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46 Suggestions for Improving Runex

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1.) Shayzien still needs worked on in some capacity
Not sure what the hell went wrong here, but losing like 50 max hits isn't what anyone meant when they suggested things were reworked.

 

2.) Inquisitor damage boost does not work on Nightmare/Terror
Pretty self explanatory. The damage boost is not working as intended in places it should be.

 

3.) Afflictions need to be reworked and adjustments need to be made
Whether this means modifying all afflictions and reconsidering what pros/cons they give (or buffs/debuffs they apply) or nerfing them and removing the guaranteed purple, something needs to be done. It's worth noting that if you're going to make affliction raids significantly easier, leaving a guaranteed purple every X amount of runs will slowly, but surely, ruin the economy.

 

4.) Max capes need to have a "boost" option on right click
Pretty self explanatory. A lot of people tend to misclick on house teleport (even though it's always the same option). A simple fix would be to change the current location of the perk boosts button to a right click option and replace it with "Teleport to House", leaving the second option as "Exit."

You could alternatively just make the "Operate" option automatically use the capes' perk boosts if you're able to do so and not on cooldown. No harm can really be done because of this. It would open up the menu to teleport to your house all the same.

image.png Art by @Rasta xoxo

 

5.) Midgame content needs reworked, a lot
Almost every major content update brings us some new, shiny, glitterfucked piece of armor and/or weapon(s) that are the new best-in-slot for whatever their intended use is. If that's the hill Runex wants to die on, that's fine, but we can't keep down this path AND simultaneously ignore everything prior to endgame content. 

If we're going to be hitting 700s soon, we need to account for the fact that several midgame bosses are great sources of gp/h (namely rune coins and stackable drops that add up in grand looting bags) and are 100% afk with no chance of running out of resources and/or dying thanks to items such as the terror staff, catalyst pouch (infinite runes), pets, accessories, armor set effects.

This essentially makes all midgame bossing a gold farm for players that are tired of actually focusing on participating in endgame pvm/activities. Why bother when you can make a little less gp but take a nap while doing it? 

 

6.) Half of the in-game wiki/knowledgebase is beginning to be inaccurate    
I have quite a simple solution to this, working on a Wiki for Runex basically on my own for several months, but I've little to* no support on the project and while I'm fine with going at it solo, it's way easier to burn out doing so. I think it is a necessary resource for an RSPS nowadays considering most servers have one operational and updated.

 

7.) Adding blood shards to blood amulet of fury
This is kind of a no-brainer considering how custom of a RSPS we have become. You could apply this same logic to applying whips to tentacle whips. Adding the primary or secondary "ingredient" to a combination weapon such as these should refill the charges so we don't have to wait for the item to break so we can create a new one.

 

8.) Add double drop chance (e.g. Supremes 5%, Primes 10%, etc.) to equipment screen
Simple, easy, quality of life update. Fills out the equipment screen and we know how much the Runex community loves seeing their numbers in action. Easy addition for some free praise. This could simply be placed just below the current drop rate %.

 

9.) "Fixing" the currency pouch
While this item is primarily useful for UIMs, it shouldn't be exclusive to them. Allow every game mode to be able to use them in the same manner that UIMs already can. This opens up the possibility for an enchantment (under trinkets & tools) for an (i) version that could be created with, say, 200 voting tickets + currency pouch at a 65% chance? Not sure, just a random idea partly inspired by Rasta. Do what you want with it.

 

10.) Rework the Night Terror death mechanics
This was somewhat discussed in-game with Nate, albeit fruitless in it's attempt it seems. Losing all of your items is too harsh of a jump from the high death cost at the regular Nightmare. We should consider either harshly increasing the cost of reclaiming your items at Night Terror, charging a large flat rate (previously suggested 5-10b), or some other way of costing players a significant amount but not robbing them of every item they brought with them.

 

11.) Repeated Wanderer Tasks
Wasn't sure what to called this one. Elite Wanderer Tasks shouldn't be able to ask for the same item in back to back weeks. This isn't an issue for a lot of people that play on mains, but it is excruciatingly frustrating for ironmen who may not be able to obtain that item in the week they have to do so, if not significantly longer than that. This would mean that if your elite wanderer task was a twisted bow today, next week it could be anything else from the pool BUT a twisted bow. If the goal is to make wanderer more accessible to the general public, and to sink items out of the eco, it would be more effective if players were more likely to have those items to sacrifice to begin with. This helps with that.

 

The next couple suggestions/bugs/issues were forwarded to me via @Batty.

 

12.) Collection Crossbow bug
First hit of the collection crossbows are always a bolt spec which, for obvious reasons, needs to be addressed. This could be extremely abusable in many different ways, even though the crossbow isn't extremely powerful. If this needs further explanation, god help us.

 

13.) Revenant Cave exits
Simple as it gets. It can't be that difficult to add the actual revenant cave exit from osrs. The cursed cavern and revenant cave make absolutely no sense being connected and each could easily have their own individual entrances in their respective wilderness levels.

 

14.) Dragon Spear special attack
TL;DR, you can eat, change prayer, teleport, etc. during the stun period of the dragon spear attack. This shouldn't be the case. I know Runex isn't Spawnpk but these things should still be functional.

 

15.) Larran's Teleport Tabs
Just implement the SPK version of these that allows you to choose which chest to go to. It's so much better.

 

16.) Revenant Cave obstacles
Speaking of the rev caves (suggestion 13), the agility shortcuts here are abysmal. They take way too long to navigate across and attacking across them is impossible. I know it's a pvm server, but escapes shouldn't be a 100% guarantee. 

 

17.) Wilderness lines
As stated twice already, we're not a pvp focused server, but it is a fundamental part of any osrs based server and because of that, wilderness lines should be as close to accurate as possible. Right now, they are way off.

 

18.) Entangle and Ice Barrage issues
Entangle and Ice Barrage should not be the same freeze time (they are currently). Ice Barrage is meant to last 5 seconds longer. Both freezes break at the wrong distance as well. When a freeze breaks, you should be able to cast once it does so, if timed properly. You can't do this right now.

 

19.) World Boosts
A lot to be said here, but I'll try to keep it short and simple because everyone has differing opinions on the matter. I don't care about personal opinions, I want what's best for the game. World boosts need to either occur much less often or be much less powerful. Trillions of gp has been brought into the game through world boosts alone and it has ruined the economy significantly, whether it's noticed or not. It's as simple as that.

 

20.) Bug Testing
We need dedicated bug testers. This needs to be done by players who are capable of actually testing new items and content in ways that would be harmful to the server to prevent those exploits from coming into the game to begin with. Simply testing the max hits of new items and killing a few bosses with them is not good enough. I am not necessarily saying that this is what was done in the past, but whatever comes next needs to be better.

 

21.) Superior Wilderness Bosses
One of OSRS' most recent updates. Not much needs to be said about this, but I'm not sure how it could be implemented exactly. Whether it be lairs where the bosses reside that are strictly in muti or some other way to add them. The usual way of getting a superior doesn't seem appropriate here, but maybe that would work too. Maybe the introduction of a new item, similar to the Voidwaker but with a Runex twist. 3 parts, one from each wilderness boss, that combine to create this weapon. Just don't make it ridiculously overpowered and focus the weapon on pvp/wilderness combat if you're going to add an effect to it. 

A good suggestion thread for this can be found here: 

 

22.) Rework donator boxes, chests, promo packages, etc. for Ironmen
This is primarily a suggestion to separate main accounts from ironmen. The entire idea of creating an ironman account is to play the game solo and without the ability to trade with other players (outside of GIM), buy items from the tradepost, etc. but when you're able to donate for the same items a main account is and skip the entire mid-to-endgame as far as gear is concerned, it becomes a problem. I understand this is a business and money keeps things moving along, but the fact that you can create a pay-to-win ironman in a matter of hours, no matter what game mode or difficulty you choose, should not be a thing. 

This could include controversial decisions such as removing raid, nex, and nightmare boxes from grand promos for ironmen. Having them as an option completely defeats the purpose of creating an ironman and instead makes it a pissing contest between endgame ironmen accounts. It's nothing but an ego boost and a money grab, to be honest.

 

23.) Revenant Maledictus
OSRS' superior variant of the Revenant. Quite a simple addition with an easy-to-fill out drop table. No reason it hasn't been added.

 

24.) Revenant Artefacts
No real explanation necessary. As hype as they are to get, they serve no real purpose. Maybe a shop for them specifically? Maybe make them more rare and allow them to be sold for more GP? Anything would be an improvement to make revenants more farmable and the wilderness more active. 

 

25.) Add LMS
Following up on the other PVP related suggestions in this thread, players have been asking for LMS on Runex for as long as I can remember. It could be given it's own Runex twist and provide unique rewards such as blighted food, blighted potions, and other items from Justine's Last Shopper Standing store on OSRS. This leads to the next suggestion..

 

26.) Add LMS store items from OSRS
Blighted food. Blighted potions. Blighted sacks. All of these can only be used in the wilderness (and on the right spellbook, for the sacks). This brings more life to the wilderness, both for pvm and pvp. It also opens up the possibility of adding wilderness cosmetics like the Halos we are currently missing (Armadyl, Bandos, Seren, Ancient, Brassica) and teleport tabs that we don't have (Senntisten, Annakarl, Ghorrock, etc.). 

A list of these items can be found here: https://oldschool.runescape.wiki/w/Justine's_stuff_for_the_Last_Shopper_Standing

 

27.) Guardians of the Rift
I'm not saying to add GotR exactly, but our own unique form of training Runecrafting that is similar would be an amazing skill-related update, of which we haven't had in a very long time. If possible, the pest control island (with the portals and such) could be utilized for something like this considering we don't use it for the actual minigame.

 

28.) Giants' Foundry
Similar to the above suggestion, something similar but a Runex version. Hear me out, but this could be a way to upgrade your dwarfcannon and allow for the removal of the gilded and crystal variants from shops they're currently in, requiring the content to be somewhat active for efficiency sake and opening up moneymakers with skilling at the same time. 

The Colossal Blade would also just be a nice addition in some capacity.

 

29.) Tombs of Amascut
Not going to talk about this one too much since it was mentioned in the roadmap for the year. I just want to touch on it in hopes that it won't be disappointing in some capacity. We need a raid that doesn't REQUIRE afflictions to be difficult, but can be made more difficult using them in order to obtain a higher chance for it's rare rewards.

 

30.) Forthos Dungeon
Adding Forthos Dungeon, even if just for Sarachnis, would do nothing but good for Runex. More content that requires little development time. Forthos could even be used as a wilderness slayer dungeon leading up to Sarachnis' Lair at the end.

 

31.) Zeah
I don't really care what aspects of Zeah get added, I think we could use more of them. There are endless possibilities when it comes to the kind of content that could be added alongside Zeah, even incorporating some aspects from osrs such as Karuulm & the Tasakaal requiring high Strength and Agility to enter. 

 

32.) Noteable Items
Tons of items in Runex that are used for Rune Coins, Wanderer (?), and in general are just unable to be noted. This makes it extremely inconvenient to do much with these items and should be quite an easy fix, likely as simple as copy/paste adjustments.

A list of most, but likely not all, of these items can be found here: 

 

 

33.) Rune Coin value in Trade Window
Another self explanatory suggestion. Automatically adding the total rune coin value to items in the trade screen. 

Someone else has suggested this one too: 

 

 

34.) Visual Bugs
I touched on this one in a previously ignored suggestion thread and think it would still be a great start to touching things up on Runex. Some of the things in the original thread may have been fixed, but I know that some have not. 

 

35.) PvP Rework
To include modifyingthe PJ timer, adding loot keys, and some other things that have been done in OSRS and other servers. Old thread pretty much explains it all in more depth. 

 

36.) Aggression Potions
This could be a controversial one, but I think aggression potions would be great for Runex. They would need to function in a specific way, such as only working in a 5x5 or 7x7 radius from your player.. but they would greatly improve a lot of content on Runex. 

 

37.) Slayer Mob Counts
There is currently a noticeable issue with the amount of slayer mobs in popular slayer training locations. Some places, such as pyrefiends, have no issues.. but having only a handful of some slayer mobs that are often hunted as tasks is inexcusable, really. Simply adding 3-5 more of each of the popular (especially higher leveled) slayer mobs would be an amazing update.

 

38.) Event-Scape
It's not a secret that events bring a lot of players to Runex. Because of that, we can't completely get rid of them without having noticeable changes to the economy (among other things). What I'm proposing is more of a rework than a removal.

Instead of having an event for everything under the sun, stick to 2 events each year. Summer event and Winter event. This allows for the events to be worked on for longer periods of time, making them better. This also allows for more anticipation to build up and frees up a lot of time to work on other content-related updates between events. It also prevents the wild influx in event chest items into the economy every 3 months by doubling the time between events. 

 

39.) Balancing Adjustments
I know this is already being worked on, but this isn't a cop-out suggestion. I personally feel that the entire progression of equipment in Runex is just about as confusing as confusing gets when it comes to a new player. They login to the game and do their usual -- slayer, void, torso, barrows. Then what? Nowhere is it really indicated, beyond the lackluster information provided in the in-game wiki, what should be done next. Most servers, and osrs, have more of a clear cut progression path and I think balancing things would help solve this issue.

This could easily pair with the next suggestion:

 

40.) Updating Skill Interface Info
Clicking on a skill in the skill tab currently shows an archaic version of 2005 RuneScape's progression through each skill. This should be an easy thing to update and assist in making the progression for each skill way clearer to newer players, which would in turn save staff (and everyone else) from answering silly questions that people shouldn't feel they have to ask to begin with. 

 

41.) NPC for Unfinished Potions
Been suggested a number of times over the years. I think it would make for a great addition if it was added correctly. It would be too easy to be free, but adding a cost of X amount per unfinished potion created could make for a great passive GP sink as well as QOL update for literally everyone.

 

42.) Motherlode Mining
Suggested this in 2019, suggesting it again in 2023. 35-99 Mining being done at Granite 6 years after the release of Runex is atrocious. I am aware that player-owned-house mining exists, but I could also easily argue for that being removed because of how easy it makes mining (even though I appreciate it). At least make the rocks deplete twice as slow as regular ones or something.

 

43.) Wintertodt
Suggested this in 2019, suggesting it again in 2023. Adding a bonfire to the home area made Firemaking easier. That's great, but there are plenty of copy/paste wintertodts that could be added to Runex. This would also add more exp boosting outfits for skills and could go as far as adding other custom items.

 

44.) Farming Guild/Contracts
The best method to farm in Runex is to plant and dig up the best thing you can repeatedly until 99. The fact that this has been the best method since Runex's inception is just.. weird. And, if we're honest, encourages autoclicking and/or ghost mousing just because of how arthritis-inducing it can be to perform manually. Farming contracts that give, for example, 20-30x the experience of the original crop at harvest would greatly benefit the skill. 

 

45.) Fishing Methods
This one's easy.. there are still fish on Runex that cannot be obtained naturally. Fix it.

 

46.) Fishing Trawler
Piggybacking off the last suggestion, this minigame would add a significant solution to the lack in variety of fishing training currently in Runex while also providing yet another experience boosting outfit. This minigame could be made soloable or function with a group.

 

I'm not going to lie, I got tired of typing. I will make a new thread with more of these when I get the chance to do so. Hopefully some ideas here can inspire the developers to give us some quick and easy quality of life improvements. Hopefully.

 

Edited by 52xp
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Hell yeah bro we need these changes badly af. Especially fixing the fishing and increasing the amount of other mining options since there really are not that many unless you already have donator status..

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All of these changes i can agree with, massive post, absolutely solid suggestions, i really hop we can see some of this being worked on or inspiration at least being taken from this.

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Overall great ideas and suggestions.  Only thing I'd really want to add is if rev caves and whatnot areactually looked at, being able to hit through walls and such should be fixed as well.  It's true that this isn't a pvp server, but pvp does happen and it should work properly.

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