Wilderness and Free Trade is a double-edged sword. You may have these unrestrictions, but at
the cost of bots and other cheating scum. We all know this.
As a person who likes these game features, yet hates bots, I've been brainstorming way around
this while restricting botting. I've come up with a few solutions but this stands out as my
best. I'm going to keep this short, sweet and to the point.
Free Trade:
- Limit reinstated HOWEVER....
1) *No* limit if you have a friend added to your friends list over two months. No gold farmer
can wait a month for a sale. This would delay their profits massively. Plus, this would make
it harder for gold farm accounts to simply transfer gold between accounts as they would need
to add each other for 2 + months, and since most of these accounts are temporary and usually
throw away, they do not last two months.
This will solve the issue with friends wanting to give other friends gifts.
2) Re-introduce the 'party mechanic' from the Ring of Kinship through some sort of in-game
party interface (so peeps don't have to wear a ring). Allow players to create a party of up to
ten (or more?) members. This allows players in this party to trade in boss rooms with an
increased trade limit of one million coins. The trade limit would only be relaxed in these hot
spots, such as the God Wars Boss Chambers themselves, Dagannoth King's lair, etc.
This will solve the issues with PvM teams needing to help each other out.
3) Using the party mechanic, players can select a boss, and from the drops, they can set a
coinshare value. For example, if players slect Kree'arra, and make it so Armadyl Hilt is to
sell for 70,000,000 coins, the game remembers that for the split. Now, when the players get
the drop, they don't actually *receive* the coins right away. The hilt goes into the exchange
for 70M coins.
The party members must all agree on this price for it to set. If one person does not agree,
the system does not use it. Every player will be aware of the split they would receive. This
would allow PvM players to sell for the prices they want, which often include street prices.
Let's say an item doesn't sell... After one week since the drop, the item will be coinshared
automatically. It will be put in the Grand Exchange for medium price and the players will
receive the split automatically (into their bank!) with the low price, just as the system
currently works. This is to effectively allow players to not have items they won get stuck on
GE on incorrect prices they may have set prior.
The risk behind this is that in a week, the market can change rapidly. This is something the
team has to take as a risk. It's risk vs reward, after all, and since you're gambling this
item for a higher price (over time), then it's only fair the market can change.
4) The Grand Exchange is not altered; you can set any price you want as you can right now. It
is impossible to RWT through the Grand Exchange as you do not know the receptient! This will
allow players to set the prices they want, allow the market to flow as the players want and
not allow merchant clans to return! :)
5) Players may want to sell items for their own prices, sometimes because of street prices,
and they would be selling them to players they don't know. More specifically, it is usually a
person off the forums, so you *know* the receptient.
Well firstly, the Grand Exchange already allows you to set any price you want. The advantage
the GE has is that it's game-wide, no player can choose a recieptent, which severly damages
RWT as they can't target specific accounts to trade.
What if I want to sell an item for a high street value? How would I know what this item is
currently being traded for, or more importantly, how would I know what to offer so I get the
item I want?
"Auctionable items", or "hot items" that I believe are items highly auctioned (aka, not
resources but weapons, armour, rares, new items, etc) show the prices that currently being
offered towards the item *MARKET*. This allows a system that is similiar to auctioning. It
won't show prices offered for specific items, such as say 2 divine sigils that each have
different maximum bids, but will show the bids offered on that item's market as a whole.
What's more is that you can set a certain duration of time for your item to remain in the
exchange before the trade accepts. This allows you to wait and see the kind of offers you get
over a certain period of time. Again, though, you cannot choose who you sell it to as it
*always* goes to the highest bidder, and the buyer cannot choose who to buy it from nor will
they know the receptient.
The Wilderness:
Wilderness mechanics remain as it is, you kill a person, you get all their loot... however...
The Wilderness on both the members' and free game needs to be restricted to a certain number
of worlds. This is to ensure RWTers have trouble using the wilderness to real world trade (as
more pkers together = more risk).
The Wilderness as it is already stops rwt pretty well, as firstly, to kill your friend who's
trading over the gold, you need to be in the same combat level range. This isn't always
possible, and sometimes requires you to go even DEEPER into the Wilderness!
1) When you kill a player, you get their loot.
2) You cannot bring more than 100K coins into the wilderness. You don't need coins at all in
the Wilderness... You cannot bring noted items (debatable!) into the wilderness.
3) You cannot log into a wilderness area, this is to stop RWTers trekking into a location in
the wildy then hopping worlds to complete a rwt transaction quicker. If they try to log into
the Wilderness, they will be denied entry, or teleported to Edgeville/Varrock. They can only
enter the PvP Wilderness on a pvp world after jumping the ditch!
4) You can only enter the Wilderness from jumping the ditch - no bypassing wilderness levels
to allow for easy transactions through Ghorrock's Fortress, Daemonheim or Trollheim!
5) Clans can use the new clan arenas for 'private' clan wars, but alas, the downside to
stopping RWT here is to completely remove items being dropped. This means Clan Wars become the
same as pre-wildy/ft return. This is so bots organisations don't create clans and RWT through
clan wars.
The advantage to this is that PKers are able to make some good money killing RWTers if they
dare enter the Wilderness. There will be some daunting peeps I'm sure, but it will certainly
be a bigger issue for them than it is today!
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