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keruly

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  1. I just added this to the first post but I'll make a post too as a kind of bookmark for myself, and a free bump. So, I've been taking a break from runescape lately. I'm glad the guide is still getting positive responses and I'll still check occasionally to make sure all the images are up, etc. If anyone poses a question to me specifically I won't be around to respond quickly though. If it's a question about blocking maybe someone else will be able to answer it in the thread.
  2. The fact that arrows become public is part of the game and there's nothing unfair about it. I'm lucky enough to have plenty of arrows myself so I don't steal other people's, and I don't sweat it if someone takes a few of mine. If I'm ranging something that takes long to kill so my pile becomes public AND there's someone consistently taking them AND if the arrows are worth something to me, THEN I'll just try to pick up my pile mid-kill if possible, or switch worlds. More often than that I'll actually be bothered by someone picking up my iron arrows and trying to trade them back to me every 2 minutes. I appreciate the thought, guys, but I was dropping them because I didn't want to waste time! :XD:
  3. I agree that the bank needs improvement. It used to be fine but since Jagex keeps adding new items and growing the bank it's become hard to keep track of everything. This idea with categories seems nice at first, but I foresee players spending as much time organising and sorting their categories as we do now, sorting our items in the current bank. Not to mention it's very complex. For a very basic system that everyone has to use it's best to follow the KISS rule: Keep It Simple, Stupid. The idea I've had for a while is more along the Gmail approach to filing: search, don't sort. I just want a 'Find' button that pops up a dialogue, and then it can work one of two ways. 1) As you type the view jumps to the first matching item, and a coloured outline could hilight the matching item. This is kinda like the Firefox 'Find' bar. There would need to be a 'Find Next' button to be most useful. Or 2) As you type, items that don't match the text are filtered from view so you only see items that do match. I.e. you type "amulet" and it would show all items with "amulet" in the name. I personally like this better. There are many advantages to a text-based search function. It's simple and easy to understand, since many other programs have search functions. It would be easy for Jagex to add, there's no need to change any of the backend system like categories would require. Finally, it might teach people how to spell "scimitar" properly. :wink: Oh well, my idea is bound to get buried in an 80+ page thread, but whatever.
  4. Merchants... I'm another one who likes actually playing the game, not standing around spamming the chat trying to sell things. It annoys me when merchants buy an item off me then turn around and start immediately start selling it at ~20% more in the same place. It annoys me more to think that they'll probably actually sell it and make profit when I was the one to get the drop. Not to mention lots of people who "merchant" are really walking the fine line next to item scamming. A merchants job is to take as much of the buyer's money as they can manage, after all. It's not the merchant's fault if the other party doesn't know the value of an item. -.- But it's really merchants chat spam that bothers me the most. Whether by autotyper or by hand, my rule of thumb is if someone fills up the chatbox without anyone else speaking, they go on ignore. But, on the other hand, I know that I don't have the patience to sell high and buy low. Honest merchants are just making money by spending time and effort on an activity that I don't enjoy. So I try not to look down on them too much, even though their practices often upset me.
  5. Running and praying and teleporting are also fair game. If you don't like it, teleblock and snare them like they do to rcers. :P I've been pked while rcing there a few times. My strategy is to take along a dose of prayer pot. When they start attacking I drink that, protect my glory and protect from mage to help make their snares/freezes fail, and I run. Last time I was killed it was by a guy with 95 mage wearing Ahrim's who entangled right through my black dhide + prayer + good mage/def levels. It also took him two tries, since I'd gotten away from him the first time an hour before. He earned that kill fair and square, got my dhide (I can craft so no big deal) but didn't get my glory. I used the glory to go back right away and get my pouches. Using house tablets never occured to me. That's a good idea. I think the 'extra step' of going through my house every time would get annoying though. Also, the glory may not need charging but you need to make lots of tablets. Another way of not risking a glory is to use dueling rings instead. Use them to go to castle wars, take a glory from there to return to edgeville then bank the glory before hitting the wild again. The extra steps also bothered me here, but it works if your construction isn't very high.
  6. Hah! one stat that may be of interest to people who are used to running everywhere: the black mask weighs 20kg!!! Even though my loadout was pretty ordinary, I just happened to notice that my weight carried was almost double the usual. I went to a bank and started depositing junk, not believing that it could be the mask, but in the end it was all I had left and I still weighed 20kg. :lol: If this is supposed to discourage people from wearing the mask just for fashion, well it probably won't matter to most people, but it certainly works for me. Hilarious.
  7. Thanks everyone for more praise and adoration. My ego loves you! :wink: I subscribed to members again a while ago. I had said I intended to play with Damis and try to block him with a partner, but I have to admit I already went and finished the quest by myself. :oops: Thanks anyway for having volunteered, Roglord! Thanks for the add. I'll certainly keep an eye on the pics. As for my plans for the guide.. My stock of ideas for adding to the guide hasn't completely dried up, but since I've been catching up on all kinds of p2p stuff lately (and just being lazy) this guide has been put on the back burner. I still think all the important stuff is already in it anyway. Comments and suggestions always welcome. One of the 'p2p things' on my list is to get a fire cape. Safe spots are old hat, I won't cover them, but one of the tricks to use against Jad's healers is to line them up single-file so only one attacks you. I might add a short section on how to do that, if it's as simple as I think it is.
  8. Heh, it sounds anti-social but I also like the quiet. Sometimes I turn off public chat (to shut out some annoying trash-talkers while fishing for example) and then forget about it. I'm doing my thing, being really productive, it feels good... until I realise I haven't seen anyone speak for hours. :? But my very best times have to be the quests Monkey Madness and Mourning's End Pt 2. I did both on their release days and without any help, which I don't usually have the time or patience to do, so they were really satisfying and fun to do with the zero-day pack of people.
  9. I haven't even started construction yet (and frankly with all the bugs I'm kinda scared to for at least a few weeks) but I planned this house based on everything I've heard from others: Upstairs is just a skill hall, but I can expand in 3 directions. Could move the bedrooms up there, but there's no reason. Basement is also just an oubliete. I might want to expand later but dungeon rooms don't excite me much. Pros: - All rooms (except throne) connected internally, 1-door access. - Chapel/portals/quest hall close together and near entrance for fast praying and leaving. - kitchen/dining/workshop close together and near entrance for skill training. - Study not far from kitchen -> wet clay for tablets - Follows a mostly 'reasonable' layout. Entertain guests in lower right, personal space to upper left - Little demolition and reconstruction needed while leveling. The study can be a parlour at first (cheap). Cons: - Workshop is kinda awkwardly placed next to entrance but doesn't connect. PS. Thanks tefda for your POH designer. I cleaned my pic up in MSPaint a bit but it was very helpful.
  10. That's an excellent question, and to be honest I forget the answer. I know that a monster will sometimes choose to attack the player with the lowest remaining hit points, but I forget all the circumstances surrounding that, and I don't know what happens in the context of blocking, etc.. I don't want to start guessing blindly either. I'll have to research that in detail sometime. Anyone else know the answer? Thanks for the question. :)
  11. I myself haven't done DT yet, and my def should hold up, but sadly I'm purposely keeping myself f2p for a while. Damn that Real Life getting in the way. I'll try to look you up whenever I get back into it though, thanks! I'm glad to hear that the reports of damis being 'unblockable by friends' may be exaggerated. I can think of ways to make it inconvenient, like giving the monster range or mage abilities (the KQ and other 'trophy' monsters) or filling the room with aggressive underlings in single-combat area (the wild dogs in brimhaven dungeon.) Or you can put the monster inside a room that can only be entered on a quest... But I've never seen a monster that breaks the rules in this guide. Except, I just remembered, I hear that abyssal demons always teleport to be next to you, which would make them impossible to block. That would be a real exception, since that breaks the rules of how normal monsters move. Hmmm...
  12. Aww man, you beat me! I also bought mine when they were rare and worth millions, and when millions was Big Money. I still only have the one r2h. I haven't used it since RSC but I can't bear to part with it.
  13. Bumping for the second half of the guide I just added. I can't say for sure that it's finished but at least I can't think of more to add. Comments are welcome. If you think I got something wrong or if you know some detail you feel should be added, by all means let me know. Also, I've heard of some NPCs that can't be blocked by a friend, like Damis and the Barrows spirits. I never got around to trying these, and I'm f2p now. Can anyone give me a clear explanation as to why they don't work? I'm not sure I want to start including unique exceptions into the guide, but you might say I have a professional interest in this. :)
  14. Original discussion topic (can post replies): http://forum.tip.it/viewtopic.php?t=470834 A Guide to Advanced Monster Blocking I've been contemplating a guide like this literally for years. I'm sure there are others out there who know how this works but I never see anyone using these tricks. Most people only know popular "safe spots" like the ones in this long (and excellent) guide to safe spots. But that only covers the popular spots. If you enjoy blocking all enemies, big and small, and enjoy finding new spots to block monsters just for fun, this guide is for you! Though written for rangers at first, mages and hally users can use this guide too. In fact a halberd will work for EVERY block in this guide. The techniques deal with movement, positioning and how to control monsters, not long-distance attacks. So here we go with the course: Advanced Blocking. The Basics Run, don't walk. No, it's not because we're afraid of getting hit. We run because we can move two steps before the monster moves one. This has a huge impact on the directions we can draw the monster. Know which axis is which. By "axis" I mean either N-S (north-south) or E-W (east-west). Monsters move differently along each axis so what works in one direction will often NOT work in the other. After a while you'll start remembering by reflex which way is north in a room. All images below have north at the top unless stated otherwise. Floor. Stuff you walk on. Good ol' rocks. This represents any kind of obstacle you can shoot over. Solid stuff like walls that you can't walk or shoot through. Our hero. A generic monster. Part 1 - Using Corners Monster movements Small monsters: (Monsters that occupy a single square.) When attacking they will always try moving towards you diagonally first before moving rectangularly along the axes. If they hit the point of a corner while moving diagonally they will always try moving E-W first. Large Monsters: (4 squares, 9 squares, etc.) Large monsters cannot move diagonally at all. They will always move E-W first until they hit something or until they are lined up directly N-S of you. Furthermore, when lining up they will always try to line up their south-west square with you. Try thinking of the S-W square as the "core" of a large monster and the rest of the squares as baggage that can get caught on things. You'll notice this is the square where your arrows always fall, and where the drops appear when killed. The Corner Rule KEY POINT. This is a great exception to the rules of movement above and it is the key to most of these advanced blocking techniques. Any time an attacking monster is 1 step N-S and 1 step E-W (so, directly on one of your corners) it will ONLY want to move E-W. Even if the E-W direction is obstructed and the N-S direction isn't, it will NOT move the 1 step N-S to reach you. This is what makes monsters seem to get "stuck" on corners when chasing you. If the corner is made of something you can shoot over, you can safely range the stuck monster. Note, they won't stay stuck if they're more than 1 diagonal step away from you. Stay right next to the corner. Examples: This long clump of rocks seems cumbersome at first if you only try shooting straight across the whole thing. However any monster that hits the side when approaching you will still get stuck on the corner. Rangers in the Canifis bar, stop running round and round the tables endlessly and use the corners of the stools, please! You make me dizzy!. [EDIT] The corner rule works even better on large monsters. If even one of his squares is obstructed then the whole monster can't move E-W, and it will also not want to move N-S. Using this, you can shoot large monsters stuck even on corners made of solid walls, because there is nothing actually between you and the monster. Note the one square of space between you and the wall. Fixing Botched Pulls Many places are considered bad ranging spots because a safe spot is hard to hit right, and if you mess it up you have to eat the damage because "running to the other side of the rock" doesn't work. By moving and dragging the monster around a bit it's often possible to get a different block. You may even find that "botching" the pull on purpose and then fixing it is easier than trying for the obvious block! Oops, missed this shot. This clump of rocks is too wide to run across to the other side without the monster following you, and because he approaches E-W the monster doesn't get stuck on the corner. Solution: draw the monster down to the proper side of the corner, then run up through him. Because you run two steps before he can move one you'll pass through him before he can back up. Then use the corner. If done quickly you shouldn't take more than 1 hit. Similarly, if you were trying to get him stuck on the corner and miss like this, you can fix it by running back and forth through the monster, drawing him one square upward. New problem: the rocks are still too wide to run across and now we can't pull the monster down. There is a spot similar to this in the Jellies room in slayer dungeon. Solution: by running two squares to the side we put enough distance between us and the monster so that it moves diagonally onto our row. Once the monster is against the wall we have a few options. Using what we already know, move north one row and move back over 1 step at a time. By moving 1 step at a time the monster never gets farther than our corner, so it won't move diagonally away from the wall. It'll move straight E-W along the wall until it gets stuck on the corner. But there's an even faster way that works in this particular case: 1 click! This only works because of the exact shape and timing of this situation. When we run we take 2 steps before a monster moves. Watch the path that the player takes and you'll notice that after exactly 2 steps we are on the monster's upper corner: just where we want to be to draw the monster to the side. So it moves sideways while we finish moving over the corner, completing the block. Thanks to this path and timing, this technique is almost as fast as pulling the monster down and running through it. These screenshots have south at the top, but the n-s/e-w axes are the same so it shouldn't be confusing. Once you get a feel for how monsters move and for recognising useful corners you'll start finding opportunities almost anywhere. Part 2 - Using Other Players Players as obstacles Trampling: Why do monsters sometimes bump into players and other monsters, and sometimes walk right through them? Basically, a player that is standing still is "solid until trampled by someone else." Once you are trampled you stay that way until you move again. How exactly do you become trampled? It happens when another player or monster steps OFF the square on which you're standing. (Next time you pickpocket NPCs, notice that many players can have an NPC trapped in a nook, until 1 person leaves to get food. When he steps off he tramples everyone else on the square and the NPC walks through them all and gets away.) The following will trample you: - Another player running through you - You standing on a player or monster and them stepping off you. - A monster spawning under you and stepping off you. Cutting corners: One thing that looks like trampling but isn't: another player can cut diagonally across one of your corners. It will NOT trample you because they never actually stepped on your square. This is not obvious because monsters will never cut across a corner like that unless you're trampled. Trampling monsters: Monsters are subject to exactly the same rules as players in regards to trampling, and they can be used to block other monsters unless they've been trampled. Trampling large monsters: The same rules still apply, but each square of the monster is trampled separately. This means you can run across a large monster, trampling 1 or 2 squares, and still use its remaining squares to block another monster. Player Movements The path a player takes when you "walk here" is precalculated when you click, and the full algorithm is much more complicated than the movements of a chasing monster. For now we only care about one aspect: players prefer to move rectangularly first, then diagonally. I.e. the opposite of monsters. Movement Techniques Now that we know about trampling it's easy enough to attack monsters from behind your partner, just being careful not to trample him when moving around. But what if you're already being attacked? The following moves all stem from what we already know, but we'll spell them out here to help recognise them later. Corner block: Simple corner block. Your partner blocks the monster's E-W axis. Of course, this still only works along the same axes as any corner block. Diagonal step block: Cut across your partner's corner, then it's just a matter of monster movement. It can't move diagonally so it chooses to move E-W. This is another direction-dependent move; you start E-W of your buddy and finish all lined up N-S. Knight's move block: This L-shaped movement is like a knight's move in chess, but remember that Runescape players always make it with a rectangular step first, then a diagonal step. The diagonal step cuts across your partner's corner. Somewhat uniquely, this move works equally well along either axis. Thanks to 313sephiroth who was willing to stand still for the screenies. :wink: Those with sharp eyes will notice that if you do this move with two separate steps it still works, in either direction, because it becomes one of the two techniques above. Why bother calling it a new move? By running the 2 steps, the monster doesn't get a chance to move to the side at all. This will be important next section. Large Monsters: Because of their bulky size, large monsters are generally much easier to work with. If you remember that its s-w corner is drawn to you and know how a large monster will move, you can get the beast snagged on your partner in no time. Many ways to use the corner rule also leads to some neat-looking blocks. This is only one example of many. Moving anywhere rightward will pull the monster straight against P2. Moving one downward makes use of the corner rule. You can always just drag your monster around your partner until get a block, but if you're fighting something dangerous you will want to know at a glance how you need to move. Practice with easier monsters, and concentrate on moving around your partner quickly without trampling him. It's easy to click on the wrong square in the heat of the moment. You don't even have to practice with a friend; I use random meleers in the room while I'm training, just to liven things up! :D Pairs Blocking Things can get boring for Player Two (P2) serving as obstacle. If P2 is a ranger or mage he can attack a monster without moving. But if P2 flubs his pull, or if both players are already under attack, you can still work together to both get blocks by using the techniques in the previous section. There are many ways to do this and they all feel the same after a while, so I'll only give these guidelines and a few examples. #1) P1 is the first person to get a block and should always block using P2's monster, not P2 himself. The reason for this is P2 cannot move if his body is being used to protect P1. #2) Since monsters are used to block, you must not trample them by accident. To un-trample your monster just move around so it moves to follow you. #3) Once P1 has a block using P2's monster, P2 can always find a block with 1 knight's move. There are usually other options too, but unless you're too near a wall a knight's move is always a possibility. Be aware that when one monster is killed the structure will usually collapse, and the player who isn't finished starts taking hits again. Hopefully this isn't a big deal. If it is, the one who kills first should be nice enough to get into position (or just stay still) so the other player can reblock and finish his kill. Obviously pair blocks are quite unstable and are mostly for fun while training, or for a fun challenge. Be very careful if there's a chance of dying. Examples: I like this one just for the symmetry. You're done after the first set of moves, but can straighten out to a line if you want, or even move next to your partner. Here's a case where P2 MUST use a knight's move, either north or south. Anything else would make his monster move (or would trample someone). Screenshots may be added when I find a ranger bored enough to join me. Large Monsters Once again I'll leave this as an exercise for the reader. It seems complicated to have two large monsters being pulled in close proximity, but there are even more possibilities than with small monsters. You can even run through each other's monsters, partially trampling them, and still use them for blocking. I hope I haven't made the information needlessly complicated. In retrospect it looks less like a "guide" and more like a "textbook". :wink: But you only really need to get the gist of it here. If you only know about the corner rule and trampling (and for large monsters, that their s-w square is their core) you can figure out all the moves for yourself while playing. It adds an element of strategy and puzzle-solving to boring "point, click, fight" combat. Sep 08, 2006 So, I've been taking a break from runescape lately. I'm glad the guide is still getting positive responses and I'll still check occasionally to make sure all the images are up, etc. If anyone poses a question to me specifically I won't be around to respond quickly though. If it's a question about blocking maybe someone else will be able to answer it in the thread. Jan 13, 2007. All images now on imageshack. No change to text so not really an "update". I'm still away from rs but I'm glad this guide is still around in the AOW and helping folks. Last edited by keruly on Sat Jan 13, 2007 6:33 pm; edited 9 times in total
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