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ddaanniiellh

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Everything posted by ddaanniiellh

  1. Bothers me somewhat...especially cause I got 40 defense just to wear rune, and I'm not planning on raising my combat any further till i get 1k overall
  2. Now I just want to know if I can duel wield shields so I can be super "tanky"
  3. If you are the only one at Crandor Moss giants, the respawn rate might be able to just keep up. With 93 range and iron arrows, the 2 moss giants' respawn in Varrock Sewers just barely keep up with me.
  4. [hide=Og's Blog]Hi, In my last Og Blog, I promised Id explain a little more about the challenges we set ourselves during the Evolution of Combat development. In this blog Ill be talking about the first 3 of those challenges: making combat about skill, encouraging variety in equipment, and making it fun. In my mind, the best combat systems reward a player for truly understanding the game. If its an FPS game, its about knowing your environments, likely patterns of enemy movement, and quickly being able to choose the right weapons for the job. If its an RTS game, its about efficiency and how to adapt to enemy tactics, while being smart with your troop assignments. In essence, its knowledge. Thats part of what I define as the skill of the player in modern games, knowledge IS skill. Some can be taught; most must be mastered by the user. All this is separate from the physical speed of the user, or their ability to click faster. Right now, skill in RuneScape combat tends to be measured by things like how quickly you can switch between interfaces; odd features like prayer flashing; keeping your combat levels artificially low; or timing the click of when you eat food to avoid missing a hit. While those things are skilful (and I admire those players that have mastered those strange arts), none of them are about combat itself, or knowledge of combat. Theres nothing about what weapons to use and when; nothing about how to respond to your opponent in PvP - none of it relates to tactics used in real battles... and I think it should. Its often a case of being lucky, or just having the GP to buy the best equipment, which brings us nicely to our first point... Encouraging Variety in Equipment The general who wins a battle makes many calculations in his temple before the battle is fought. - Sun Tzu Mostly, you can take the best weapon or spell available to you and always do the best rates of damage. While we have factors like damage types (stab/ slash/ crush, for example), they rarely make a huge difference in combat, and are mostly selected due to the associated XP generation. We are changing that. Firstly, every NPC will have specific weaknesses and strengths, reinforcing the combat triangle and genuinely making a difference which equipment and which styles of combat you use to fight them. To help you identify these strengths and weaknesses, we are adding a combat tab that shows you exactly what your target is all about. That applies to PvP and PvE combat and will show you any potions, abilities, effects, prayers and weaknesses affecting you and your opponent. Fighting NPCs will require you to take the right gear, not just rely on your standard setup. The best fighters will need to plan. Secondly, several of our brand-new basic, threshold and ultimate abilities are not only bound to the method of combat youre using (melee, magic or ranged) but will have equipment requirements to use: so, defensive abilities will often require the use of a shield, or ranging abilities the use of a bow, for example. Thirdly we are de-coupling XP generation from the type of weapon you are using, so youll be able to choose what sort of XP you generate rather than having it chosen for you. This means, for example, that players will be able to train strength with an abyssal whip. All the xp modes still exist, youll just be able to select which one you wish to use. We are also adding a new defensive only mode to magic. Making Combat More Fun We are doing several things to add more OMG moments to combat. The new ultimate abilities are - frankly awesome, and everyone in the office is amazed by what the graphics team have achieved. Its been a pleasure to see these ideas come to life: huge tidal waves cascading from the mage; explosions blasting your opponent from afar; massive aerial bombardments from the ranger; a rain of arrows pinning your target to the ground; cleaving blows from the warrior, so big that they rupture the very ground around you; or calling great destructive meteors from the sky. Theres a real plethora of choice, too, with over 20 abilities to pick from within each combat method. We are also adding critical hits to combat, to add a new dimension to damage with crit-hit splats. Overall, your rate of damage will be massively increased. Of course, its not all about how hard you can hit things. Maximum life points will be raised by the armour youre wearing, so life points will effectively increase by over 15 times of previous amounts for defensively geared players, with a 10 times increase for those equipped with offense in mind. Currently, a common source of disappointment is being killed very quickly in PvP with little chance to react. With larger life pool, players will be encouraged to think tactically rather than relying on lucky, big hits. Making Combat about Player Skill To bring us back to the idea of gaming skill that I was discussing at the beginning of this blog, we are building a system to reward the player who makes good use of their knowledge and understanding of combat. Those players who truly master the new abilities, equipment rebalancing and target-strengths and weaknesses will find new rewards from the game not only in terms of fun, but also in treasure and progression. Players who master the system will have the best XP and GP rates available through combat. Naturally, there are several aspects of the game that need rebalancing in order to achieve this sense of reward. Things like healing via food have been modified to relate more to the new and increased life points of the player; potions and prayers are being modified to allow for high-level features in the future; and massive changes are being made to encourage players to train all combat skills, including the neglected Defence skill. More information on that will follow in a later blog. As mentioned previously, the action bar we are adding to the game allows the player to quickly access the features they want to use, rather than force them to navigate between tabs to find them. This means more time engaging with combat itself, not the interfaces that contain the right buttons. Players will load the 12 slot action bar with all the abilities, potions, food, prayers, spells etc they want to, and have all the features they wish to use in one place. Its really easy to set up your action bar and define your own hotkeys to access the bar, and once defined it can be locked, remaining the same until you decide to change it. Players will also have access to multiple action bars, so you can define your optimum setup for whatever situation you find yourself in, even outside of combat. The abilities we are adding give the player a wealth of choices to use in PvE and PvP combat, and the way those abilities relate to each other will bring a new sense of tactical depth to the game. Its shaping up to be truly jaw-dropping. More Og-blogging next week! Mod Mark (Og) Lead Designer RuneScape[/hide]
  5. Except that max lifepoints will be 15k+ The exact wording says: "...so life points will effectively increase by over 15 times of previous amounts for defensively geared players..." So I don't believe that max lp would be 15k. I think it's saying the increase is going to be up to 15x the amount of current armour's lp increase. Which is still none-the-less a lot (6k lp increase if it's 15x higher than Nex armour).
  6. Me too, got 99 att, str and def for this purpose.....and of course 99 hitpoints.. [Edit]: Mb, just found out everyone got one.
  7. Thank goodness for the rule updates. I haven't posted on here for a while (been reading just to see whats going on), mostly because of the amount of trolling going on in different discussions, that even if a real discussion happens, it quickly gets overwhelmed by stupid or nonsensical comments. Hopefully I'll be posting a little more now, given that the amount of spam/trolling goes down ~Dan
  8. Trading cut gems for uncut gems. Free crafting xp ^_^ ~Dan
  9. That shouldn't matter, it's a credible source and it should be cited, no matter who it's written by. Along with this, both the websites and the scientific papers are both written by Humans, and should therefore be held to the same standards. However, we're kinda getting off topic, if you want to, we could continue this via PM. On topic: As a blog writer, it definitely hurts to see these things happen, anywhere. And I definitely support this! I <3 your site btw, I've normally end up going to it whenever I see your posts. ~Dan
  10. However, you also have to realize, if these old sites were never here in the first place, the newer sites would not have their content. This is what makes citing so important, to acknowledge that you're not the great know-it-all (which if you have ever read a scientific paper or any major publications, you can see the pages and pages of sources at the end). ~Dan
  11. That's like arguing, just because everyone else steals things (or so I assume), I should do it. All in all, plagiarism is bad not good, whether or not other people do it. ~Dan
  12. I think you're missing the point. It doesn't really matter whether or not people are looking for old history, or where, but rather the newer websites are taking credit for the old information which wasn't theirs (like how you have to cite your sources in a paper), and so it is blatant plagiarism and in several ways disrespectful to the original writers of these pieces of content. If the newer sites were citing their sources, then it's perfectly fine, but to have someone copy your work without any credit at all just sucks. ~Dan
  13. [hide] Too many people like to judge others by their appearances. I always wear studded body and studded chaps when I train non combat skills, and with an air tiara (plus those boots and gloves from stronghold, and ghost speak necklace). When people saw my outfit, they would often ask me, "why is a lvl 124 wearing such a nooby outfit, did you get hacked or something" or "wheres your trimmed armors". That being said, my usual reply is: I am just training a non combat skill, not running for Runescape Next Top Model (plus I can't wear them anyways). Unless a random event boss monster appears (which they don't anymore, shame, or else I would wear full Monk robes), it's totally impractical to wear such heavy or extravagant Armour (plus I don't want to stand out, people usually stay quite until they hover their mouse over player and noticed a bright red lvl 124 among the crowds, and next thing you know, a series of comments ensues). [/hide] I totally agree with this, for me, making my run energy last longer is more important than wearing fancy trimmed armour...which really isn't that much either way.
  14. The 3rd Age Plate I got a long while ago was quite exciting, I didn't even know what to do. Similarly, first whip, first D boots, were also quite exciting, similarly with first GWD drops. Now-a-days, only thing that gets me excited is actually getting PVP drops (since I suck at PVP + being on f2p). ~Dan
  15. They just created a new boss monster to represent 3 of them at a time to same some space =p ~Dan
  16. Didn't stop me, it's more of an incentive not to subscribe again and waste too much time on Runescape again. ~Dan
  17. I agree! I did that quest at 60 Agility. In all, it took me roughly 8 hours to do that quest. <_< I think I did that quest at the minimum possible agility (I think 50 something), and I swear, I wanted to rip something apart haha. ~Dan
  18. You could try fishing lobsters on Karamja (Noting the lobs), or you could mine and superheat mithril, it's not fast, but it's pretty decent money. ~Dan
  19. Not anymore http://forum.tip.it/forum-21/announcement-39-updated-runescape-cache-policy/ ~Dan
  20. I enjoyed most of 99's a lot...except for Fletching (don't know why), but generally when I go for a 99 skill, it's because I enjoy the skill, not because I want it for bragging rights. ~Dan
  21. Ouch.. Rambofail. 'Least he didn't lose divine and green phat :rolleyes: Doesn't imbued items protect over the shields? or at least I think that's an imbued ring
  22. First legit kill I've gotten since Bounty Hunter came out: ~Dan
  23. Back in my days, cook-x didn't exist, and cooking was actually profitable. <_< ~Dan
  24. When I hear "one," it doesn't feel directed towards the reader, it is rather directed towards the general public, when someone uses "you" in their writing, it speaks directly at the person reading it. At least this is how I see it.
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