With the new update posted today there have been wilderness hotspots implemented where you get double pkp, I feel this is a great idea as more players will be incentivized to pk but the locations for these hotspots make zero sense as someone who's active in the wilderness. Let's take a look at the current hotspots, copied and pasted from today's update.
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- Edgeville
- Mage bank
- East dragons
- Dark castle
- Demonic ruins
1. Wests would have made more sense than dark castle, but even then I only go wests to setup 1v1's occasionally. I haven't seen people pk at dark castle on 07, back in pre EOC era, etc... In years. Dark castle was a thing when pure clans would roam f2p multi in like... 2005 & 2006. The most use dark castle gets in 07 now is during pure clan wars in f2p worlds, and that's only for set fights. This will get absolutely zero use and if people do happen to go there it will only increase the crying from ironmen trying to do clues from the step that requires you to check the crate inside dark castle.
2. East dragons makes zero sense also. If someone wanted to see an increase in green dragon pkers or something, graves would have made a better idea as it's right below chins and clans often run through there because if a team has a fall in, the meta on Alora for people tanking is to go to spiders & zombies instead of hobgoblins.
3. Why isn't black chins on this list? 90% of nhers on this server sit at chins due to it being right below revs, while still being deep enough for people to get TBed and falled in on. Makes zero sense.
4. Mage Bank is... okay I guess? Lever/webs/axe hut would have made more sense but people will sometimes tank a full to mage bank so it'll atleast see some use. Not too much of an issue.
Also, fixing prayers was a long overdue update and I'm glad they've been fixed, but what about the barrage gap glitch? I've lost countless kills due to it and I was honestly expecting it to be fixed this update with how bad it is for pkers. Currently if you're on the LAST square of barrage's attack range and try to freeze somebody while they're running, it will not freeze them, unlike in 07, allowing them to keep running and escape wheras in 07 it would be able to freeze them even on this last square of the attack range. Fixing this tiny issue would help a TON with bringing pvp activity to the server, which frankly everyone knows it's lacking in.
Thanks
-Horror