Wilderness skull

Fixing PvP and the Wilderness

A comprehensive analysis of OSRS PvP problems and solutions by Chdata.

This page is under construction. I am currently in the process of proofreading and refining a lot of the pages on this site.

If you like my ideas and would like to know more about them, you can find me in the official OSRS Discord - my username is Chdata.

PvP in OSRS is Dying.
You've already heard this headline before. You've heard it this year, and the year before that, and you probably even remember people saying similar since before OSRS even existed.

I've read the discussions throughout all these years and I think the biggest problems are obviously known to everyone.

Main-game PvP is not in a state of overall growth, despite OSRS's playerbase itself growing.

This page serves as my design portfolio for proposed solutions to improve the state of PvP.

If you like my ideas and would like to know more about them, you can find me in the official OSRS Discord - my username is Chdata.
What Have Players Been Saying For The Past 10 Years?
Click the image to visit the source.


Chdata's OSRS PvP Problems & Solutions Video
I am currently working on a longform video essay to voice my thoughts and insights about OSRS PvP.

When it's done, I'll place it in this section. This is currently just a placeholder.

I've been working on it since February. It turns out this is a lot of work.

I have most of the script already finished. If you are willing to give it a read, I really appreciate it!

If you are from the OSRS dev team or an OSRS content creator, PLEASE give it a read and contact me!

This entire set of webpages is pretty much just paraphrasing stuff from my video script.
The Core Problems of PvP (Summary)
Here's my take on the discussions everyone's been having. I've played Runescape since 2004. I have over a decade of experience in designing and coding multiplayer PvP game balance.

There isn't any singular "one problem of PvP" where if we fix that, PvP will be fixed. The truth is that PvP is a huge, complex, intertwined system with many many many major problems.

There is no simple magic band-aid solution that requires minimal dev time to fix PvP. PvP is a complex intertwined system that requires iterative work over time. Problems have been neglected for years and years to the point that now it will require a sufficient effort to undo the neglect.

In order to fix the Wilderness, we have to acknowledge ALL of the problems and focus on changes that cover all of them. It's not easy.

Every problem below is a separate limiting factor on the same thing: the growth of the PvP playerbase. The three biggest problems are listed first.

PvP is like a Fishing Trawler, and it's full of holes. Fixing just one or two problems while leaving the others means the ship is still sinking. For example even if we fix the skill gap, players not liking risk is still a problem. Even if we fix both of those, the polling system is still a problem. Even if we fix all of that, that doesn't guarantee that the actual design of specific activities is any good.

The good news about that is that we generally know what's not working for everyone. That's massively important, because it means there is still hope.

I am confident that the work required to "fix PvP" is largely "one and done" work. We just have to patch all of the holes one-by-one.

First, let's start by acknowledging the problems.
#1
Risk is Not Worth the Reward
This is one of the largest single barriers to entry. Most players will never engage with the Wilderness because they don't want to risk losing their items. And those who might engage are turned away because the risk-to-reward ratio is simply not competitive with the rest of the game. Even safe PvP minigames are not rewarding enough for your time spent.
Show related problems
#2
The Skill Gap is Too Large
New players are fighting veterans the moment they step foot into the Wilderness, and pretty much any PvP activity for that matter. The skill floor is too high, the skill ceiling is even higher with NH bridding, and there is no understood progression ladder. Unlike PvM - which has content for every skill level - PvP has almost nothing literally designed for casual or new players.
Show related problems
#3
The Self-Defeating PvP Polls
PvP needs updates to improve. But because PvP has a terrible reputation, most players vote no on PvP updates. So they don't pass. So PvP never improves. So the reputation stays bad. Jagex, seeing the pattern, reduces development resources on PvP. The cycle feeds itself.
Show related problems
Predator-Prey Design Problems
The core loop of the Wilderness - PKers hunting players doing content - creates structural frustration for both sides, and the food chain that's supposed to generate healthy activity isn't producing the population flow it needs to function.
Show problems
Integrity & Cheating
The PvP environment has a serious fairness problem. Cheating tools are widespread and Jagex's response has been inconsistent. When a bot ban wave cleared the Wilderness, it revealed just how little legitimate PvP was actually happening. I think the biggest problem here is lack of communication that Jagex actually cares to take a stance on some of these problems and say they are taking action, such as when Wildy CCTV existed for around a year.
Show problems
PvM vs PvP Mechanical Inconsistencies
A significant number of items, staves, and mechanics work differently in PvP versus PvM, or in the Wilderness versus the rest of the game. This creates a hidden layer of knowledge new players don't know to look for that even confuses some veteran players.
Show problems
Other Problems
I could go on all day listing different problems. Here's just a few more.
Show problems


Chdata's Main Proposed Solutions For The Wilderness
Given all of this information, I've come up with 4 major systems to help improve the Wilderness and turn a dying activity into a growing activity.

I think there are two major possible routes for revitalizing PvP.

Route 1: Fix the Wilderness, and then later, safe PvP minigames could get a touch-up too.
Route 2: Ignore the Wilderness (for now) and make safe PvP minigames really good.

I used to believe in focusing on improving safe PvP minigames because I used to believe the Wilderness was inherently unfixable, and I care about safe PvP minigames more. I think they are more fun.

However, when players talk about PvP, the majority of discussions are about the Wilderness. Most of the gripes about PvP are about the Wilderness. Most of what PKers actually want is to see the Wilderness do well again.

So I've come to realize, the fastest route to seeing safe PvP minigames improved, is probably actually to see the Wilderness get improved first, and then afterwards other forms of PvP can be focused on later maybe after PvP has grown in popularity.

After all, the Wilderness is kind of just like a big open-world minigame. It has its own enclosed system with specific rules that only apply within its area.

I know what I like about minigame PvP and what I dislike about Wilderness PKing. I've studied the community's discussions about the topic for literal years and I know the wishes and pain points of both sides. I come from a background of over a decade of experience in balancing multiplayer PvP for contrasting "groups" of a playerbase.

So I came up with designs that bridge the gap and make reasonable compromises between PvPers and PvMers that don't favor one side or the other too much.

That is what led me to come up with the major Wilderness solution ideas I'm sharing on this page.

These ideas all aim to tackle the three biggest problems.

What's the tl;dr for how these ideas help?

The three game mechanic ideas here all help rebalance Risk vs Reward in some way, and they also help with Skill Gap by leveling the playing field in certain ways. The new polling system will help everyone identify what the community cares about the most for PvP.

You will have to read more about them to get the specifics, or watch my video which explains each in detail.
Core Proposal
Blessed Status
An opt-in overhead status for the Wilderness. It's an alternative option to Skulling. This is the single most impactful possible update Jagex could make to the Wilderness.
View document
Core Proposal
Wildy Teams
An official small-group party system for the Wilderness. Up to 6 players with anti-friendly-fire and a cross-world recruitment board in Edgeville. Addresses risk, the skill-gap, and solo-unfriendly multi-combat problem.
View document
Core Proposal
Team Combat Zones
This is my take on the "limited multi" concept Jagex surveyed about in 2024. It's a natural pairing to the "Wildy Teams" concept. It gives Jagex a new way to balance content in the Wilderness that brings back a style of play we lost after the PJ timer changes - small teams gameplay.
View document
Interactive Page
PvP Update Ranking Poll
A mockup of an in-game ranking poll where players order PvP updates by priority. The community's top-ranked update gets developed first.

This is THE solution to the Self-Defeating PvP Polls problem.
View mockup


Additional Important PvP Ideas
These are standalone ideas that fix smaller problems of the PvP and the Wilderness. Although they don't address the biggest core issues of PvP and the Wilderness, they do tackle important long-standing problems.
Mechanic
Rag Skull
A permanent solution to prevent ragging without requiring manual moderation by the Jagex team.
View document
Mechanic
Removal of Trouver Parchments
Jagex has already said they want to remove Trouver Parchments, but they are worried about creating a system that generates more gold into the game.

Additionally, a lot of player feedback on the recent Trouver changes have criticized it for "being convoluted".

Here is a simple, intuitive, permanent solution where no raw gold enters the game at any point.
View document
Extended Proposal
Forinthry Gates & Forinthry Artefacts
This is an idea that builds on the concept of Blessed Status. Click the link to read about it.
View document
Rework
Fixing Inconsistencies in PvP and PvM
A set of 4 rules for deciding which mechanics should stay consistent between PvP and PvM.
View document


Community Ideas Worth Signal Boosting
These are not my original ideas, but they are ideas I think deserve more attention. These have been floating around the community for years. Both of them would greatly improve the Wilderness.
Great Idea #1
Ironman Loot Keys to Bond Coffers
Let ironmen convert Wilderness Loot Keys into a Bond-only Coffer. Ironmen make up 30% of the playerbase and currently have negative incentive to PK - or to vote yes on PvP polls. This solutions pairs perfectly with Blessed Status to make the Wilderness far better for ironmen than it currently is.
View document
Great Idea #2
Wilderness-Only Clue Scrolls
You've probably heard this suggestion for years. It removes forced Wilderness steps from standard clues, and replaces them with opt-in activity that actually fills the Wilderness with engaged, roaming players.
View document


Let's Fix Our Current PvP Minigames
Most PvP minigames in OSRS are in just about as bad of a spot as the Wilderness. Each minigame suffers from design problems, integrity problems, and reward shop problems.

It would be extremely valuable for Jagex to improve our safe PvP minigames, because having these be viable is one way to solve our big skill gap problem of not having good venues for "noobs" to fight "noobs".

In fact, Jagex could just ignore the Wilderness entirely and focus on these things, and then we would have great main-game PvP activities. I recommend Jagex polling which one the community ranks as higher priority.

Here's my thoughts on improving each of our minigames... except for LMS. I don't like LMS.
Minigame Rework
Let's Fix Soul Wars
Let's talk about the reward shop, Zeal contribution, and miscellaneous things.
View document
Minigame Rework
Let's Fix Castle Wars
Let's talk about the reward shop, AFK detection, and gear disparity.
View document
Minigame Rework
Let's Fix The PvP Arena
A deep dive into the PvP Arena's problems and how to fix them.
View document
Balance Ideas
Improvements For Multiple PvP Minigames
Here's some additional fixes to various safe PvP minigames.
View document
Minigame Concept
Rookie Bounty Hunter
A risk-free version of Bounty Hunter on a dedicated world with reduced reward potential.
View document


Bonus PvP Ideas (If We Fix The Rest)
I have various other ideas that I think would be great for PvP. But I think these are a lower priority to the main big 4 above. In some cases, some of these ideas require something from the big 4 to be implemented first, or success of the big 4 obsoletes some of these ideas.

In other cases, such as new PvP minigame ideas, I think we should not create more PvP activities until we can make ALL of our existing PvP activities good and active. Not just the Wilderness.
Extended Proposal
Forinthry Castle
This concept builds upon the community's Wilderness Expansion concept to add Deep Wilderness "clan castle siege" content.

It requires implementation of Blessed Status, and we sure as hell are not getting a Wilderness Expansion when PvP is in such a terrible spot. Fixing the current Wilderness precedes this.
View document
Minigame Concept
Unbottable 6v6 PvP Arena (2019)
The title is self-explanatory. Click to read more.

I would love to see a minigame like this some day, but if we can't fix our current PvP first, why would we make a new PvP minigame?
View document
UI Mockup
Wilderness Activity Listing
This is a mockup of the in-game world hop list that shows a little flame icon indicating how active the Wilderness is on every world.

It's an alternative suggestion to "Just reduce the Wilderness to only a few worlds".

Both address the problem of new worlds being added to the game causing the remaining population of the Wilderness to be stretched thin.

HOWEVER, either idea should be a last-resort solution. Theoretically, if the Wilderness just becomes a growing activity and active on ALL worlds, which is the goal of my big 4 solutions, then this shouldn't be necessary at all.
View mockup
Archive
Arceuus Spellbook Rework (2018)
This is a suggestion post I wrote in 2018 during the period when the Arceuus spellbook was actively being reworked. I still have hope that these could make it in the game some day, even if the Heart Spells overlap the Ancient Sceptre buffs to Smoke Spells.

However, in terms of where dev time should be the most prioritized towards, I don't think these spells are the most important.
View document
Item Concepts
Bigger & Blighted Bonesacks
Two new bonesack upgrades for Wilderness and non-Wilderness gameplay.
View document
Item Concept
Vengeful Shield
A shield that enables Venge-PKing for a much wider range of players.
View document
Item Concept
PvM Voidwaker
This is THE solution for what to do with the Voidwaker in regards to the Wilderness, while retaining incentive to engage with the Wilderness.
View document
Mechanic
Boss Room Barricades
This concept turns boss crashing into intentional gameplay for the Wilderness bosses, resulting in more fun & fair encounters.
View document
Concept
Wilderness Agility Course Rework
A rough mock-up reworking every obstacle on the Wilderness Agility Course into a fast, skill-based movement challenge, so each obstacle doubles as an escape mechanic during a PvP encounter instead of a slow-animation death trap.

Just an idea for fun. Based on Yama Stepping Stones and Hallowed Sepulchre.
View document
Mechanic
Wilderness Resupply
This concept adds various mechanics to replenish food and potions without leaving the Wilderness, so PvMers and PvPers can stay for longer trips without banking. It's an old concept of mine which Jagex has since partially adopted through blighted supply drops.
View document
Experimental Minigame
Concord Isle
This is a safe PvP minigame where players join one of two magical-science research labs to steal blueprints from the other and craft ridiculous equipment.

For Jagex, it's a minigame where we can "beta test" creative community ideas without affecting the rest of the main game.

Naturally, and again, Jagex should not be making a new PvP minigame when our current ones are so dead.

However, I hope this can serve as a proof-of-concept at least that the community is not lacking in potential ideas for item rewards for PvP minigames.
View document
Minigame Concept
Multi Wars
This idea is just Clan Wars but with a Soul Wars lobby, a reward shop so that players actually play it, and some potential rules for how it could work.

It utilizes all of the unique arenas that already exist in Clan Wars.

I believe this would be a great idea for PvP, but yet again though, why make a new PvP minigame if the currently existing ones are faulty?
View document


Thanks for Reading
If you've made it this far or you're scrolling around the page, the two most important pages above are these ones: But honestly, I believe most of these changes are important to PvP as a whole, for both the Wilderness and safe PvP minigames.