Thread: A Treatise on Designing a Better RuneScape Private Server

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  1. #1 A Treatise on Designing a Better RuneScape Private Server 
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    A surprising number of people (two) messaged me on Discord last week asking for advice on how to make their servers more unique. At this rate, I suspect that they won't be the last, so I promised them a long form answer. Here's a 16-page document outlining what I think needs improving in RSPSes. Broadly speaking, I go over how to structure a better economy, interesting ways to tweak combat, what skills need some revitalization, and what design principles can be employed to build a better world.

    At the risk of turning this into another "all servers are the same" thread, I find it dull that just about every server simply aims to emulate Old School RuneScape. By doing that, you're constantly trying to catch up with OSRS and every other server (because they're all doing the same thing). It'd be like if every online shop tried to be an Amazon clone. You'll never recreate the success of OSRS. If developers accepted this, they could then shift gears and try to stand out by creating new worlds with new monsters and quests, just as they create custom items.

    I hope these ideas spur a constructive discussion, not just about whether or not they're worthwhile ideas, but about the place of "custom" servers in the scene beyond dank alien bosses and dildo cannons. I will happily expand the document if there's interest. There are a few more skills I'd like to elaborate on, as well as some stuff on lore and quests.

    As stated in the document, I aim to record an in-depth RSPSi tutorial in the coming days that puts these level design principles into practice. Stay tuned for that!
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    Quote Originally Posted by MrClassic View Post
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    Excellent production of very valid principles!
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    Spoiler for Nobody asked:
    I think you hit the nail on the head in certain areas specifically in map creation. (I had also never seen your massive custom world map until now. Fukin' hell m8.)
    Some ideas i can also probably get behind with the right implementation, for example; skills that tie into other skills but i'm skeptical about any changes to combat. Obviously this is subjective but too many irritating changes caused me to end up here in the first place. 10x hp/prayer really pissed me off me back in the day. EoC didn't go down a treat. Even when OSRS introduce a new high level weapon, its met with lots of angry players for a good while. (idk if it's angry pvmers that keep dying or poor pkers having a moan).

    The flip side of trying out new things is that they can also take off incredibly well. Corrupted dragon weapons in non-mem pvp was certainly a game changer for combat that i had always seen as dull. Theres many examples for both sides and im sure you get the point.

    ANYWAY... Nice read. Some of these ideas can fuck right off. They're terrible. The stat drain idea can also fuck off. BUT, could be neat for a game-mode/minigame. And i am a fan of unique minigames.


    tl;dr

    I'll be honest and say i did skim the text but for the most part it was a very interesting (and an oddly detailed) read. Neato.
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    Very interesting thank you. I liked your player-owned stalls idea. I considered the idea of a grand exchange tax, in return for the simplicity of using the GE a relative amount would be taken off the overall profit to discourage people from overusing it and seeking options elsewhere.

    I didn't really agree with your conclusions on movement. Although they are well-argued and make a great deal of sense, I kind of like the inelegance of the current map design. Slowing things down has a certain appeal to it in its own right.

    * also dildo canons are sick mate what u on
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    Quote Originally Posted by NeilG View Post
    i'm skeptical about any changes to combat. Obviously this is subjective but too many irritating changes caused me to end up here in the first place. 10x hp/prayer really pissed me off me back in the day. EoC didn't go down a treat. Even when OSRS introduce a new high level weapon, its met with lots of angry players for a good while. (idk if it's angry pvmers that keep dying or poor pkers having a moan).

    [...]

    The stat drain idea can also fuck off. BUT, could be neat for a game-mode/minigame. And i am a fan of unique minigames.
    The combat ideas were mostly thought up a few years back when some friends and I were looking to do some real different stuff. One friend, Inilix, hasn't even looked at RS since 2007, so he came in with a real fresh perspective. I can't remember how much of that came from him. Trialling these features in a minigame sound like the perfect way to see what people think! I agree that a sudden adoption, especially on an existing server, would face a lot of blowback. As someone who's never gotten into PKing, I can appreciate the fact that any minor change to combat has huge repercussions to PvP.

    No worries on not reading all of it! I figure that most people might glance at whatever parts they need an idea for.

    Quote Originally Posted by Fire Cape View Post
    Very interesting thank you. I liked your player-owned stalls idea. I considered the idea of a grand exchange tax, in return for the simplicity of using the GE a relative amount would be taken off the overall profit to discourage people from overusing it and seeking options elsewhere.

    I didn't really agree with your conclusions on movement. Although they are well-argued and make a great deal of sense, I kind of like the inelegance of the current map design. Slowing things down has a certain appeal to it in its own right.
    I posted that player-owned stall idea on Reddit years ago, when Jagex was mulling the idea of putting the GE in OSRS. Sadly, even that thread didn't gain much traction. The scale of the GE doesn't fit the number of players most servers have. Stalls also reintroduce a bit of that bank sale and personal interaction nostalgia.

    Barriers aren't all bad, though I think they should be reduced in the areas that have the most foot traffic, or where they're so inconvenient that players simply won't engage in the content anymore. For example, Jagex removed a part of the fence in the Lumbridge graveyard because people weren't going into the swamp or using Zanaris IIRC.

    Barriers are useful for dividing content that warrants separation, and indirect movement's useful for adding a challenge to reaching someplace (e.g. climbing a mountain or venturing through a winding forest). It can also add density where needed (like how Jagex keeps adding shit despite there being no space left).

    I'm glad you're receptive to the ideas! Bring on the discussion
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  7. #7  
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    Fair play to you for going this in detail with it, I haven't read through it fully myself yet but might give it a peruse this weekend so may end up replying with more comments
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    I've seen worse dissertations tbh
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    Great article Waldo! Very detailed and informative. I know a lot of people that should read this.
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    You receive an A+ from me.


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