This poll is copied verbatim from the Old School RuneScape website. It is copyrighted by Jagex.
This poll opened 2 November 2017 and closed on 8 November 2017
This poll opened 2 November 2017 and closed on 8 November 2017
The majority of content offered here has already been developed in free time, leaving just some finishing touches to bring them into the game.
This poll will close on Wednesday 8th November.
Question 1
Should we add the ability for players to offer bones to the Chaos Altar found in level 38 Wilderness as described in the Dev Blog for a 50% chance to save any bone used in the process? There will be an NPC who will un-note bones for a fee.
Question 2
If the proposed changes to the Chaos Altar found in level 38 Wilderness are added to the game, as described in the Dev Blog, should completion of the Wilderness diaries remove the fee to un-note bones via the NPC near the altar?
Question 3
If the proposed changes to the Chaos Altar found in level 38 Wilderness are added to the game, as described in the Dev Blog, should completion of the Wilderness diaries give players a 60% chance to save any bones used in the process compared to the proposed 50% chance when sacrificing their bones to this altar?
Question 4
If the proposed changes to the Chaos Altar found in level 38 Wilderness are added to the game, as described in the Dev Blog, should completion of the Wilderness diaries allow players to sacrifice their bones to this altar slightly faster when not offering them manually? Manually offering the bones will remain the fastest method.
Question 5
Should we add Mage Arena II to the game, as described in the Dev Blog? Players with 75+ Magic who have completed the Mage Arena and unlocked the ability to cast all God spells outside of the arena will have to track down and defeat 3 brand-new bosses, found in random locations within deep multi-combat Wilderness. Completing this would allow players to upgrade one God cape to a new best-in-slot magic cape which is lost on death or when dropped.
Question 6
If Mage Arena II is added to the game, should it be possible to recharge new capes by tracking down and killing one of the bosses, rather than all 3? Unlocking the first cape would still require tracking down and killing all 3 bosses.
Question 7
If Mage Arena II is added to the game, should it be possible to obtain more than 1 God cape type at any given time? This would allow players to have capes from all 3 Gods without the need for any drop trick methods.
Question 8
If Mage Arena II is added to the game, should the new God cape offer a 2% Magic damage bonus in addition to the stats currently offered?
Question 9
Should we add the Revenant caves to the game, as described in the Dev Blog? The caves would be located within the wilderness from levels 17 to 40. There will be a variety of existing NPCs to kill, alongside a new NPC - Revenants. All non-Revenant NPC monsters within the cave would be part of the Wilderness Slayer monster list. There will be various high-level shortcuts and escape routes available to players.
Question 10
If the Revenant caves are added to the game, should all non-Revenant NPCs within the cave differ slightly from their normal versions, similar to the monsters found within the Kourend Catacombs? They would have slightly higher stats and a buffed loot table. If this question fails, the normal version of the NPCs will still be added.
Question 11
If the Revenant caves are added to the game, should we add a new task for Revenants to the Wilderness Slayer task list? Any level of Revenant would count towards this task.
Question 12
If the Revenant caves are added to the game, should Revenant NPCs within the cave have a chance to drop the Revenant bracelet as described in the Dev Blog? If this question passed, Revenant NPCs will also drop Revenant shards, which are a guaranteed drop used to charge the bracelet. The uncharged bracelet and Revenant shards would be tradeable.
Question 13
If the Revenant caves are added to the game, should Revenant NPCs within the cave have a chance to drop a Teleport Scroll as described in the Dev Blog? This single use item would teleport players to the lower wilderness-level entrance of the Revenant caves. The scrolls would be tradeable and the drop rate would increase dependent on the level of Revenant killed.
Question 14
If the Revenant caves are added to the game, should Revenant NPCs within the cave have a chance to drop a new tradeable necklace, the Amulet of Peril, as described in the Dev Blog? The amulet has the ability to increase your Strength bonus based on how low your active hitpoints are whilst in PvP combat only. This would not stack with similar effects such as the Dharok's set. The drop rate would increase dependent on the level of Revenant killed.
Question 15
If the Revenant caves are added to the game, should Revenant NPCs within the cave have a chance to drop a new set of tradeable gloves/vambraces that would be BiS for ranged, as described in the Dev Blog? These would require 40 Defence and 70 Ranged to equip. The drop rate when killing the highest level of Revenant would be approximately 1/9000.
Question 16
If the Revenant caves are added to the game and the new tradeable gloves/vambraces as described in the Dev Blog also pass the poll, should the drop rate of them be reduced to approximately 1/4500? If this question fails and the gloves/vambraces pass the poll, they will have the approximate 1/9000 drop rate as initially proposed.
Question 17
If the Revenant caves are added to the game, should Revenant NPCs within the cave have a chance to drop a tradeable Loot Key Scroll, as described in the Dev Blog? The Loot Key Scroll can be redeemed at Krystilia (the Edgeville witch), giving players the ability to toggle 'Loot keys' for any PvP kills. The drop rate would increase dependent on the level of Revenant killed.
Question 18
If the Revenant caves are added to the game, should we also add the Vesta's PvP set as described in the Dev Blog to the Revenants drop table? These armours are very rare and would be tradeable until players have paid a fee to equip them. Once the fee is paid, they will degrade and become untradeable. After 1 hour of combat, they will disintegrate and leave the game. They cannot be repaired, making them very expensive to use. The fee to equip the armours would introduce a slight gold sink into the game.
Question 19
If the Revenant caves are added to the game, should we also add the Statius's PvP set as described in the Dev Blog to the Revenants drop table? These armours are very rare and would be tradeable until players have paid a fee to equip them. Once the fee is paid, they will degrade and become untradeable. After 1 hour of combat, they will disintegrate and leave the game. They cannot be repaired, making them very expensive to use. The fee to equip the armours would introduce a slight gold sink into the game.
Question 20
If the Revenant caves are added to the game, should we also add the Morrigan's PvP set as described in the Dev Blog to the Revenants drop table? These armours are very rare and would be tradeable until players have paid a fee to equip them. Once the fee is paid, they will degrade and become untradeable. After 1 hour of combat, they will disintegrate and leave the game. They cannot be repaired, making them very expensive to use. The fee to equip the armours would introduce a slight gold sink into the game.
Question 21
If the Revenant caves are added to the game, should we also add the Zuriel's PvP set as described in the Dev Blog to the Revenants drop table? These armours are very rare and would be tradeable until players have paid a fee to equip them. Once the fee is paid, they will degrade and become untradeable. After 1 hour of combat, they will disintegrate and leave the game. They cannot be repaired, making them very expensive to use. The fee to equip the armours would introduce a slight gold sink into the game.