Tip.it Times 7 February 2010
#1
Posted 07 February 2010 - 06:56 PM
When replying please make sure to clarify the article you are replying to! Thanks!
Enjoy the articles!
#2
Posted 07 February 2010 - 07:02 PM
The Alphabet Guide of How to be a RuneScaper by Mirrorforced said:
#3
Posted 07 February 2010 - 07:22 PM
#4
Posted 07 February 2010 - 08:08 PM
#5
Posted 07 February 2010 - 08:31 PM
But I do agree that the HP cap will come into play sooner or later. A boss that hits 90 and food that heals 50-60??
#6
Posted 07 February 2010 - 09:20 PM
Just random ideas. What about weapon switching? Theres lots of elements in different boss fights already that you could use for a hard boss, and probably more things yet to be imagined.
#7
Posted 07 February 2010 - 09:37 PM
As Jagex piles on more powerful equipment, items, and prayers, they have to make the bosses having 500+ hp with five different kinds on nuclear weapons for attacking.
So the question is, now that they have Nomad and the Corporeal Beast as bosses, what next? What else are they going to stack on top of the all-but-one HP bomb and the automatic 75 missile?
I really think that Jagex needs to strengthen the "left behind" bosses. Otherwise, there'll just be more of these WTFBOMB farting asspounder bosses.
And those do NOT make for a fun game...
*Insert witty remark here*
#8
Posted 07 February 2010 - 11:26 PM
Even so, I had a real fun time. Much more fun with groups. That's my two cents.
#9
Posted 08 February 2010 - 12:16 AM
In my opinion, the whole concept of grinding for cash needs to be done away with. Zilyana and Kril drop bones and ashes as 100% drops, while Kreearra's big bones and Graardor's ourg bones aren't much better. The average drop value from these bosses is about 20k if you don't count the large drops, and it will take you about 300 kills for every hilt.
In part this is due to updates, as mentioned, and just general time. When the KBD first came out, and hell even when RS2 started, there was a much smaller proportion of people at a high combat level. Today, with 110k combat exp per hour available at armored zombies, hundreds of thousands of people have maxed a melee stat. With all the armor updates, the value of dragon armor - once worth 2-6m+ in an economy where gold was worth a lot more - has crumbled to just above alch value in an economy where gold means almost nothing. With the bolts update and the antifire potion, the KBD can be soloed by a person with 40-50 range and nothing else. So now you have a monster that is both pathetically easy to kill and drops junk because of other updates.
What RS needs is a boss monster that cannot be defeated without a team, a monster that will NEVER be defeated by a team smaller than 4-5 people. It needs to be in either an instanced area or have a system where two teams can work together. It should have WAY more hitpoints than the corporeal beast or else have much higher defense so it takes a long time to kill, and every kill it should give a 100% drop worth about 50-100k+ to every player who contributed (or perhaps a proportional reward based on damage done). Only then should it IMPARTIALLY (not give it to people that spend hours and hours getting LSP) select a player to give a very good drop to - the best drop should only be perhaps 1 in 30-40. The idea here is that killing this thing even once should be an accomplishment, so when you kill it you know you are going to get something good. It just needs to become a matter of the challenge involved. I would even support a system in which getting a rare drop at all becomes more common as your group consists of less people.
I'm talking about a monster that is twice as hard to kill with a group of 5 level 130s than it was to kill Nomad alone. That's the kind of challenge that needs to be present in at least one place in RuneScape to end the SafeScape/GrindScape combo.
85/85 Mining
#10
Posted 08 February 2010 - 02:06 AM
Perhaps too ambitious?
#11
Posted 08 February 2010 - 03:02 AM
jettrider, on 07 February 2010 - 07:16 PM, said:
In my opinion, the whole concept of grinding for cash needs to be done away with. Zilyana and Kril drop bones and ashes as 100% drops, while Kreearra's big bones and Graardor's ourg bones aren't much better. The average drop value from these bosses is about 20k if you don't count the large drops, and it will take you about 300 kills for every hilt.
In part this is due to updates, as mentioned, and just general time. When the KBD first came out, and hell even when RS2 started, there was a much smaller proportion of people at a high combat level. Today, with 110k combat exp per hour available at armored zombies, hundreds of thousands of people have maxed a melee stat. With all the armor updates, the value of dragon armor - once worth 2-6m+ in an economy where gold was worth a lot more - has crumbled to just above alch value in an economy where gold means almost nothing. With the bolts update and the antifire potion, the KBD can be soloed by a person with 40-50 range and nothing else. So now you have a monster that is both pathetically easy to kill and drops junk because of other updates.
What RS needs is a boss monster that cannot be defeated without a team, a monster that will NEVER be defeated by a team smaller than 4-5 people. It needs to be in either an instanced area or have a system where two teams can work together. It should have WAY more hitpoints than the corporeal beast or else have much higher defense so it takes a long time to kill, and every kill it should give a 100% drop worth about 50-100k+ to every player who contributed (or perhaps a proportional reward based on damage done). Only then should it IMPARTIALLY (not give it to people that spend hours and hours getting LSP) select a player to give a very good drop to - the best drop should only be perhaps 1 in 30-40. The idea here is that killing this thing even once should be an accomplishment, so when you kill it you know you are going to get something good. It just needs to become a matter of the challenge involved. I would even support a system in which getting a rare drop at all becomes more common as your group consists of less people.
I'm talking about a monster that is twice as hard to kill with a group of 5 level 130s than it was to kill Nomad alone. That's the kind of challenge that needs to be present in at least one place in RuneScape to end the SafeScape/GrindScape combo.
I agree for the most part, especially making instanced dungeons for small group raids, but I cannot imagine making a boss TWO TIMES HARDER THAN NOMAD! Maybe as hard as, or even a bit harder, but realize the limits of levels, equipment, weapons, and food in the status quo.
#12
Posted 08 February 2010 - 03:48 AM
jettrider, on 07 February 2010 - 07:16 PM, said:
It all depends on the term "harder". How far does Jagex have to go to make a boss "hard enough".
As it is, the CB can already 2-3 hit most players if they are unlucky. What makes a boss harder, but not at the point where it has to much of a KO factor?
If you introduce a boss that can hit 70's on a regular basis, you'll change the entire boss-hunting game-play. Most players will not risk gear in a place that is certain death. 3 Item'ers will take over and bypass anything that added risk to the monster. CB already has this somewhat.
If the boss doesn't hit high, people camp it with perfect gear for hours. If the boss hits high, people bring no risk gear and the boss loses the whole risk vs reward factor. The medium in-between is GWD bosses.
DK's is an excellent concept of what bosses should be, as they are easy to kill when killed correctly, but a small mistake can easily KO.
Is it really going to take a boss where you have a 50% chance to lose millions to be challenging? That sounds more like a bet of Russian Roulette than a challenge to me.
#13
Posted 08 February 2010 - 05:40 AM
Stronger bosses aren't that flash. Sure, they have the drops, the max hits, and everything else, but in the end its just a little (or big) object moving around a screen which you have to whack with your sword/shoot at/firebomb until it dies. No strategy involved, unless you count spamming food and pots to be strategy (of course, there are probably many more things required in boss fights but I don't ven do combat. But don't shun my post just yet
Now, harder bosses are what we should see. As stated earlier, bosses such as Tormented Demons, which require practice and some skill to do well at, are the kinds of bosses we need. Sure, we're nowhere near that are just yet, but with a little imagination and development we could see some great bosses appear. We now have curses, some awesome combat gear and some more spells to use for the higher levels, which can come into play. For example, a boss that requires you to switch prayers frequently (or curses), requires the player to atack from all three sides of the combat triangle (or get a friend to help if they're magic is low, as a small example), force you to relocate every 10-20 seconds (possibly a surface area attack that can hit multiple tiles in the room?). All the content we have now I reckon is bieng wasted, making it just another grind for some hilt or tiny piece of a bigger sword, that really takes away from the whole experience.
To stop the grinding, we can ensure that every player that faces this uber-ownage boss gets a good reward (maybe 50K each battle) and make sure that the battles don't finish in two minutes or less. A high summoning level will be required, so you can take extra items or to give you a REQUIRED bonus to a certain stat (for example, some players may be tasked with maging whist carrying extra supplies for the meleers, and extra bolts/arrows for the rangers).
All these little or big things that you can use are bieng wasted in favour of bigger, stronger boss monsters that require no skill whatsoever, and amount to nothing but piling it with a flurry of melee or range attacks until its health hits rock bottom. If they actually got creative and developed a boss that was HARD to fight, than we might not need to worry about a HP buffer for some time

PS: Thanks to Insanity for the awesome 2pac signature!
Follow my Runescape progress on twitter! Help develop the first F2P boss monster! Going for 99 Mining!
#14
Posted 08 February 2010 - 06:43 AM
aspeeder, on 07 February 2010 - 07:02 PM, said:
jettrider, on 07 February 2010 - 07:16 PM, said:
In my opinion, the whole concept of grinding for cash needs to be done away with. Zilyana and Kril drop bones and ashes as 100% drops, while Kreearra's big bones and Graardor's ourg bones aren't much better. The average drop value from these bosses is about 20k if you don't count the large drops, and it will take you about 300 kills for every hilt.
In part this is due to updates, as mentioned, and just general time. When the KBD first came out, and hell even when RS2 started, there was a much smaller proportion of people at a high combat level. Today, with 110k combat exp per hour available at armored zombies, hundreds of thousands of people have maxed a melee stat. With all the armor updates, the value of dragon armor - once worth 2-6m+ in an economy where gold was worth a lot more - has crumbled to just above alch value in an economy where gold means almost nothing. With the bolts update and the antifire potion, the KBD can be soloed by a person with 40-50 range and nothing else. So now you have a monster that is both pathetically easy to kill and drops junk because of other updates.
What RS needs is a boss monster that cannot be defeated without a team, a monster that will NEVER be defeated by a team smaller than 4-5 people. It needs to be in either an instanced area or have a system where two teams can work together. It should have WAY more hitpoints than the corporeal beast or else have much higher defense so it takes a long time to kill, and every kill it should give a 100% drop worth about 50-100k+ to every player who contributed (or perhaps a proportional reward based on damage done). Only then should it IMPARTIALLY (not give it to people that spend hours and hours getting LSP) select a player to give a very good drop to - the best drop should only be perhaps 1 in 30-40. The idea here is that killing this thing even once should be an accomplishment, so when you kill it you know you are going to get something good. It just needs to become a matter of the challenge involved. I would even support a system in which getting a rare drop at all becomes more common as your group consists of less people.
I'm talking about a monster that is twice as hard to kill with a group of 5 level 130s than it was to kill Nomad alone. That's the kind of challenge that needs to be present in at least one place in RuneScape to end the SafeScape/GrindScape combo.
I agree for the most part, especially making instanced dungeons for small group raids, but I cannot imagine making a boss TWO TIMES HARDER THAN NOMAD! Maybe as hard as, or even a bit harder, but realize the limits of levels, equipment, weapons, and food in the status quo.
I killed Nomad with a full inventory of brews left (used 25 sharks in yak and a couple prayer pots) on my first try, so even if I was lucky it's not hard at all. And anyway, you can always bring more than 5 level 130s if taking the scenario I mentioned
As for how to make bosses harder, the best solution is to slightly increase the maximum damage but to increase the rate of attack. In one attack turn, players can currently heal:
-14 from unicorn stallion special
-15 from saradomin brew
-23 from rocktail
For a total of 52 hitpoints per round. There goes that 50 hit. Anyway, 50-60 seems like a reasonable max hit, as it makes you pay attention to avoid getting 2-hit. I like the Corporeal Beast element where certain items are ineffective (defence is useless there) and the TDs/DKs ways of making monsterhunting unique. If you combine all those on a monster that attacks quickly, with attacks from all three combat styles, and has high hitpoints with multiple minions defending it, you can start to get the kind of tactically and brute strengthwise challenging monster.
85/85 Mining
#15
Posted 08 February 2010 - 07:26 AM
jettrider, on 08 February 2010 - 01:43 AM, said:
aspeeder, on 07 February 2010 - 07:02 PM, said:
jettrider, on 07 February 2010 - 07:16 PM, said:
In my opinion, the whole concept of grinding for cash needs to be done away with. Zilyana and Kril drop bones and ashes as 100% drops, while Kreearra's big bones and Graardor's ourg bones aren't much better. The average drop value from these bosses is about 20k if you don't count the large drops, and it will take you about 300 kills for every hilt.
In part this is due to updates, as mentioned, and just general time. When the KBD first came out, and hell even when RS2 started, there was a much smaller proportion of people at a high combat level. Today, with 110k combat exp per hour available at armored zombies, hundreds of thousands of people have maxed a melee stat. With all the armor updates, the value of dragon armor - once worth 2-6m+ in an economy where gold was worth a lot more - has crumbled to just above alch value in an economy where gold means almost nothing. With the bolts update and the antifire potion, the KBD can be soloed by a person with 40-50 range and nothing else. So now you have a monster that is both pathetically easy to kill and drops junk because of other updates.
What RS needs is a boss monster that cannot be defeated without a team, a monster that will NEVER be defeated by a team smaller than 4-5 people. It needs to be in either an instanced area or have a system where two teams can work together. It should have WAY more hitpoints than the corporeal beast or else have much higher defense so it takes a long time to kill, and every kill it should give a 100% drop worth about 50-100k+ to every player who contributed (or perhaps a proportional reward based on damage done). Only then should it IMPARTIALLY (not give it to people that spend hours and hours getting LSP) select a player to give a very good drop to - the best drop should only be perhaps 1 in 30-40. The idea here is that killing this thing even once should be an accomplishment, so when you kill it you know you are going to get something good. It just needs to become a matter of the challenge involved. I would even support a system in which getting a rare drop at all becomes more common as your group consists of less people.
I'm talking about a monster that is twice as hard to kill with a group of 5 level 130s than it was to kill Nomad alone. That's the kind of challenge that needs to be present in at least one place in RuneScape to end the SafeScape/GrindScape combo.
I agree for the most part, especially making instanced dungeons for small group raids, but I cannot imagine making a boss TWO TIMES HARDER THAN NOMAD! Maybe as hard as, or even a bit harder, but realize the limits of levels, equipment, weapons, and food in the status quo.
I killed Nomad with a full inventory of brews left (used 25 sharks in yak and a couple prayer pots) on my first try, so even if I was lucky it's not hard at all. And anyway, you can always bring more than 5 level 130s if taking the scenario I mentioned
As for how to make bosses harder, the best solution is to slightly increase the maximum damage but to increase the rate of attack. In one attack turn, players can currently heal:
-14 from unicorn stallion special
-15 from saradomin brew
-23 from rocktail
For a total of 52 hitpoints per round. There goes that 50 hit. Anyway, 50-60 seems like a reasonable max hit, as it makes you pay attention to avoid getting 2-hit. I like the Corporeal Beast element where certain items are ineffective (defence is useless there) and the TDs/DKs ways of making monsterhunting unique. If you combine all those on a monster that attacks quickly, with attacks from all three combat styles, and has high hitpoints with multiple minions defending it, you can start to get the kind of tactically and brute strengthwise challenging monster.
Except you are wrong... Defense is VERY useful at the CB. Go there in prossy and karils, and with super defense and without, and tell me there is no difference. The super defense really helps corpies melee from being able to hit you as often, and karils dramatically reduces the chance of being comboed by the mage attack.
#16
Posted 08 February 2010 - 07:44 AM
- High max hit (50-70).
- High HP (2,500-5,000).
- Uses protection prayers.
Becomes weak to various styles of attack at different stages in the fight (perhaps something along the lines of a boss having armor that is practically immune to everything but crush attacks. Once the armor is shattered it becomes a little bit more vulnerable, perhaps requiring rangers to hit weak spots, warriors to tank it and distract it, and mages to rain the bulk of the damage on it until it's weak enough to kill using melee [perhaps requiring stab or slash attacks during this stage]).
- Has AoE attacks and fires wave-like projectiles in random directions that must be avoided.
- Uses all forms of combat, of course.
- Needs to randomly go Super Saiyan.
(The last part is a joke.)
Basically, combine the Corporeal Beast, Jad, Tormented Demons, Kree, Zilyana, and the Dag Kings.
IGoddessI said:
Ollyc3 said:
#17
Posted 08 February 2010 - 07:45 AM

Red - the beautiful color of blood, Flowing like a stream
White - the color of bleaching bone, Lovely and obscene
Blue - the bruising color of flesh, Battered, ripped and torn
The colors of the flag of hate, Of violence and porn
#18
Posted 08 February 2010 - 09:36 AM
I'd love to see a boss that required "healers." Far too much goes into eating / taking pots. Creating a boss that required you to continually hit if within melee range would make food useless here, as well as REQUIRE healers. This gives magic more involvement in boss fights, and adds a new dynamic to the game.
#19
Posted 08 February 2010 - 09:40 AM
#20
Posted 08 February 2010 - 03:20 PM
I also think that this ideal boss wouldn't hurt you that much if you do it right, but you have to do it right.
The problem is, people will always be complaining about how hard a boss is, because people will always figure out the perfect strategy to make him easy. Unless Jagex just makes something obscenely powerful...this has already been tried with corp though. I personally don't think an obscenely powerful boss is the answer.
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