RuneScape: Dragonwilds

RuneScape: Dragonwilds

My simple tweaks
I enjoy be immersed in realistic game play. You arrive in the game by loadstone that you cannot return through or have supplies or reinforcements sent to you. Instead start the game as an original member of the voyage and have the wise old man talk about how there is still a loadstone here and that you may be able to build more to make a network of our own. The early access cape is a ship on a voyage c'mon now.

Then have the old man give you some water and tell you your going to need to make more vessels to hold water. So you learn to make clay vessels and fire them first so you can fill them with water. So that leads me to the resources being separated out by area is a bad idea because to me it felt too linear. I went into one place found new ore collected it and equipped my self to then play that area to the next one and repeat.

I would rather have those resources be able to be found in other areas. Not every area having every resource but have it be mixed. So I would have the resources be able to be collected according to the players skill level for the appropriate resource not the equipment level you have. Though having higher tier equipment will speed up resource gathering. I found in mining I could strike multiple ore with one strike and feel part of increasing your mining level could enlarge the area where your pickaxe impacts. You can also do this woodcutting but the logs roll around and it is more difficult.

I don't like how currently the spells do not have any magic level requirements. I know the magic skill is not officially in the game yet but I do expect that will give a magic skill requirement to those spells when it is put in game.

Crafting runes is too easy there is no thought or strategy to how I'm going to collect essence or what runes I should make. Making essences scarcer or decreasing the amount of runes you get would work well in line with the a survival game and expect as more spells are added would make those choices have a bigger impact on your character.

I'm on the fence about the afk crafting. It is convenient to load resources and walk away but it disassociates you from training that skill or what you actually get from leveling that skill. If it does stay in the game I'd like to see it become a perk of higher level construction where you can build things to automate like a windmill or water wheel. That would feel great to get after having been leveling by tanning, cooking, spinning, smelting, and whatever using the loom is called one piece at a time.

The plan for the anti-dragon shield is giving to you by a dragonkin statue? why would dragonkin need to even make one? I think it would be better lore wise to find the a shield on a body of a skeleton in the vault. Then after learning some other crafting recipes that have to do with infusing metal and warding from dragon breath you learn the recipe for crafting the shield. Like how the Skeleton when it was a person might thought of to help in fighting the dragons.
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Psycha Apr 30 @ 5:46pm 
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