciless RSOF later.
As for goals, I may give Bolvaoir it's own currency. Collectable from killing monsters or selling items you chance across, it could then be spent in the randomly appearing shops. And I don't want items to disappear upon leaving Bolvaoir, so what players find in there can be used in the rest of the world (I don't want to call it mainland Gielinor because Bolvaoir is meant to be part of the mainland). But trust me, I plan on having plenty of decent items available from Bolvaoir along with the decent XP rates. I'm sure I'll be able to attract people there.
As for goals, I may give Bolvaoir it's own currency. Collectable from killing monsters or selling items you chance across, it could then be spent in the randomly appearing shops. And I don't want items to disappear upon leaving Bolvaoir, so what players find in there can be used in the rest of the world (I don't want to call it mainland Gielinor because Bolvaoir is meant to be part of the mainland). But trust me, I plan on having plenty of decent items available from Bolvaoir along with the decent XP rates. I'm sure I'll be able to attract people there.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Could work. I'm not THAT fussed about it being in the Feldip Hills though.
I think I'd rather have added remoteness of West Piscatoris (or, to just accept that two suggestions could be in the same location, but I'll be realistic here ). But it would end up being a rather odd shape, as I'd like to avoid it touching the top of the not-fully-released Elven Lands. Are you just print screening and drawing in paint, 3mpty? I may give it a go...
I think I'd rather have added remoteness of West Piscatoris (or, to just accept that two suggestions could be in the same location, but I'll be realistic here ). But it would end up being a rather odd shape, as I'd like to avoid it touching the top of the not-fully-released Elven Lands. Are you just print screening and drawing in paint, 3mpty? I may give it a go...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
I always wanted a place called the Great North. Unlike the Wilderness, it was lush and fervent, but survival was based upon being able to collect resources. The Wilderness has become too tame nowadays. You train dungeoneering by exploring the land and constructing resources. Since most of the resources are unique only to the land, you level up Dungeoneering as you manipulate your surroundings to you will.
Ultimately, Dungeoneering becomes a different name, Survival. The better you can learn to survive, the further north you can go. No banks, no shops and no coins, players survived by sharing what they had or bartering. Some smugglers existed, but they would only reduce the prices of their stock if you had a higher survival skill and needed it more.
In my original idea for a "Great North" (which was scrapped), I always felt this music had the right kind of feel.
Ultimately, Dungeoneering becomes a different name, Survival. The better you can learn to survive, the further north you can go. No banks, no shops and no coins, players survived by sharing what they had or bartering. Some smugglers existed, but they would only reduce the prices of their stock if you had a higher survival skill and needed it more.
In my original idea for a "Great North" (which was scrapped), I always felt this music had the right kind of feel.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Bolvaoir – The Twisted Lands
Oh my god. Why does everyone think this needs to be dungeoneering???
In other news, I have decided on placement for Bolvaoir
In other news, I have decided on placement for Bolvaoir
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Page 2 of 5 • 1, 2, 3, 4, 5
The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Locations
Page 2 of 5
Permissions in this forum:
You cannot reply to topics in this forum