This one I am interested in. Has anybody spoken about the technical aspect of why this happens and the possible options Jagex has OSRS GP? Jagex has spoken about the other two two themes I know. The tick rate thing I do not expect whatsoever and may actually be a detriment to RuneScape game motive being the tick system is a measurement to RuneScape game similar to how 3D motion is a measurement to FPS games that stated Jagex has has demonstrated they have looked into this if not broadly. UI design and scaling I believe I've seen addressed by Jagex and unlike tick speed I believe we can realistically see this as it matches rs mobile working in several different dimensions of screens' development.
I mean it is very likely that what the matter is the responsiveness is population. If you are utilised to it being 0.6 seconds per tick a very minor deviation from this is going to cause huge issues. That is something people do not think about when they say"get rid of tick system" or even the more knowledgeable"make quicker ticks" - if they triple the tick rate we'll get much more people based tick rate fluctuations. Unless they buy servers that are for conducting much too much runescape 99 percent of the time. It comes down to money, 99% of the time that the servers aren't worried and do not fall tick rate. Since fixing that would be throwing away 99% of the cash used to repair it so from the point of view of jagex it is no problem.
I do not really think about it the largest, although tick rate is definitely the issue. The biggest issues, I think, are at the center gameplay: specifically the controllers (both movement and battle ). Click-to-move (and by extension, the tile program ) is my main gripe with all Runescape's heart gameplay. It makes motion sense clunky, and because both motion and targeting are done through the mouse, so it makes moving through enemies and precise positioning more frustrating than it otherwise could be, and normally makes battle less fluid and intuitive than I'd need it to be. Now, WASD movement on a gameworld is a pipe-dream for RS3, but I'd be remiss if I didn't bring it up.
That is one of these things that simply will not change because if you remove the stage and click on aspect you eliminate one of the simplest components of RuneScape. I believe that it would be good to have WASD as an option, but by eliminating click movement 18, people would be pissed off. I'll be honest however, I used to mouse movement due to RuneScape I can not adjust to WASD on MMOs. I play Final Fantasy XIV alongside RS3 at this time and that I removed WASD movement in favor of complete mouse motion and maximum sensitivity camera. It simply feels better for me so I can move and utilize skills. My point being that choices are good, but removing it would outcast individuals who spent time learning the system.
As a solution, can we at least get any worlds repurposed if nothing else? Even during peak times, almost every f2p world besides world planet has significantly less 150 players onto it, and 3 tick delay is all but entirely lost on f2pers since very little of the content is affected. Before there is a waiting list there are 19 f2p worlds which aren't heritage just, if you choose 10 of these and repurpose for associates, there might be 18k f2pers on line simultaneously. And of course you would attract the p2p english worlds out of 85-95, ie theoretically reducing people of others by a little over 10%.
Not to mention, this, new players may observe that there are far more folks about the f2p worlds and be more prone to play a game which appears to be somewhat full and popular buy RS3 gold, and f2p players who want it to be crowded may pull out a charge card and finally get that subscription they've been considering. It might help somewhat, although I like this thought, it definitelz wouldnt be a permanent solution. Its very viable, particularly now that there is competition for funds than in f2p.