RuneScape: Dragonwilds

RuneScape: Dragonwilds

Some Gameplay Suggestions and Feedback
  • Show waypoints on map
    Currently we have to open up our full-sized map and manually lay down a pin to keep track of waypoints.
  • Larger stack size
    Most items only stack up to 20, this makes no sense when some craftables require 3x of an item, at least make it divisible by 3
  • Don't continue to use remainder of items
    For an example, if you put in 20 onions and 10 potatoes, you'll make 5 hearty stew (10x potato + 10x onion), but then it'll continue to cook the extra 10 onions still in the pot.
  • Right-click to open all goblin bags
    Why do I have to spend 10+ minutes slowly opening these bags 1 at a time? Please, right click should open the entire stack of them
  • Quest NPCs should call out to you when you're somewhat close
    This is simply so you notice them if you're passing by. A simple Hey traveller! would go a long way. The quests in this game are so fun, it'd be a shame if players missed them
  • Improve quest rewards
    Capes... so many capes. Please, anything else but another cape
  • A method to stop goblin raids permanently in each zone
    It'd have to be some type of quest or objective, but "clearing" out a zone so you can build in that zone in peace would be a great addition
  • Hearthstone spell
    Please give us a spell that teleports us back to our bed
  • Quick stack to nearby chests / Use nearby chests for crafting
    I'm so used to the convenience of Terraria where you press 1 button and all of your items in your inventory go to the appropriate nearby chests. In addition, crafting tables searching your nearby chests to craft as well would be nice
  • Back-packs / Carry Capacity
    There's only 1 item in the game that currently affects this, please add more
  • Crafting station completed crafts storage
    Stop crafting stations from spitting out their completed crafts and just have it store in a temporary storage within the crafting station. This is very very annoying and frustrating when playing co-op.
Last edited by FoldedCorner; May 4 @ 8:48am
< >
Showing 1-1 of 1 comments
1. If you mean Lodestones, I made a comment about this kind of suggestion in another thread. It would actually kind of be annoying to have Lodestones marked on the map because currently their icon is too large. It would need to be scaled down. I just mark them with Home icons or the Rock icon since it looks like a Lodestone. But really the only reason you would need to know where they are when not using them, is if you're looking to head to the nearest one. In which case just having map knowledge is good enough, that's why the markers are there for you to make notes of points of interest yourself. I DO however think our markers we make should appear on our compasses.

2. Things are stacked based on usage. Consumables are 20 because it makes sense to limit us with them. If we could stack them the same as say stone, we'd be able to carry so much more potions and food, and that would be a bit overkill. The only stack limits I think should be increased are materials that don't make food/consumables, like leather, ore, cloth, and tertiary bits like glue.

3. This I agree with, the cooking pot should stop and be required interaction to continue once the initial recipe has run out of ingredients.

4. Also agree to an Open-All. Kinda silly we can't, but it's early access to I forgive it for now.

5. In contrast, I think we should just have Quest markers on the map for Quest start locations. Not all quests start from an NPC. Several of the quests start by interacting with an object, such as the Well in Bramblemead Valley starting Restless Ghosts, or a Tree on the mountain in Fracture Plains starting Heartstrings.

6. Only 2 quests give a cape. There's a quest for a strong T3 bow, another for a ton of XP in 4 different skills, and another for a strong T3 hammer. I will say there should be more sidequests with varied rewards, but Capes aren't something I mind. I'm more annoyed that most capes can't be put on Mannequins yet.

7. I agree to an extent. Raids are supposed to keep you on your toes, but it would be nice if we could do a counter raid of some kind to the local "outpost" of the raiding group, such as the Goblin Castle in Bramblemead or the Garou Castle in Stormtouched Highlands to stop raids for a while. Kill their leader, disable raids in that area for... I'd say 2 ingame weeks.

8. I'd rather a spell that teleports us to Lodestones. It could cost double the law runes it would take to travel between lodestones, and I really wouldn't care. Just makes no sense that from a mechanical/lore standpoint we can't teleport to our lodestones from other locations. At the very least let us set a "Home point" for one of the lodestones.

9. Agreed. But again Early access, it's probably a planned feature to quick stack or use linked chests for crafting.

10. We definitely need a "weight lowering" set of items other than Legs of Lightness. and 50 units of weight isn't even that much to sacrifice armor for lol.

11. This isn't as much an issue to me, but I play solo so I don't know that pain.
I think it should just have an internal storage though to "claim" when finished, as there is an item-drop limit. If you manage to craft more than a few thousand items you'd start losing some due to despawns.
< >
Showing 1-1 of 1 comments
Per page: 1530 50