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Syd

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Everything posted by Syd

  1. I think that is a bit stupid thing to say. Last I checked agility with the silverhawk boots is over 15gp/xp so cutting the costs to half is a perfectly good reason to play BA. Especially when the starter of this topic asked for "not very expensive training methods". I understand the urge to spout what you consider the most efficient training methods, but downright dismissing other options for players who might enjoy different things is stupid. Especially when the options are a) playing a minigame or b) grinding for money. I know plenty of people who would rather choose the first option.
  2. I don't like the new font on the chat. It makes text look so small it's hard to read. :(
  3. I assume that means the highest of the following will only count to the formula. Meaning either ranged*2, magic*2 or attack+strenght and then * 1,3. Meaning you can still be 138 combat with 1 attack and strenght and magic if your ranged is 99.
  4. So by that logic you don't understand the concept of an example... But yeah, it makes total sense the way distance is given, particularly as it pertains to failure. The only thing that doesn't make sense and should go away is that you only get half distance for previous region missions. Come again? I'm not arguing whether or not the distance system makes sense, but the logic Sy_Accursed used in his example. Even if one would have heard stories about far away places he would still need to travel there to discover it. If you simply travel to the same place over and over again you have not discovered anything new. The current distance system makes sense from the games perspective, because it forces players to make choices and speeds up the minigame. But that doesn't mean it necessarily makes sense from logical point of view, not atleast with the current interfaces we got and since we have regions to choose from instead of individual islands. An example doesn't exactly have to fit every detail of reality, it just has to be an understandable simplification of it. Within your understanding, the concept of examples doesn't exist. Also, as far as i know, there is no limit on REAL trades. Sometimes you can just think out of the box, this time it being the grand exchange trade box. If anyone is interested, the 'Fleet Admiral' title has been changed with this update to 'Admiral of the Fleet'. boohoo, this probably took them a full days work and a full serving of milk and cookies. Within my understanding examples should address to the problem pointed in the discussion or otherwise they don't serve no purpose in the discussion. Here the point Oddish was making is that you should be able to not gain distance when travelling to the same places over and over again. The reason being is that distance is the only thing that matters in POP when discovering new places. Within my understanding that is a valid point. If according to Sy_Accursed distance is just a statistic that shows how much your ships have travelled in total then his example makes perfect sense. But that doesn't make distance to equal discovery. So according to the logic of the current system you can discover new places by going to the same places over and over again. For example I could travel thousands of times to the The Arc and eventually gain enough distance to discover The Shield. It's like saying if Columbus travelled often enough to Africa he would eventually discover America. And to make the game logical distance should not equal discovery. But like I said earlier this illogicality forces players to make choices that make the minigame better, so it's probably better for the game. However that doesn't mean the original point addressed by Oddish would not make sense. Perhaps only a better wording between distance and discovery could've avoided this boring jargon. :P
  5. So by that logic you don't understand the concept of an example... But yeah, it makes total sense the way distance is given, particularly as it pertains to failure. The only thing that doesn't make sense and should go away is that you only get half distance for previous region missions. Come again? I'm not arguing whether or not the distance system makes sense, but the logic Sy_Accursed used in his example. Even if one would have heard stories about far away places he would still need to travel there to discover it. If you simply travel to the same place over and over again you have not discovered anything new. The current distance system makes sense from the games perspective, because it forces players to make choices and speeds up the minigame. But that doesn't mean it necessarily makes sense from logical point of view, not atleast with the current interfaces we got and since we have regions to choose from instead of individual islands.
  6. That'd be a bit stupid, distance is how far your ships have travelled, in what plane of logic would it make sense for you to be able to freeze distance but still have ships travel? Part of the challenge of doing ports well is the fact things are always moving forward regardless of what you are seeking so you have to decide whether to move with it or hang back. Besides that would make it too easy for scrolls and trade goods. Besides they have the option to focus on regions. As you said Sy, distance is how FAR your ships have travelled. If you stay at certain islands you aren't going further than before are you now? it would make perfect sense that you dont gain any distance. But yeah I see the other flaws now. Erm staying in one region does not stop you travelling further distance. Sure it means you don't travel further in 1 go than you previously have, but your ships are still travelling each and every time. Your port is in Port Sarim, the island are in the Eatsern Lands. You are sailing between the two repeatedly. You are sailing extra distance every time. If you live 1 mile from your school you travel a distance of 2 miles EVERY time you go to school. You don't only travel 2 miles for all the years you spend there. So by that logic assuming if I travel every day to school and back, I will eventually discover new places miles away from the school just because the total amount of distance is same as the distance to that far away place? :p
  7. I have tried to modify my interface as well as possible, but even then I can't seem to make it as comfortable as it was before. So I would gladly welcome the old interface. Though I have slowly gotten used to my new setup so it's not a big problem. But if I had the option to choose from my current setup and the old interface, I would take the old one.
  8. I liked the old combat system more but this doesn't sound like a good option either. Like some have already said they should just go with one option and try to make that better. Basically having 2 games within one will make it impossible to get in balance. And since the balance is already off this won't do any better. Not sure what to vote. I'm not fan of EoC but I can't see them bringing the old combat system back after so much time spent with EoC.
  9. The old formula was way better than the current one. I'm not saying it is the best it could be, but I was very happy with it.
  10. Finally! Been a long road but you got there! Congrats!!! How much did it cost you? How is your bank looking now? Did you have to sell any gear to buy it?
  11. How? You can use it on any skilling. Seems weird that you have a problem finding use for it... :D
  12. Why would one even feel the need to get all rewards from both factions? Isn't this the whole point of this thing... To choose a god and become a follower? And those rewards supposed to be for the most dedicated followers? If you are helping both Armadyl and Bandos, it doesn't make you very dedicated follower worth rewarding in my book...
  13. [bleep] dry streaks. Great drops. How is your bank only ~ 500m in that pic. I thought you had quite a bit more. :o Where ye spend all yer monies? Also why you no play tears of divination game? Fast and easy levels every week!
  14. I think for me RS was probably at it's best somewhere in 2012 before EoC. I played quite alot and had alot of different goals back then. Now that I look back I did like the old combat system more. Don't get me wrong - the new combat system works at some places (Nex for example) but against most bosses and slayer especially it is too tedious. Learn one pattern and then smash it over and over again. For me it just doesn't seem to make much difference. Nex is good example of place where it works because there are multiple tactics to use and you need to learn to use the abilities to survive. All other bosses I've done it's just smashing the rotation that does most damage while having soul split on. I have not tried the newest bosses as it's been a while since I last played. However Kalphite King I found only annoying. I enjoyed that most of the things didn't involve me all too much. Killing things was pretty relaxing and straight forward and if you wanted to manage more you used spec weapons, familiars, dreadnips, cannons and what not. Even if it sometimes (like doing speed runs on fight kilns) felt like managing a few too many things at once it was still more enjoyable than smashing 12312312345 over and over again. After EoC we did get some great updates (like PoP) that kept me interested but now I can't figure what to do when I log in. Nothing really interests me. Of course years 2006-2008 have special place in my RuneScape memoirs as it was the time I first got membership and got to discover more about the game. I still don't think it was the best time to play but it was more about nostalgia, being younger and all the memories that come with it. And then there is the very early days of RuneScape around 2001-2002 when I started playing. I was so young back then and we didn't even have computer at home. I had to go to this net cafe to play and only could play like 1 hour every other day. I remember the feeling when we finally got our own computer and I could just play at home (only if it wasn't for the horrible connection). So awesome. I still like RSC and play it every now and then. Shame there aren't much anything else than bots there now. So 2012 was best year of the game in my opinion, 2002 has the fondest memories and around 2007 I played the most. I'm not sure if the game has changed too much since 2012 or have I just grown out of it. Regardless, I still stay around and observe if there is something that gets my attention to get playing. I thought divination could've been one but the skill was the most boring thing ever since agility came out.
  15. Seeing how this is pretty similar to the system RIFT is running with their RIFT store exhange items (REX), I see this thing way more positive than negative thing considering the future of the game. Giving people chance to get all benefits within the game without paying any real money is a very good way to lure in more players. Technically RIFT is called 100% f2p game with system like this and if nothing else this gives more reasoning for someone to call RuneScape free-to-play again. Knowing you can just make some ingame cash to buy yourself membership. Good stuff Jagex.
  16. I do have to agree with karsny81 that 2012 just before EoC this game was at it's best. May it be that the combat system was "primitive" but for me it had its own charm. The basics were simple but it took alot of time to master on different bosses. The bosses were right type of challenge and it required gameplay that I can't recall seeing on any other game. I'm not saying the evolution of combat is absolutely bad or unplayable but I can't really seem to find much of reason with having the abilities. We have way little amount of abilities, they are way too buggy (assault lol), they don't work in every place (limits on bosses with stuns and defensive abilities etc.) and they are all too similar. As a person who has played multiple MMORPGs I can only think that RS combat is actually even worse now than it was before EoC. Compared to MMORPGs that are based almost solely around their combat system. Now it seems like a cheap and all in all pretty bad copy of the mechanics used in those games. I wish we'd get the old combat system back. Simplicity was one of the main reasons I kept playing RS instead of switching to unarguably better MMORPGs gameplay wise. I do have to admit that apart EoC they have brought alot of good updates I would miss though. But I'm realistic and realise that so much time has been invested in EoC and so much new content based around it (new bosses etc.) that they can't go backwards now. Even if I personally think their direction is wrong.
  17. I'm going to ask this sort of question again... Am I the only one who thinks that these wisps should be more randomly located in larger areas and not have deposits exactly where the skill is trained? Maybe they could compensate it with little extra XP. Q nicely summed it up that this skill feels like same thing over and over again. You don't have to search for the resources (energy) and you don't have to make any logistic decisions to decide would it be better to collect and walk straight to the deposit, or collect and bank the resources. It doesn't feel like a gathering skill. Even the whatever upgrades you can create from the skill can be made wherever you are simply weaving the energy. How about some sort of special place (similar to anvils, ovens, fires etc.) where you could weave these energies? I know alot of these things would make this skill require more thinking and planning than just getting there and mindlessly clicking wisps and then depositting. This skill doesn't require any sort of tools or anything to get prepared. You just walk to a place and start doing this mindnumbing thing. I'm not saying the skill is particularly bad or horrible to train (compared to skills like hunter or agility) but it feels very lazy and useless design suited for even more lazier playerbase of this game. Also to whoever pointed out about a level 20 commenting the whole skill - fair point. Usually I wouldn't but I can't see how training or design of this skill is going to change in any way as I progress.
  18. Am I the only one who thinks this is way too blatant recycling of old content and ideas? I mean c'mon. Runespan with a deposit box. The hole in the ground where you put these memories is like some unused object from battle of Lumbridge archive. These nodes (energies) you siphon (collect) don't even have different graphics on them even though they're different things. How much time would it have taken to make them even different colour for little change? I admit I only just started but first 20 levels and forward seems same thing just over and over again. With xp slowly balancing with your levels just making each one of them take longer. The idea of new skill was nice but this whole concept how it is put out just lacks creativity and makes it very dull and what seems like pointless update. Atleast considering it was an update that has been hyped for the last year or more. Doesn't quite live up to it. Sorry to be a downer. And yes I know RuneScape is based on doing repetitive things but atleast you have some things that you can decide yourself. Like the places where to train and have multiple options for what you're going to do. With divination you just do level 1-10 catching stuff in one place and deposit it in a hole. Level 11-20 is same thing again. Nothing is different except the energies you get and the XP. Now I'm training towards 30 and it is the same thing again. Dull!
  19. Yay for first Nex solo. I never tried soloing after she got buffed. Seems like that level 90 wand is pretty OP. Good luck getting torva plate (is that even the most expensive item now?). 8-)
  20. Usually I stick to beers and wines but from the stronger ones vodka + red bull seems to work nice. That or whiskey depending on situation.
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