I'm praying to OSRS Gold they use there random dungeon generator to add an extra challenge before the boss. In terms of teamwork, why don't they have a mechanic that blocks one player, and another player must rescue them? It's the simplest way. This is true, however in the event that the random dungeon maker were to be employed, it will require a maximum level to handle any challenges. This way you won't be in danger if the whole of the dungeon has been suddenly cut off by one door.
I think that the disabling concept could be a great idea and go along with the notion of teamwork. For instance it could be possible to create a deep freezer attack that targets only one player at a time. Then it would be melting slowly (not infinite, so if unprotected it can escape). This could force players into a group of at least two.
I can imagine bosses bringing at Dung style bosses for more difficult bosses. There are a few things you have to accomplish to be successful. While some bosses will be less successful than others (Lexicus comes immediately to my mind) I believe that changing the methods used to take down bosses is a great way to create more interesting boss fights.
Jagex and The Dangers of a Half-Assed Wildy
After all the fuss about the revival of the wild, I want to take a closer look at what it will mean for the game. What would the new rules we've used in the past conflict with "the wildy" and the issues this creates.
First, let's talk about the wilderness borders. There was no safe zone prior to 2007. This wilderness design is one of the fundamentals and it includes safe zones. While you may argue that they should remain in place, they can interfere with the flow of current PvP battles. This is done to promote safe zones and focus on fighting within them.
This is a defeat for the original goal of the lawless zone. We need to ask ourselves if we could have a redesigned wilderness, either like the one in BH Worlds or the one we have now. This brings up another problem, current activities in the wilderness that weren't present prior to. Is it better to stay or go What effect will this impact?
Personally I would be in favour of moving all the minigames (Clan Wars FOG, Clan Wars and sealing off Deamonhiem) to a various locations, but the most difficult part is the three quests. The Defender of Varrock and the Summer questline both have huge areas of the wilderness. If we believe that the quests will remain, I believe it would be better to restart the whole quest. What does this mean? When you've reached the quest starting point or entered the wilderness, you're on your own. There is no interaction with any other players. Although this could slightly alter the story but it won't significantly affect the quest.
Green Dragons should remain, and so should armored Zombies (or Chaos Ele) as well as the other training locations should stay the same. Although the Corporeal Beast is interesting I believe it would be interesting to have barrage runners go into the cave. However, the boss mechanic of the Corporeal beast in RS is unique. Because of its high-risk nature you will have to be able to bank several times. If the entrance were moved nearer the border of the wildy it might prove more attractive since it's currently past level 20, the tele cut off point.
Summoning also presents a challenge, I would far prefer to have a unique set of game rules, so while lending would be easily solved by not allowing lent weapons in the wild the summoning level of combat will need to change. It would be convenient to be able to drop all at once, as with other items in RS. The restriction on pouches is unnatural in pvp universes. There is no way to solve this issue. The best solution is to leave it as "pouchin create, fight is over"
The last and most important point is that you cannot have PVP wilderness realms. Never. There was RS Gold 2007 thing missing from PVP/BH worlds: the excitement of the wild. It was the best experience I've seen in any game.