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Wilderness Agility Course Rework

Rough mock-up of an alternative Wilderness Agility Course

So this image is a very rough mock-up I made of a possible alternative version of the Wilderness Agility Course.

Before I explain what this is, I just want to put out there that this is just an idea I had for fun. It's not necessarily something I think NEEDS to happen because I think the Wilderness Agility Course as-is is already pretty much okay. Even with the Wilderness Agility Course masses being a thing.

Interactive 3D Mock-up
Drag to orbit - scroll to zoom - right-click drag to pan.
The Idea

The idea here is that every obstacle is changed to be something you can traverse very quickly, eliminating movement delays and getting stuck too much in animations, similar to the Yama Stepping Stones or Hallowed Sepulcher.

The Obstacles
Quick-Dive Pipe

The first pipe becomes something you dive through quickly and pop out the other end, potentially letting you get gap against a PKer. It has no movement delaying when you get out the other side.

Spike Pit Jump

The spike rope-swing is changed to a running pit jump, allowing you to traverse it just by running over it like many of the traps in the Brimhaven Agility Course, removing the need for you to click on a small hitbox to traverse it. Since you're also quickly jumping over, it might give you a small gap against any pursuers.

But also, if you do click on the spike pit, you can choose to jump down on purpose. You will obviously take damage from the spikes, but it could be a risky way to escape from a PKer who is chasing you. However the PKer could take that same risk and follow you down. However then you could probably anti-PK them when they take damage from the spikes. There is a lot to consider!

Spike Pit Ladder

Also the ladder to get back up is very rickety, so if you spam going up and down it, you might slip and fall and get stuck at the bottom for a bit if you're not being careful. This is to encourage escaping through the actual course instead of spamming the ladder.

Lava Stepping Stones

Next up is an actual section of Yama Stepping Stones and a small hill overbearing it. A skiller could try to escape from a PKer by jumping across these stones, but a PKer could potentially attack you from the hill above, but they might be stuck behind if you get all the way through the stepping stones.

Or they could go through the shortcut in the hill to cut you off. However you could just go back the other way. In the end, the best way for the PKer to chase you might be to actually follow you across the stepping stones themselves, which might be kinda funny gameplay.

Magical Landmine Field

Next is a magical landmine field. If you step on any of the demonic sigils, it will magically explode dealing 40 damage to you. But it's very easy to evade if you understand tile skipping, because you can just run straight across it without taking damage at all.

Just be careful, because if you get the positioning wrong, you'll probably die running over 3 landmines.

This spot is especially interesting when you're being chased by a PKer, because they're not going to want to melee you across it or risk stepping on a landmine themselves. So they could choose to hit you from a distance, or run across the minefield themselves. A lot of these traps kind of encourage the PKer to have to actually have to run across the course with you. Kinda funny!

Final Ledge

Finally, to get back up the ledge you do a very quick and responsive parkour frontflip high jump.

Why Do This?

The general idea here is that the Wilderness is a place that asks for more active participation, and this makes the course itself require some actual skill to traverse which may come into play in a PvP encounter on the course itself because instead of the entire course being a death trap if you get caught traversing any of the really slowly animated obstacles, every obstacle actually becomes a skill-based escape mechanic for a PvP encounter.

I couldn't tell you if this course would be more fun or less fun without actually beta testing a prototype of it in-game, but obviously I'm not able to create such a thing myself.

But, I hope it sounded interesting to you.