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Topics - Mojo

#51
RuneScape Discussion / Anti-Scam Initiative Live
July 13, 2016, 03:05:56 AM
https://twitter.com/jagexsween/status/752857942190333952

Seems like Jagex are now taking a more active stance against scamming. I've always wondered why they were never too vocal about it TBH. Nice to see them stepping it up on this.
#52
Sport / 2016 Olympic Games
July 12, 2016, 04:31:20 PM
The Euros are over now and it's onto the next big event. The Olympics.
They begin on 5th August.

Go Team GB!  :woeh:
#53
Media and Comedy / Favourite Film/TV Soundtracks
July 05, 2016, 01:59:48 PM
Many of you will have watched the GoT finale  last week. The opening scene was made all the better by this composition:

https://youtu.be/pS-gbqbVd8c

Post your favourite soundtracks :)
#54
Achievements / Max Melee and Mage
July 04, 2016, 06:42:16 PM
Had Mage/Melee stats on 98 for a while so I could keep untrimmed HP cape.
Decided to finish it off, got 124 combat too:



DC'd while getting 99 Magic but gains:

#55
RuneScape Discussion / Deadman Season 2 Now Live
June 25, 2016, 07:36:27 PM
Season 2 has just begun, there's some changes from season 1, some of which are outlined here: http://services.runescape.com/m=news/deadman-invitational-ii-now-open?oldschool=1

I won't be playing myself but it will be definitely interesting to see how it pans out!
#56
Real Life Discussion / Brexit
June 21, 2016, 03:57:48 AM
So the UK has a referendum on whether or not we should remain in the European Union on Thursday.

What do WG members think? especially the British ones :P
#57
Sport / Euro 2016
June 17, 2016, 02:00:45 PM
Anyone been watching?

Good win for England against the Welsh yesterday  :woeh:
#58
RuneScape Discussion / Changes to Deadman Seasonal
April 16, 2016, 04:00:43 PM
Some of these changes are even being applied to the current season!

If you prefer, you can read the same thing here: http://services.runescape.com/m=forum/forums.ws?380,381,284,65778873

QuoteDev Blog: Seasonal Deadman Mode Changes

Since the release of seasonal Deadman Mode we have received a mountain of feedback from the Old School community. We've been listening closely and have a few changes in mind which we will be implementing, some into the ongoing season and some reserved for the next.

All changes discussed in this developer blog are being considered balancing changes and will not be polled. We are still, of course, open to feedback.

Current season

Please note: all changes to the current season will also carry over into the next season if they are still applicable.

Changes to experience lost on death


Dying to a player who is a much higher level than you in Deadman Mode currently comes with the same punishment that any death to a player does. We are going to change this.

We are going to be making the combat level of the person who kills you impact how much experience you lose when you die. This would mean that a death to a player who completely outmatches you will not be as severely punished as a death to someone of a similar level.

We have a very specific formula in mind for how we would want experience loss to scale.

Click here to see the exact formula we have in mind: http://i.imgur.com/Ht1Jd9H.png

The result of this is that experience loss will remain roughly the same when you die to players of a similar level to you. However, dying to a player who is a higher level than you gets less and less punishing as the difference between your combat levels increases.

For example, if a skulled level 80 with 5 million mining experience were to die to a level 126, they would lose 750k experience rather than 2.5 million. If the level 80 weren't skulled, they would lose 375k experience. We feel this is a much fairer system and will allow lower level players a fighting chance of keeping their stats long enough to progress.

Changes to items lost on death

One of the key pieces of feedback we've received is just how severe the punishment of a death can be in Deadman Mode. While we want death to be scary, we also want players to feel like they have a fighting chance at rebuilding following a death.



To make death as a whole less punishing, we will be reducing the number of items from your bank lost on death from 28 down to 10. We hope that this will keep the rewarding nature of killing players in tact while giving players who die a better starting point for rebuilding.

6 hour immunity & increased experience gain

The same 6 hour immunity which was previously introduced into the original Deadman servers will soon be implemented into seasonal Deadman Mode. In addition to immunity, we will also be giving brand new players a 10x experience multiplier for the duration of their immunity.

Joining the game late can make it very challenging to catch up. Our aim with immunity and increased experience gain is to give players who start playing Deadman quite a bit after the game mode was released a good chance to catch up and get to a point where they can defend themselves.

Teleporting when unskulled

With the way that teleporting works in Deadman Mode, if you are in combat you simply cannot teleport. This has caused a number of things to happen, such as teleblock being unnecessary and freeze spells, such as ice barrage, becoming much more useful.



We will be removing the teleport delay for unskulled players. This change will bring life back to teleblock and the normal spellbook, as well as giving unskulled players a better chance of survival when up against movement impairing spells.

Un-noting items

Un-noting items by using them on bank booths and chests has been a controversial feature in Deadman Mode. It allows players to stand in a bank un-noting food and potions while under attack in order to stay alive.

We have considered changing the feature so it can only un-note one item at a time, adding a charge, slowing the process down so it can be interrupted or just completely removing the feature. We want to hear more about what you would like to see.

Please let us know what you want to see done with this feature and we will see what we can do.

Next season


The Grand Exchange

Next season we will be introducing the Grand Exchange into Deadman Mode. We expect this to help the game mode in a number of ways:


More time spent training and PKing. Less time spent trying to buy and sell items.
More accurate prices for determining items lost from your bank on death.
As the hype of new servers die down it will still be just as easy to buy/sell items.

Overall, the Grand Exchange is an excellent quality of life feature and will allow you to get a more PvP oriented Deadman experience.

Experience rates depending on level

Experience rates in the next season of Deadman Mode will work quite differently to how they do now. Rather than using an experience multiplier of 5x for all skills at all times, the multiplier will depend on your level in a skill. The lower your level in a stat, the larger your experience multiplier will be.

We hope that limiting the speed at which people can hit very high levels, while simultaneously speeding up progression at lower levels, will cause fewer people to get stuck in the early stages of the game.

Deadman Invitational 2

In addition to changes to the main Deadman Mode seasonal servers, we will also be making some changes to how the final hour of the Deadman Invitational tournament works.

Changes to fog

One thing is very clear following the first Deadman Invitational: the fog was too slow at the start and far too fast at the end. For the next tournament we will be changing this. Fog will progress quicker at the start and will leave plenty of time for players still alive to fight it out.

In addition to this change, to prevent players 'tick eating' to stay alive within the fog the rate at which the fog deals damage will be increased.

And as a final, quality of life change to fog we are going to be investigating better ways of showing where the fog is in game. This will give participants a better idea of where is dangerous and where is safe.

Tie breaker - kills instead of total level

In the previous Deadman Invitational, if the final two players died at the same time or remained alive past the end of the tournament, the player with the highest total level would have been declared the winner. This will not be the case for the next tournament.

For the next Deadman Invitational, if the final two players die at the same time or remain alive past the end of the tournament, the player who achieved the most kills in the final hour will be declared the winner. We hope that this will encourage PKing in the earlier stages of the competition and will be more relevant to the game mode as a whole.

The number of kills a player has will be displayed, so towards the end participants will know who they need to kill for the best chance of winning.


We are very interested to hear your thoughts on the above changes, as well as Deadman Mode in general. Your feedback can help us improve the game mode and make it a long lasting success - if you have ideas, let us know!

Mods Archie, Ash, Ghost, Ian, Jed, John C, Kieren, Mat K, Maz, Ronan, Weath
The Old School Team
#59
RuneScape Discussion / 5 Spare P2P Accounts
March 31, 2016, 04:08:57 AM
So I had 5 scouts I used on DarkScape and they all met the criteria to get a months free P2P as a reward for "playing" DS.
So now I have 7 P2P accounts until 29th April   ##

What should I do with them? Seems a waste to not use them but can't really think of anything to do. RS3 or OSRS suggestions both welcome :)
#60
RuneScape Discussion / Deadman Mode Seasonal Begins
March 27, 2016, 03:55:49 AM
Deadman Mode Seasonal (DMMS) has begun. It will last for 3 months and culminate in another esports type tournament like we saw today. However this time Jagex will have learned a lot from the first one and hopefully everything will go more smoothly.

A few of us are playing DMMS so feel free to discuss it here on on Discord or in WG_CC.
#65
They updated it today. So if anyone has an RS3 account with P2P items that they couldn't sell then now you can! :D
#66
RuneScape Discussion / DarkScape Closing
March 01, 2016, 05:27:18 AM
News post: https://darkscape.runescape.com/news/2015/12/the-status-of-darkscape.html

Our twitter post: https://twitter.com/wildguardRS/status/704354992577241088

Sadly based on this comment it looks very unlikely that any protest will work. It's a shame that Jagex are not willing to leave a server or two open for DS players.

Needless to say, any of our DS players are welcome within our RS3 or OSRS sections.
#67
RuneScape Discussion / NXT
February 19, 2016, 05:21:01 PM
So the NXT beta is out today for those with long term continuous membership and gold premier club.

Anyone tried it? What are your impressions?
#68
Achievements / 99 Strength
February 05, 2016, 12:02:23 AM
Second 99 on DS, 99 Def (or maybe HP) coming next!


http://i.imgur.com/TfutFai.jpg
#69
Achievements / Accidentally Got 99 Attack
January 25, 2016, 01:14:38 AM
I had left it 200k XP off 99 but I must have accidentally changed the style to attack  :erm:

http://i.imgur.com/y9cGxis.png



First 99 on DS :woeh:
#70
Today they have made a wide array of changes to combat in DarkScape.

It's hard to summarise so just read the news post here: https://darkscape.runescape.com/news/2015/12/combat-update.html

Looks promising, hopefully a step in the right direction for DS. Still a long way to go though!
#71
Guest Lounge / Happy Christmas All!
December 24, 2015, 08:30:23 PM
To all Guardians and guests I wish you a Happy Christmas :D

His Lordship has even (kind of) surfaced with a message:



:wg:
#72
House of Random / Not again
December 22, 2015, 08:30:09 PM
It's snowing again ffs!
#74

On December 6th 2003 a small Asian/Aussie Teenager who called himself His Lordship formed the "PK PKs", quickly to be renamed to the Wilderness Guardians.
Over a decade later we still remain on RuneScape and today celebrate our 12th Birthday.

It's been quite a twelfth year, not short on surprises.
Here's a short month by month summary of our year, click an image to expand it.

[spoiler=December]
December was about building up a strong RS3 playerbase to compete in the F2P Legacy warring scene.
Lead by @Mike and other ex-CK members we improved our quality and recruited quite a few people throughout this month.
[/spoiler]

[spoiler=January]
By January we had reached a point where we could at least have a competitive fight with any RS3 opponent.
This victory against Poison shows that:

! No longer available
[/spoiler]

[spoiler=February]February started with a bang as we teamed up with Clan Europe for a massive 40v40 fight, the largest organised fight in the history of Legacy Warring:

! No longer available
[/spoiler]

[spoiler=March]In March we joined Team Descent for another big 2v2 and were victorious once again:

! No longer available

Half way through the month we had an influx of new applicants, which helped kick-start our 07 unit again...
[/spoiler]

[spoiler=April]With all the new members we decided to hold a combat competition to improve our levels.
The Legacy action also continued with probably our best ever Legacy win against a very good Flip Flops Team.
[/spoiler]

[spoiler=May]
The clan gradually shifted towards being OSRS only during May holding things like fire fests:



Activity in the Legacy clan world started declining.
[/spoiler]

[spoiler=June]
Some Legacy clans remained and WG continued warring on Legacy while we built our 07 unit.
The most notable win this month was a 4-0 victory vs Crazed PKers.
[/spoiler]

[spoiler=July]July was a month of major transition for WG.
A lot of members left due to the enforcement of our multi-clanning rule but at the same time we had another influx of applications, which continued into August.
During this month we did numerous small P2P Raids on OSRS.
[/spoiler]

[spoiler=August] @His Lordship hosted a drunken raid. @AnOvenChip passed out (2h 6 mins):

https://www.youtube.com/watch?v=o4xH6QNKOUE

We also hosted another Combat Competition during this month.
[/spoiler]

[spoiler=September]Mid way through the month Jagex threw the biggest curveball of the year by releasing DarkScape without a hint of warning.
By the end of the month we had gained 200 members for our new DS Clan Chat.

At the same time we continued with our OSRS P2P Raids.
[/spoiler]

[spoiler=October]We got a lot better at smiting verac helms during this month, here's an example:



Our DS growth also continued, we did warbands on a regular basis:



By the end of the month we had hit the CC cap of 500 Players.
[/spoiler]

[spoiler=November]November was a steady month for us both on OSRS and DS.
@Suffud and co flower bombed the GE:



And after sweeping 100 members we once again hit the CC cap on DS.
[/spoiler]

Roll on our 13th year.

Happy Birthday WG!  :birthday:
#75
House of Random / 12345
November 24, 2015, 11:55:36 PM
read the topic id number!!!!  :woeh: :woeh: :woeh: :woeh: