-
Posts
344 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Gallery
Events
Blogs
Everything posted by crazycdcm
-
New skill now said to be a few weeks after RS3 release, on 22-07.
-
03-Jul-2013 - Vorago: High-Level Boss Fight
crazycdcm replied to Saradomin_Mage's topic in General Discussion
Drops based on performance as a tank, this is awesome and hopefully a trial mechanic for any other boss. -
Given Jagex's current inclination towards revealing almost everything in the news post (note the displeasure..) we have probably 8-12 hours before all is revealed anyway. Going to stick with the theory in my previous post, that the high RC level will become an effective requirement to use this new armour. Upgrading Virtus/SS would be nonsensical on so many levels.. Let's hope my slight faith in Jagex on this situation isn't misplaced.
-
Interestingly, the various colours are going to be dropped at an equal rate.
-
I'd interpret that as a more "it's going to be hella-rare drops". Be it due simply to drop rates, or effective drop rates due to an incredibly difficult boss. Perhaps the high runecrafting level requirement is unassistable, and "binds" the now untradeable armour to you?
-
Jagex 2012 Financial Report (Sort of)
crazycdcm replied to W48 Burthorpe Unit's topic in General Discussion
Wow, accidentally lost my reply. How irritating, now I shall try to recall it.. Thanks for clarifying those points. I still maintain that though not the sole cause, microtransactions played a significant role in the profitability of the company. I had noticed the discrepancy between the time periods. Is there an innocent reason for this to be so? It's interesting the point about employees. The average cost of an employee to Jagex in the 9 month period was £3442/employee/month. Raising in the 12 month period to £3831/employee/month. For anyone wondering, £129 of that difference represents the averaged salary-rise/employee/month. -
Jagex 2012 Financial Report (Sort of)
crazycdcm replied to W48 Burthorpe Unit's topic in General Discussion
Really I don't see it - the statements are very vague, and as I noted before I'm no accountant - so was looking for you to back up what you'd said. One substantial gain on the previous year seems to be under the umbrella term "Game income", inclusive of microtransactions & subscriptions, hence my confusion and clawing for justification when you suggest microtransactions aren't the cause of the drastic increase in profits. -
Jagex 2012 Financial Report (Sort of)
crazycdcm replied to W48 Burthorpe Unit's topic in General Discussion
Yes - that's got to be it, exactly - because goodness knows that there's absolutely no difference whatsoever between "correlation" and "causation" ... :rolleyes: Care to expand on that? -
Jagex 2012 Financial Report (Sort of)
crazycdcm replied to W48 Burthorpe Unit's topic in General Discussion
I don't claim to be an accountant, nor to have much knowledge in the area, but wasn't the £9.7m figure a loss? -
Level 80 armour will become irrelevant compared to level 90 armour, because so many people already have level 90 defence, and for those that don't, it's not a huge amount of work to reach level 90 from 80. Similarly the second barrier of the cost if surpassed by many, and surpassable by more. If on the other hand the highest tier of gear was wearable at 120 defence, the level 110 defence gear would still hold value, as would the level 100, and level 90. (bomb dropped, I know.) Although it's not a plan with any expected longevity, the same problem will reoccur just further down the line. It would certainly bring more variety to the PvM side of the game, where a large proportion of people are all maxed, or very close to it. There was variety when I started PvM - "Let's take the level 116, he's only 70 defence, but he has 85 attack, 96 strength and an AGS" - "Let's take the level 226, he's got 114 attack 103 strength and 100 def, he's got a godly shadow sword, but he's also got a battleaxe of the keen, and since he's over 109 attack he can use it to its full potential with the ultimate version of its attack". Basically the gear needs to be splayed better between accounts, as it's pretty ridiculous that 30% of all accounts can use the greatest weapons there are. PS Quite love the skilling boss idea as mentioned above by Pulli.
-
Yes it does. It's an arbitrary forced requirement of multiple players. (Working under the assumption here that his 'ruin your day' attack is an unpreventable guaranteed death once charged..)
-
The climbing on him seems to be a distracting tactic, which could be an interesting mechanic. I just hope the climbing thing isn't just a superficial mechanic, ie "We should totally have people climb on bosses, let's try and find a way for them to do it", rather than "It should be a key weak spot of the boss, and players will have to be able to climb to utilise it". Unfortunately I don't hold out much hope for it being anything that isn't either mandatory for each kill, or providing an irrelevant other means to damage the boss.
-
Yes instead of going in and dying instantly, they'll go in, and die... instantly. As regards abilities to bypass the 50k, how possible is this going to be with the constraints of adrenaline? Especially as adrenaline could be force reset upon entering.
-
See if immortality required 95 defence and a hard quest or something, it would be reasonable they allow it to bypass that entry requirement.
-
Watched it thinking "great another boss whose feet are going to be real painful after the fight.." But then I saw the part where a person climbed onto its head - though this is probably a one-off tactic by the looks of things.
-
I've been wondering about this too. The other day, I was trying to explain to a friend the much more casual gaming attitude the general rs population had before the 99 capes came out, but he couldn't really grasp the difference with the current attitude. The simple fact of the matter is that the 07 players are coming into it with years of rs knowledge and years of changed attitude to the game as well. They were bound to just transpose it to 07. Hell, I'm guilty too, in just a few months I've built an account on 07 that took me like a year back in 2006. I think it's too bad we didn't get a version of RS from before the 99 capes were introduced. Then again, maybe the 99 and 200m "disease" is so embedded in the players' minds that the absence of capes wouldn't have mattered at this point anyway. /OT ruminations I believe that when originally 99s were more sparse, they were more stigmatized as signs of being a nerd - and that may have been well-founded in the then period of youthful accounts. But with the coupling of accounts aging, and skilling becoming gradually easier, the stigma for the most part alleviated. When skillcapes came along they were the final step, by making it easily observable that the people we look up to have 99s, and are actually cool, alongside providing a replicable way to emulate their coolness. I think a similar process occured with 200Ms, and in a game where showing off and impressing others is paramount, 99s & 200Ms are now just appreciated as being an efficient means to that end.
-
Your words. There's also putting the potion back on the flowers too. Or has that changed since I last played?
-
Those were your words, not mine. Anyway, there's a slight flaw in your reasoning. You're assuming constant catching, and yes in that case it is 40% (aka 7/5 btw), but only on time spent actually picking traps. Basically you can't save 2 ticks by correctly resetting a trap if there is no opportunity to reset your trap. But then again as I said, simply looking at the time lost will give an erroneous answer, as there is more than just time lost involved in this calculation. On a curious note now, you say using the action bar saves you a tick? Is this compared to pre-action bar days as well? Or what else did they change to hunter? (Haven't been a member for 2+ years)
-
I have quite a good idea what I am talking about actually. Under a simple analysis you could just add the extra time onto individual trappings on a perfect hour of hunting, ie the time lost. This would correspond to probably around 45k less XP. With more rigorous analysis, you'd want to investigate the impact of having your traps on the floor for a shorter duration throughout the hour. I said I was missing data, for example the ratio of common:draconic, and without that data I'll give estimated figures yes, but they're in no way random. I think it's better anyway than just stating that it would be equal to 85k XP with nothing to back that up whatsoever. >I can't actually back up what I said >Guess I'd better just try to demean my way out of this one
-
That's about what I got plus the 5% for yaktwee stick. Granted it's different @ lvl 99 vs up to it, but I can't really believe it would be 100k/hr more... Ofcourse There are optimal times, and perfect clicking and never messing up a single flower trap, as well as knowing which ones to get, and being in the absolutely correct spot. I suppose it's maybe possible.. But I recall the average being 220k a while ago so unless something else changed too? I am just confused... You probably hunter like Jake or like a bot (you don't run to the square where your traps are) - making you waste 1 tick per trap. Also, you might have not used action bar to lay your traps - bye one more 1 tick per trap. It adds up to a lot of ticks per hour, as you can guess by looking at your XP rate. Doesn't add up to 85k XP worth of ticks though. You would be suprised. The maths to accurately determine the exact effect is beyond me, and I don't have the right data to begin with, but I do believe it will be less than 85k. Maybe 45k under simple analysis, and perhaps 60k under a more thorough analysis.
-
That's about what I got plus the 5% for yaktwee stick. Granted it's different @ lvl 99 vs up to it, but I can't really believe it would be 100k/hr more... Ofcourse There are optimal times, and perfect clicking and never messing up a single flower trap, as well as knowing which ones to get, and being in the absolutely correct spot. I suppose it's maybe possible.. But I recall the average being 220k a while ago so unless something else changed too? I am just confused... You probably hunter like Jake or like a bot (you don't run to the square where your traps are) - making you waste 1 tick per trap. Also, you might have not used action bar to lay your traps - bye one more 1 tick per trap. It adds up to a lot of ticks per hour, as you can guess by looking at your XP rate. Doesn't add up to 85k XP worth of ticks though.
-
That mechanic was so much fun with the giant mole [/s]
-
That sounds feasible actually, and ties in nicely with the recent toolbelt upgrades...
-
Maybe for bosses... She and Aiel once outlined what a skill designed by them would be like... Think Agility xp/hr with Hunter apm and an essential suit that gives you the xp/hr. That's the first thing she'll create :P But otherwise that design sounds amazing. Proper fight really. Did the skill name being with a D? :twisted:
-
It's a great vision, but I think it's beyond RS.
