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Mil

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Posts posted by Mil

  1. It's not effective to get killcount, and 10 is definitely not worth it. The time saved by not getting KC could earn you a lot more than the occasional racks and runes you get.

     

    Barrows items is dependant on barrow brothers KC as you said. Barrows items are what one should focus on when going to barrows :)

     

    Whether or not killcount matters was not the intended purpose of this topic :). The OP merely is sharing information of the new drops from barrows after the RoW update.

    That said, a lot of people get a killcount because they want to, or because they use Guthan's set to heal up.

  2. @OP:

    If you don't know the reasons of why people buy Mac's, and know very little about the operating system, just stick with what your used to and get a nice windows laptop.

    It pains me to see people these days get a Macbook and have no idea how to make good use of it, and ask the most stupid questions about how to do stuff on it. You should really only get a Mac if you have a strong reason to switch from Windows, and are educated in the fact that Mac OSX is different to Windows.

  3. http://services.rune...h-to-13th-march

    We're happy to announce that an extended Bonus XP Weekend will be running from the 11th to 13th March 2011! Members should stock up on planks, potion ingredients, raw materials and more in preparation to get the most out of the three days.

     

    Once the Bonus XP Weekend begins on Friday 11th March, the XP modifier will come into effect for all members. The modifier will begin at x2.7 the rate of XP you would earn from standard training activities, and will drop to a new multiplier every 30 minutes of game time. The table below should help with any preparations you want to make:

     

    • 0-30 minutes: 2.7x
    • 30-60minutes: 2.55x
    • 60-90 minutes: 2.4x
    • 90-120 minutes: 2.25x
    • 120-150 minutes: 2.1x
    • 150-180 minutes: 2.0x
    • 180-210 minutes: 1.9x
    • 210-240 minutes: 1.8x
    • 240-270 minutes: 1.7x
    • 270-300 minutes: 1.6x
    • 300-330 minutes: 1.5x
    • 330-360 minutes: 1.45x
    • 360-390 minutes: 1.4x
    • 390-420 minutes: 1.35x
    • 420-450 minutes: 1.3x
    • 450-480 minutes: 1.25x
    • 480-510 minutes: 1.2x
    • 510-540 minutes: 1.175x
    • 540-570 minutes: 1.15
    • 570-600 minutes: 1.125x

    Summoning XP will be boosted by a set percentage of 10% over the course of the four days; all other skills will follow the schedule noted in the table above.

     

    To get a clearer idea of what actions will and will not be modified by the Bonus XP Weekend, and for more information in general, please read this developer blog.

     

     

     

    [spoiler=DevBlog]

    From Friday 11th to Sunday 13th March, we will be running our third Bonus XP Weekend for RuneScape members. We've put together this blog as more of an FAQ to answer any questions about the weekend and we will be around on the forums to answer any further questions that come up.

     

     

    What exactly is a Bonus XP Weekend?

    As the name implies, there will be the opportunity to gain extra XP for standard training activities over the course of the Bonus XP Weekend.

     

     

    When will this be happening?

    The event will begin at 12:00PM BST (noon) on Friday 11th March and will run until the end of Sunday 13th March. These times are a rough estimate, but we will put a newspost out as soon as the event starts.

     

     

    I don't use BST (or GMT)! Tell me what time this will be in my country.

    Please use the handy and helpful Time Conversion Thread to work out the time of the event in your region.

     

     

    How does the bonus XP work?

    When you log in over the course of the Bonus XP Weekend, you will receive a multiplier on any standard training activity you perform as you play. This multiplier will begin at 2.7x what you would usually earn for any "normal training" activities (see list below), and will decrease every thirty minutes of game time until it reaches 1.1x, at which it will remain for the rest of the Bonus XP Weekend.

     

    Here is what the multiplier will be for each thirty minutes of in-game time:

     

     

    • 0-30 minutes: 2.7x
    • 30-60minutes: 2.55x
    • 60-90 minutes: 2.4x
    • 90-120 minutes: 2.25x
    • 120-150 minutes: 2.1x
    • 150-180 minutes: 2.0x
    • 180-210 minutes: 1.9x
    • 210-240 minutes: 1.8x
    • 240-270 minutes: 1.7x
    • 270-300 minutes: 1.6x
    • 300-330 minutes: 1.5x
    • 330-360 minutes: 1.45x
    • 360-390 minutes: 1.4x
    • 390-420 minutes: 1.35x
    • 420-450 minutes: 1.3x
    • 450-480 minutes: 1.25x
    • 480-510 minutes: 1.2x
    • 510-540 minutes: 1.175x
    • 540-570 minutes: 1.15
    • 570-600 minutes: 1.125x

    Your bonus XP rate will NOT decrease if you are in the Lobby or if you are not logged into the game, so do not feel pressured to play continuously. The XP button next to the mini-map will change to an XP+ button for the duration of the weekend, so you be able to keep track of all the extra XP that you are earning.

     

     

    What activities will earn me bonus XP?

    Normal training activities will earn you the bonus XP. Every fight, log cut or hunter trap you lay will grant you a multiple of the XP it would normally give. Typical training activities for each skill (not an exhaustive list):

     

     

    • Attack and Strength - melee combat
    • Ranged - ranged combat, Circus
    • Magic - magic combat and other spell casting (e.g. enchanting jewellery, alchemy, teleporting), Circus
    • Defence and Constitution - from all forms of combat
    • Agility - completing courses, using shortcuts, Circus
    • Construction - building furniture in your POH
    • Cooking - cooking food on range/fire/spit
    • Crafting - crafting pots, armour, jewellery, battlestaves, blowing glass
    • Dungeoneering - completing dungeons~
    • Farming - weeding, planting/harvesting crops, checking tree health (even on trees grown before Bonus XP Weekend)
    • Firemaking - lighting fires, burning evil tree roots, lighting beacons, burning shades
    • Fishing - catching fish
    • Fletching - fletching bows/arrows/crossbows/bolts, etc
    • Herblore - cleaning herbs, mixing potions (including finishing off unfinished potions)
    • Hunter - setting/checking traps, butterfly/bird/impling catching, falconry
    • Mining - mining ores/gems, mining shooting stars
    • Prayer - burying bones, burning shades
    • Runecrafting - crafting runes at any altar (including ZMI/Ourania Altar), combination runes, crafting tiaras
    • Slayer - doing Slayer tasks
    • Smithing - smelting ores, smithing metal bars
    • Summoning - infusing pouches, summoning familiars*
    • Thieving - pickpocketing, thieving from chests/stalls, Pyramid Plunder
    • Woodcutting - cutting trees/evil trees

    ~The bonus XP multiplier will be applied after all other Dungeoneering modifiers. The tokens you earn from a dungeon will be based on the actual XP you receive from a dungeon before the bonus XP modifies it. Dungeoneering tokens will still only be worth 1XP each if traded in with the rewards NPC. For example, if you complete a dungeon while the bonus XP modifier is at 2.7x and get 10,000XP and 1,000 tokens, you will actually receive 27,000 Dungeoneering XP in total, but still only 1,000 tokens.

     

    *Due to the nature of how the Summoning skill is trained, it will receive only a flat multiplier of 1.1x for these activities over the course of this entire Bonus XP Weekend.

     

    http://services.rune....ws?post_id=114

     

  4. Yeah, just tested this :(

    It's very strange that a new browser would go backwards in that sense...pretty sure the IPB guys coded their drop downs just like millions of others so it's strange to see this behaviour. I'm not sure that there is an "easy" fix or solution...really the solution is for Microsoft to fix their browser I think.:unsure:

    But you say it does not happen on other forums with the same default skin? Maybe that's a hint to what's causing this problem.

  5. I realize all of that, but they've been right about quite a lot of stuff today.

    Anyway, small price to pay to get info out immediately. It'll take Tip.It likely 2 weeks to have the same stuff (with the same accuracy) that RSWiki will have after 2 days...

     

    2 weeks?! Tip.It is usually one of the first fansites to have a detailed guide out on new updates in, at most, a few days, and seeing as RSWiki is merely a wiki and not a fansite, I'd say they do an extremely good job. :thumbup:

    Also, there's a lot of helpful users on the forums that do their part by submitting info and posting screenshots. :smile:

  6. http://services.rune....ws?post_id=111

     

    Launch date - 4th January 2001

    When we launched RuneScape (what we now refer to as Classic) back in January 2001, the game was very small and there were lots of things clearly missing, so we called it a beta launch. The four corners of the world were Lumbridge swamp, the Wizards' Tower, the Jolly Boar inn and "Ghost Town". Ghost Town was a small deserted ruined town with a couple of ghosts in it, which later got revamped and became Edgeville.

     

    Even that small area was much sparser on features than it is today, and Draynor Village didn't exist at all. Oh and there were no banks! There were six quests on launch: Cook's Assistant, Demon Slayer, Restless Ghost, Romeo and Juliet, Shield of Arrav and Sheep Shearer. We passed a peak of 30 simultaneous players on the first day, which we were happy with!

     

    At the time, the full-time staff consisted of just me and Andrew. Andrew wrote the main RuneScape game engine and created a special RuneScape scripting language called RuneScript, so that we could create content for the game relatively quickly. I was mostly writing quests and skill additions in RuneScript, and creating the RuneScape map using the map editor Andrew had also created. Our other brother, Ian, was working on graphics for us part-time while studying for his A-levels, and we roped in other people for some small bits and pieces.

     

     

    Launch of Asgarnia - 6th April 2001

    The kingdom of Asgarnia was our biggest update up to this point, which included Falador, Ice Mountain , the Dwarven Mine, Port Sarim, Rimmington and four new quests . Players could see developments of the new kingdom on the other side of a fence, so this was a highly anticipated update. When we launched it, lots of players logged on to play and we passed 1,000 simultaneous players for the first time.

     

     

    Control changes - 2nd May 2001

    In the first few months we made lots of fundamental changes to the core of the game, trying to get the gameplay right, and this update was one of those changes. It used to be that you only had two options for interacting with things in a square - one with the left mouse-click and one with the right mouse-click - so, for example, a door was left-click to open and right-click to examine.

     

    If there was a pile of things all in the same square, then you simply couldn't interact with lower priority things. Unsurprisingly, this often didn't work very well, for example, if someone died and then two players stood on their items, then no one was able to pick up any of the items, because the players were a higher priority for interactions. We changed it to the now familiar system of having all the options appearing on a menu when right-clicking.

     

    This change was viewed by sections of the user base as controversial. Suddenly, things that previously required one right-click now required a right-click followed by a menu selection. People ranted that extra clicks were slowing down some skilling activities. We tweaked a number of areas where this was particularly a problem, but, after a while, people generally got used to the new system.

     

     

    A whole new world - 9th May 2001

    RuneScape got its second world server, and we took the decision to let all characters be playable on both servers (rather than having to create a different character for each server, as some other games choose to do ).

     

     

    Plans for members - September/October 2001

    We had originally planned to run RuneScape entirely for free and earn a living from advertising banners. By the time the game was launched, though, the 'dot-com bubble' had burst and internet advertising was not paying as well as it used to. We managed to run the game for free for a while anyway, but it just kept getting harder and harder to find banners that gave us any sort of decent money. It got to the stage where we needed to do something or we'd have to close the game.

     

    We'd seen other free games go entirely pay-to-play and subsequently destroy their own communities. We didn't want to do that, so we decided we'd create a members' version so people could pay us for extra content, but could carry on playing for free if they wanted.

     

     

    Founding of Jagex Ltd - 1st December 2001

    We'd actually been operating under the name Jagex for some time, but we were still self-employed. With plans to launch a membership service, we wouldn't be able to do everything that was needed on our own; we needed to set up a proper company and employ staff. We had no experience of doing something like this, but Andrew had contact with a chap called Constant Tedder, who happened to be in the process of selling his games retail website and was looking for a new opportunity. Together we set up Jagex Ltd.

     

    Runescape members launch - 27th February 2002

    We launched RuneScape members on this date. Launch features were the Herblore skill (actually called Herblaw on release) , five new quests, duelling, Taverley, Catherby, White Wolf Mountain, Zanaris, deep Wilderness and shark fishing. It didn't seem like a lot; we crossed all our fingers that we'd get enough members. We were aiming for 3,000 to make the game self sustainable; we passed that figure in the first week.

     

     

    Setting up the first Jagex office - March 2002

    Now we were employing staff, we couldn't really operate the game from our bedrooms anymore. So, we started renting our first office, which was a small room in an office building with just enough space in which to squeeze seven desks. We employed our first two Customer Support staff. One of these was Mod Ian (not to be confused with our brother Ian) who is still working with us to this day as head of our audio department.

     

     

    RuneScape 2 development starts - sometime in 2002

    RuneScape 2 wasn't originally going to be a separate version of the game, it was to be a graphical update to the existing game, but then we started making other large changes while we were at it. The biggest 'while-we-were-at-it' changes were some large, but much needed, changes to RuneScript. These changes meant we needed to convert all the existing code to the new RuneScript, and since we were rewriting the code anyway, we decided to make all sorts of other changes to the game including a complete overhaul of the combat system.

     

    This was a huge job that slowly required more and more staff. By the middle of 2003, our entire team was working on RuneScape 2, which meant that the original RuneScape received no updates between September 2003 and the launch of RuneScape 2.

     

     

    RuneScape 2 beta - 1st December 2003

    RuneScape 2 was first launched as a beta version. People didn't get to keep any levels they gained in the beta, as we were going to transfer all their existing accounts over from the original game once the beta was over. There were also some pretty nasty bugs during the beta, the results of which we wouldn't have liked to have seen impacting the game permanently. We also used feedback from the beta to make adjustments to the combat.

     

    The worst bug was with the new Party Room chest, which allowed players to duplicate items simply by putting the items in the chest and withdrawing them again!

     

    RuneScape 2 full launch - 29th March 2004

    RuneScape 2 was finally launched and we converted everyone's RuneScape accounts. It was at this time that RuneScape 2 became known as RuneScape (to reflect that it was now the main game) and the original RuneScape was renamed to RuneScape Classic, as we were no longer going to update it, but we kept it around for nostalgia's sake.

     

     

    In-game player moderators - 14th June 2004

    We introduced the new player moderator system so that volunteer players could help us with creating a safe environment for people to have fun in. We introduced silver crowns in front of these players' names so others could see who the mods were. The first batch of player mods was a very small group of people who were already known personally by Jagex staff, so that we could see how well the system would work.

     

     

    Castle Wars - 13th December 2004

    We launched the Castle Wars minigame, which became an instant hit, and has had large numbers of players playing it ever since!

     

     

    Keep your eyes peeled for the second half of this blog, which will cover from 2005 up to the present day.

     

    http://services.rune....ws?post_id=111

    Written by Paul Gower himself!

  7. Patch notes:

    [hide]

    The following small fixes and adjustments have now been made to the game. If you spot any further bugs in-game, please use the Bug Report feature ('Submit a Bug Report' under the 'Help' drop-down menu of the website).

     

    Graphical

    • Incorrect invisible blocking in the Agility course on Ape Atoll and near the south-west corner of Daemonheim.
    • Various barbarian women had their spears offset from their hands.
    • Brimhaven Dungeon had black patches on the floor.
    • The golden hammer was been seen in animations even if you were using Stealing Creation hammers for their bonuses.
    • Graphical conflicts between the Cape of Legends and Runecrafting Guild clothes.
    • Capes in Castle Wars were changing colour to match your base kit.
    • Decorative platelegs stretched during certain animations and clipped with skillcapes.
    • Players floated above some steps near Castle Wars.
    • Overhauled the cutscene showing you enter the Chasm of Tears.
    • Brimstails crystal bowl clipped with the floor.
    • DagonHai robes clipped with skillcapes.
    • Cross on Defence skillcape was unclear in your inventory.
    • Dragonhide chaps clipped with desert kit.
    • Rellekka docks looked wrong on the minimap.
    • The entrance to the Stronghold of Player Safety had problems with its shadow.
    • Female gardeners were holding watering cans incorrectly.
    • A farmer had inappropriate combat animations.
    • Flared trousers on women could clip with boots.
    • The timer bar did not appear in Fist of Guthix in DirectX mode.
    • Fixed a floating bit of roof in the Barbarian Village.
    • Bandos tassets no longer stretch while fishing.
    • There was a stretching polygon on a floating barrel in Witchaven.
    • Some Hunter animations have been updated to work better with capes.
    • Incorrect floor colour and roof height in Zanaris.
    • Health bars were at inappropriate heights on tormented demons and the Phoenix.
    • Reworked a minimap dot for a dairy cow in Rellekka.
    • Revenant goblin animations have been fixed.
    • Some generic boulders were clipping with the ground.
    • Large crashed stars had z-bias issues.
    • A rift in Stealing Creation clipped with the floor.
    • Improved animation for opening Bettys chest in Swept Away.
    • Cyclopean helmet stretching fixed.
    • A trapdoor by White Wolf Mountain was clipping with the ground.
    • Barrows kit and monk robes clipped with the fire cape.
    • The banker at the Wilderness Volcano had a stretchy head.
    • Clipping issues with gravestones near Fenkenstrains castle.

     

    Audio

    • Additional roaring noises added to certain dragon animations.

    Quests and Tasks

    • The description of Kayle in the Blood Pact quest was out of date.
    • Polished a cutscene in Dream Mentor.
    • The Task system thought you couldnt do the Graceful Barbarian task if youd already completed Scorpion Catcher.
    • A task specified that you should speak to a banker in Lumbridge, whereas any banker would suffice.

    Activities and Distractions

    • An unnecessary warning message on the Clan Wars setup menu has been removed.

    Miscellaneous

    • When gravite weapons degraded, the message referred to them as chaotic weapons.
    • Fixed a typo in Marmaros in the in-game skill guide for Attack.
    • In-game skill guide for Summoning now lists Fremennik helms more clearly.
    • The scroll of cleansing was preserving the wrong item when various potions were mixed.
    • Trimmed studded chaps had no damage absorption properties.
    • Alufts free delivery token could stop working if the gnome couldnt reach you.
    • Cave lizards in the Ourania Altar area didnt give combat XP.
    • Circus equipment was sometimes missing.
    • Sir Tiffys chat for retrieving a lost CommOrb was illogical.
    • Wrong colour hitsplats from a Dungeoneering challenge.
    • The zombie farmer didnt stop protecting trees if you dug them up.
    • Some of Faruqs tools had inappropriate options in the bank screen.
    • Grubfoot should no longer appear in Goblin Village after hes moved to Dorgesh-Kaan.
    • Fixed the capitalisation on some messages about Summoning headgear.
    • Fixed some issues with POH servants returning to your house after their bedroom had been deleted.
    • Herbicide now works on herbs from grenwalls.
    • Updated some code in The Feud, Creature of Fenkenstrain and Nature Spirit to improve the use of variables.
    • Adjusted the way beasts of burden hold onto items after you switch to a different familiar.
    • Wrong skill listed in requirements for entering the Warriors Guild.
    • Golden hammers can now be used to repair godswords and upgrade spirit shields while the hammer is equipped.

    [/hide]

  8. The main reason why people are saying 'no' right now is because we don't know exactly how they want to implement 'the good old days' of RuneScape back into the game. We can speculate, but they won't be removing everything, and I'm sure some things will be back in a slightly improved way; the 'blend' might turn out best for everyone. Certainly returning exactly back to how it was would hurt a lot of people who like the GE, who like to go into the wilderness with only Revs to worry about, and are familiar with the current system of item trading and pvp, etc.

     

    The only problem I see now is the huge uproar that would occur if Jagex were to backtrack on what they've said (basically Yes to the old wildy and free trade coming back).

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