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Unknown_Warrior

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Posts posted by Unknown_Warrior

  1. Duel Arena (free players and members)

     

    The Duel Arena has been given a great big graphical polish, bringing it up to the standard of the Al Kharid rework that came with the Stolen Hearts and Diamond in the Rough quests last year. Go head-to-head against your chosen foe amid flowing banners, rough-hewn masonry and sand-blasted ruins; there's no more fitting place in RuneScape to prove your worth in one-on-one PvP combat.

    We've made some structural and technical tweaks, too: there are new, dedicated arenas for boxing matches and summoning-enabled duels, and - while there are fewer visible combat arenas - starting a duel when they're full up will automatically generate an instance for you, so you'll always have a place to fight. Ap2-28175442.jpg

    If you've not ventured out to the Duel Arena before, there's never been a better time to do so. In the arena, you can get a taste of PvP combat with no chance of losing your hard-earned gear. You set the conditions of the fights: you can duel for a mutually agreed stake of items or gold coins, or just enjoy a friendly scrap for fun and bragging rights. You can set other conditions too: fancy a muscular brawl just with melee weapons? No problem. Think crossbows at dawn are the only civilized way to settle a dispute? That can be arranged. You can even claim a duellist's cap from the mightily moustachioed Estocada, which can be upgraded as you rack up wins for improved looks, an emote, and the ability to transform into a statue commemorating your victories.

    The gauntlet's been thrown down. Go forth and duel!

    Mod Wilson

    How to access the Duel Arena:

    The Duel Arena can be found just a short way north east of Al Kharid.

    Within its bounds, you will see an axe icon in the top right of the screen. When this is visible, you can right click other players and click 'Challenge' to invite them to a duel.

    Requirements:

    None.

    Behind the Scenes Video

     

    Take a tour of the improved Duel Arena in our latest Behind the Scenes video. There's information about the benefits that the HTML5 Graphics Engine will bring to RuneScape 3, too:

    In Other News

    • Want to mix up the music for your travels around Gielinor? Now you can, with the new music shuffle button. Find it in the options interface.
    • New elemental outfits and emotes - based around earth, fire, wind and water - are now available in Solomon's General Store!
    • Don't forget that there's an easier-to-win super rare item on the Squeal of Fortune, each day until Thursday. Once they've had their time in the sun they'll no longer be up for grabs, so be sure to spin every day! See here for details.
    • From Friday, look out for some all-new super rares on the Squeal of Fortune. More details to come soon.

    The patch notes archive can be seen here.

     

     

    [hide=Patch notes] 16th April 2013

     

     

    Graphical:

    • A stretching issue with round snelms has been fixed.
    • The ancient cloak no longer has an issue with the symbol clipping.
    • The white unicorn mask will no longer stretch for male characters when performing emotes.
    • Pazuzu now wears the up-to-date version of Ahrim’s armour during Temple Trekking / Burgh de Rott Ramble.
    • The runite geraldic shield no longer stretches when taking a carpet ride.
    • The trickster robe has been adjusted so that it no longer hides necklaces and amulets.
    • An animation with the Ga'al-Xox where the player passes some rings to him has been fixed.
    • Longbow Ben and Haig Halen no longer have sections of their faces missing.
    • The NPC's in Varrock Museum no longer wear outdated armour and weapons.
    • Black armour, infinity robes and white armour cases inside the Varrock Museum no longer use outdated versions of the armour.
    • The initiate helm no longer stretches on female characters.
    • The trees around Kimberly's home during Kennith's Concerns now have canopies.
    • A graphical issue with Evil Dave's head has been fixed.
    • An old reed model in Mort'ton has been fixed.
    • Weapon overrides no longer render over the burning log you hold above your head during the Firemaker's Curse quest.
    • A stretching issue with Varrock armour 4 has been fixed.
    • An issue with drops not appearing if a Vyrewatch was killed close to a rock formation has been fixed.
    • The way hair works with the classic blue wizard hat and it's trimmed counterparts has been changed.
    • Mama now has a consistent skin colour.
    • Female camp dwellers no longer stretch during combat animations.
    • A particle effect to the jousting lance (rapier) cosmetic override has been added.
    • A stretching issue with the shadow knight torso cosmetic override on male characters has been fixed.
    • The full mutton beard cosmetic override now shows the moustache section.
    • The full moustache cosmetic override now shows correctly.

    Quests, Challenges & Achievements:

    • An issue in the Fremennik Isles quest where a player may not receive the jester outfit has been fixed.
    • The Smoking Kills quest now recognizes the correct combat level.
    • Stopped Deadliest Catch dialogue triggering in the Tree Gnome Village post-quest content.
    • The player can now only receive messages from TzHaar-Mej-Jeh during the Brink of Extinction quest if they are carrying a communication orb.
    • Players can once again complete the limber lumber jumper task.

    Skills & Minigames:

    • Logging out and into a Castle Wars lobby no longer causes the teams to become unbalanced.
    • Some wooden "walls" by the Castle Wars boundary have been removed.
    • An issue that caused the floorkit of the Castle Wars observation area to be deleted has been fixed.
    • A number of unnecessary force-walk tiles around the Castle Wars signpost have been removed.
    • An issue that was causing Castle Wars flags to not be cleared at the end of a game has been fixed.
    • An issue that was causing Castle Wars barricades to go invisible has been fixed.
    • Some missing walls on the respawn level of the castles in Castle Wars have been added back in.
    • An issue with explosive potions being dropped from the action bar when assigned to a different key has been fixed.
    • Winning Castle Wars teams should now receive gold tickets regardless of the number of players on the opposing team. The minimum 5v5 requirement on the start of the game remains in place, however.
    • The TokHaar-TokTz-Ket-Dill in the Fight Kiln is now weak to crush instead of water spells, to match the other TokTz-Ket-Dill.
    • Lucky off-hand dragon claws can now be won on the Squeal of Fortune.
    • An issue with the scrimshaw of cruelty’s poison effect persisting after the conclusion of certain PvP minigames has been fixed.
    • The Crucible entrance has been adjusted to combat people world hopping and stocking up without having to pay a fee.
    • The supreme weapons section of the Crucible tutorial now works correctly on free to play worlds.
    • Quercus will now tell players when the next Warband will be spawned.

    Other:

    • Certain defensive abilities no longer cause the player to re-attack their target.
    • When choosing a customisation through the Player-Owned Ports ship customisation interface, you can no longer choose another slot before confirming your choice of customisation.
    • If you select an already equipped customisation through the Player-Owned Ports ship customisation interface, the equip button will change to a close button.
    • Using a bag of winds will now instantly update a voyage's estimated duration.
    • The visitor upkeep requirements in a Clan Citadel has been removed (though 5 visitors per week are still required), and the visitor upgrade requirements have been lowered.
    • Players can now tick off the profound armour requirement for the trimmed completionist cape using profound armour stored in their dragon keepsake box.
    • Cows are no longer a lower level than their calves.
    • Nomad no longer caps magic damage against him at 750.
    • Lady Deathknell no longer uses the wrong audio voice over when explaining to take food from the table and the player tries to take armour instead.
    • The factory outfit now correctly gives XP for making spirit weed potion (unf).
    • The Squire outside the Camelot training room now correctly states that there are 4 Prayer rewards.
    • Dragon fire arrows now have correct level requirements.
    • The Elemental Balance game in a Player Owned House Games Room now works correctly.
    • Kuradal now gives the correct advice when asking for tips on slaying Aviansie.
    • The Music player interface now works correctly after leaving Fish Flingers.
    • Eluned no longer overcharges the player when enchanting teleport crystals.
    • The Wilderness Manual now informs players about changing from multi-combat to single way combat.
    • Iron dragon melee attack damage has been tweaked if you have Protect from Melee prayer active.
    • Making more than one pot of cornflour no longer gives one pot of cornflour and the rest normal flour.
    • Players can no longer alch the noted version of blisterwood staff.
    • Revenants now heal more health when eating food.
    • A force walk tile in the Tree Gnome Stronghold has been removed.
    • The rosethorn wand and broken heart objects no longer forces players in to Melee range to cast spells.
    • "Default Name" no longer appears in the Customisation interface's pets tab twice.
    • A minor issue with the Avatar Customisation Wardrobe scroll bar has been fixed.
    • When obsidian armour is fully repaired using obsidian shards, the (deg) object is now replaced with the original pristine object, so it will stack in the bank.
    • The warlord and archon outfits can now be stored in the dragon keepsake box.
    • Scrimshaws now deactivate themselves correctly if you die with one equipped and active.
    • An issue that prevented the song 'Forgotten Orders' to be unlocked for some people has been fixed.
    • The Hexhunter bow has been buffed to make it as good as the tier 11 Dungeoneering bows.

    [/hide]

  2. But... why? Why do we need them?

    JaGEx has finite resources, obviously, so we don't really need them.

     

    However - and this may be going a bit overboard - there are many, many variations of weapons that we do not have that each could have their own niche and be easily implemented with the current system.

    Currently, we have slow, average, fast, and fastest (does very slow/slowest exist?) options for weapon speeds in addition to 1h and 2h options. That's 8 possibilities, but just for one style. We have slash, crush, and stab weapons for melee alone, making that 24 different possible weapons (let's not count off-hands as additional ones) at each tier. If we went by Dungeoneering's rather complete set of tiers, there's 11 tiers (1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 99 - this not even counting "half tiers" like 75, 85). That's 264 weapons for one point of the combat triangle! Factor in that Ranged has as many possibilities and Magic has essentially 1/3 as many and you've got a huge potential weapon pool to fill.

     

    There's one slowest weapon; Dark bow.

  3. Any tips on getting the two trio story missions? Been a week now and still haven't had any of them. Only thing I need for trimmed comp so it's really painful not finding them in my special voyages. >.<

    Make your icons either Mammoth Skull - Stocks - Prayer symbol or Human skull - Whale trophy - Occult artefact and hope for the best.

    Took me still 2 weeks to get and finish all 6.

  4. All the stupidity aside, hex and saggi short are very similar in terms of dps, actually. That is mostly due to the speed, which most people don't seem to understand. Overall, for abilities alone, hex has maybe 1-2% less dps, but due to the increased speed hex can make up for it. You also get an increased lp and def boost with hex so it's still overall more useful, so i'd say use hex if you can and sag otherwise.

     

    Stupidity eh?

    Hexhunter (with Sagittarian arrows, as it has no damage buff on its own, it relies solely on arrows) is 1049 at fastest (x1.0)

    Sagittarian short is 918+1049 (arrows) = 1967 at fast (x0.8), that means it has 1574 damage output.

     

    1574:1049 is almost exactly 3:2. That's not close in DPS.

    As it currently is, Hexhunter is just a lousy Sagittarian longbow and an even lousier Sagittarian shortbow.

  5. With dual wielding and some 'imp' thing happening to dg next week it may all change soon.

    Thank you for reminding me to get my ass in gear with online DGSweeper! Lol.

     

    It's still hexhunter > sagi short > etc. :P.

     

    Why?

    I've not DGed enough lately for my opinion to be reliable... But it's in DGS' requirements, which I trust to say: If there was another bow that was even remotely better, DGS would require breaking hex for it. :P.

     

     

    I don't think that thread has been updated for a while.

    In any case, as it stands, Hexhunter bow has 50% less DPS than a Sagitarrian shortbow. To bind that over a saggi short is ludicrous. Granted, you get more defences but last I checked DGS never cared for surviving.

     

     

     

    Sag Shieldbow = Hexhunter > sagi short.

    If you are autoattacking then you are doing it wrong.

     

    This doesn't make sense. At all.

    • Like 1
  6. Wilderness Warbands (members only)

     

    Risk it all in Wilderness Warbands: the brutal new combat D&D that'll test your stealth, combat and teamwork skills in the most dangerous place in RuneScape!

     

    Quercus the ent is troubled by the emergence of savage warbands in the Wilderness. The Wilderness is a dangerous place, and it's always been home to brigands and rogues aplenty. Lately, though -as rumours abound about what happened at Orlando Smith's archaeological dig - they've begun banding together in larger, more organised groups to kill and plunder: all in the name of the RuneScape gods! Quercus is worried that they're becoming a threat to the world's balance, and while he can't intervene directly, he's looking for those who can.

     

    Quercus will regularly send out notifications as warband camps crop up in the Wilderness. You'll need to gather some strong, trustworthy friends, gear up, and make your way there past the PKers and other perils of the Wilderness. Do this, though, and with skill, teamwork and plenty of courage, you'll be able to take the warband down.

     

    Armadyl_Warbands-01145623.png

     

    If you've set your sights on taking out a warband, a direct assault isn't the way to go. Each warband camp is based around a summoning beam, used by the warband to summon in allies. Get close enough without being seen, and you'll be able to convert the beam, switching its alignment to that of a rival god. The conversion process is quicker the more people are involved, so be sure to sneak in as many saboteurs as you can. Once that's complete, the colour of the beam will change, and you'll be able to start another such process: this time, a summoning ritual to bring in a rival warband! Once successful, the opposing force will attack and you can get stuck into the fight on your own terms. These are the first enemies in the game to use Evolution of Combat mechanics and all-new AI, so they'll still be formidable foes!

     

    Saradomin_Warbands-01145717.png

     

    If you make yourself seen, the warband will summon like-minded rogues through the beam, and the fight will be stacked against you. Also, never forget that this is the Wilderness. You'll make a tempting target for PKers - or even traitors from your own ranks - who may deliberately alert the warband to distract you while they take you down.

     

    Everyone involved with converting the beam or summoning in the rival warband will receive a healthy helping of Prayer or Summoning XP (respectively) at the completion of each stage. The leader of each warband also gives a chunk of Slayer XP to those responsible for his demise. On top of that, each warband's camp includes tents, filled with crates of ill-gotten goods related to a number of skills: Construction, Farming, Herblore, Mining and Smithing. Everyone involved can loot up to 25 of these per camp, and bringing these back to Quercus will earn you generous XP in the crates' related skills. You can't teleport while carrying the crates, though, so this might be easier said than done!

     

    Finally, each time you loot a tent you have a chance to pick up the Wand of Treachery. This level 70 magic weapon is both powerful and tradeable, but there's a catch: when you pick it up, the fact will be broadcast to everyone in the vicinity, your prayer points will be completely drained, and you'll become attackable by everyone - regardless of their level. It's at times like that you find out who your friends really are!

     

    The risks involved are great, but the rewards are greater still. Do you have the cunning and the skill to survive in RuneScape's wildest lands?

     

    Mod Chris L

     

    How to start Wilderness Warbands:

    Speak to Quercus, by the bridge between Edgeville and the Grand Exchange.

     

    Requirements:

     

    You must be a RuneScape member.

     

    There are no level requirements, but you'll need good combat skills to take on the bandits or go toe-to-toe with PKers.

     

    Behind the Scenes Videos

     

    Take a tour of Wilderness Warbands in our latest Behind the Scenes video.

     

    Also, feast your eyes on the first details of RuneScape 3!

     

    In Other News

     

    • Two new outfits, inspired by the Armadylean and Bandosian warband leaders, will be available on the Squeal of Fortune from this weekend. Keep an eye on the news for more details!

    • The increased chance to win Slayer Masks and XP lamps on the Squeal of Fortune - along with the 1.5x Slayer XP from Squeal of Fortune-won lamps - has been extended by three days: until Thursday March 28th, 23:59 (GMT).

    • The Sizzling Summer Promissory Note will expire on the 1st April. Be sure to use up any remaining XP before then!

    • Player-owned port totems have been reworked to function consistently and to offer more benefits.

    • Higher-end capes have had their armour values corrected. While the capes have lowered armour values, they still remain the most potent capes in game.

    • The player-owned ports log book now states the amount of time until a ship returns.

    • You can now toggle off the aquanites assignment option at Kuradal. Players will need to pay points to re-enable it again.

    • Aviansie can now be given as a Slayer task by Sumona, Duradel/Lapalok and Kuradal.

    • The Queen Black Dragon now counts as a black dragon for Slayer assignments.

    • Several common Slayer creatures have had their life points increased.

    • The Smash ability will now turn off Akrisae's prayers for a short time.

    • The home teleport spell in Dungeoneering will now be less likely to be interrupted by combat ending.

    • Following player feedback, we have altered the drop rates of the rarer items from the World Wakes automatons.

    • The default left-click option in a bank's side interface is now "Deposit all".

    • The Tribute to Guthix event has been extended to last an additional week, and the tribute stone north of Falador will now become a permanent prayer altar and small obelisk at 100,000 rune essence. If you haven't chipped in with your essence, be sure to do so now!

    • Several changes have been made to Nex. These are detailed in the patch notes.

    • We've made a batch of tweaks to the early game. See the patch notes for full details.

     

    The patch notes archive can be seen here.

     

    The following fixes and tweaks have now been implemented. If you believe a change has not been documented, either in the patch notes or the news posts for this week’s update, please detail the change so that it may be added.

     

    As always, be sure to submit a bug report should you encounter a gameplay bug or graphical glitch in-game.

     

    Graphical:

    • All custom cursors have had a minor update to give them a consistent style.
    • The Sky Jump home teleport animation is now working correctly.

     

    Combat:

    • The Revenge ability has had its effect time doubled and cooldown increased to 45 seconds.
    • Nex will no longer drag the player more than once every 10 seconds.
    • Nex will no longer drag players if they are currently stun immune.
    • Ice prisons are now slightly easier to escape from.
    • Nex should no longer attempt to target players in the waiting area.
    • Nex's blood barrage attacks now drains fewer prayer points.
    • The Virtus wand and book now work with coinshare.
    • The Dagannoth king’s attack range has been returned to the values used pre-EoC.
    • Double agents from Treasure Trails are now easier to kill.
    • The Royal Crossbow will now degrade correctly.
    • The amulet of glory and fury amulet have had their Prayer bonuses switched around to give the fury amulet more prayer points than the amulet of glory.
    • An issue that was causing Nomad's Soul Blast attack in the Dominion Tower to not deal damage correctly has been fixed.
    • Players can no longer receive Cres's Automatons as a co-op slayer assignment if they do not have the requirements to fight them. A login check has been added to fix players who already have these as a task and cannot access them.

     

    Skills & Minigames:

    • The Squeal of Fortune overlay now doesn't reappear if the player logs out and in again less than 15 minutes apart.
    • The Squeal of Fortune multi spin function should now work consistently with purchased spins.
    • The claim button on the Squeal of Fortune will now change to "Inventory full" when appropriate.
    • Squeal of Fortune tickets will no longer appear for new players before the minigame is enabled.
    • The "Spin" button on the Squeal of Fortune now has a yellow highlight when the Spin task is active.
    • A hint arrow now consistently shows where to access the Squeal of Fortune from when the Spin task is active, in case the player has closed the spin overlay.

     

    Other:

    • The completionist cape hood will now function as a teleport to the Varrock Museum, destroying the hood on use.
    • Players who have a completionist cape hood equipped and a completionist cape in their inventory can now use the "Features" option to see what requirements they still need to gain the trimmed variant of the cape.
    • Reclaiming a completionist cape has been streamlined.
    • The completionist cape now awards a 100 lifepoint boost, similar to the cape of legends.
    • Players can once again view other players inventories at Daemonheim. However, any flowers will appear as a stack of 1337 mithril seeds.
    • An issue that prevented players from using the demonflesh book cosmetic override has been fixed.
    • The superior dominion medallion can no longer be equipped in the head slot under certain circumstances.
    • Ninja implings no longer drop weapon poison+ potions.
    • Entering a Player-owned Port with a playlist active will now unlock all of the Ports music tracks.
    • Players will no longer disconnect when trying to equip battle-mage, trickster or vanguard equipment from a gravestone.
    • Attempting to join a friend using the Friends List will no longer cause a disconnect under certain circumstances.
    • The default quest list display when opening the Noticeboard for the first time has been altered.
    • An unnecessary warning message from the emotes drop down menu on F2P worlds has been removed.
    • A typo when viewing information about the platters won on the Squeal of Fortune has been fixed.
    • The "Player run games of chance" rule now appears on the lobby Report Abuse screen.
    • Running missions with 3 adventurers in Player-Owned Ports will no longer occasionally unlock an adventurer that the player cannot yet receive.
    • The armour from Player-Owned Ports now offers the option to repair multiple parts of the superior items at the same time.

     

    Troll Warzone:

    • The weapons on the floor at the beginning of Troll Warzone now glow.
    • The chargebow has been increased in strength to make it comparable to the melee and mage equivalents.
    • Several text changes have been made to streamline the introduction sequence.
    • The interface with information about the Death Plateau quest has been updated to use the Noticeboard icon rather than the old Quest tab icon.
    • When the Death Plateau task is active, the button below the task is now "Open Noticeboard" instead of "Get Directions".
    • A glowing lamp has been removed from a wall near the exit of the combat section of Troll Warzone.
    • The trolls at the beginning of Troll Warzone now form a more distinct line formation.
    • The woman from the burning house no longer disappears as she attempts to jump onto the players' shoulders.
    • Using climbing boots on Sabbot now gives some information about where to take the boots.
    • The movement speed of Wandering wyrmwoods has been decreased.
    • The "Kill a cow" task has been updated to make it more obvious on what steps to take to gain a weapon.
    • Trying to unequip equipment with a full inventory now gives clearer feedback about why the item was not unequipped.
    • The Burning House section of Troll Warzone now gives more clear feedback about how to unequip a weapon.
    • Burnt meat and burnt chicken have been removed from the Make-X interface.
    • The animation when the Baby troll jumps into the cannon has been smoothed out.

  7. I still can't get this [bleep]ing thing to work.

    I still get the 'Local storage access required' error.

     

    I have:

    - GTX 660 Ti Graphics card with up-to-date drivers

    - 8GB RAM

    - Version 25.0.1364.172 m of Google Chrome WITHOUT any add-ons

    - 22.52 Mbps download speeds

    - "Allow local data to be set (recommended)" is enabled in my Chrome settings

    - Accepted the Local storage setting prompt (the yellow bar) when loading

     

    I've tried:

    - Hard-refreshing

    - Clearing my Chrome cache entirely.

    - Un- and reinstalling Google Chrome

    - (Briefly) deactivating my Firewall

     

    -------------

     

    I'm out of ideas. I can run The Witcher 2 in maximum settings without problems, so it's probably not my drivers/RAM. I can't for the life of me figure out why this thing won't work.

  8. It was planned (by the quest developer) to be T60 Hybrid gear without triple damage outside the TzHaar area. Obviously that didn't fly with the combat department.

    Apparently it will get some niche use (outside the TzHaar area) after the armour reform in April. Don't quote me on it, though.

  9. I think the GFS are 700-900k street.

    If you're looking to make money, Vampyrism are currently the highest priced scrimshaws, worth about 1-1.3M.

     

    Probably should start investing scrolls into Cruelty too once the t90 range weapons are announced.

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