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MotherBrainII

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About MotherBrainII

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  1. I'm a ports newb, but I'm wondering: do you need to unlock the new regions to get the new items? Or could I, for example, start off and just try to get the ring (the only item that really interests me) and get it relatively quickly?
  2. If virtus book and wand degraded from the start -- and there was every reason to think that they would -- would anyone have really questioned it? Would there really have been an outcry of "this gear should be completely unlike other Nex gear in how it works because reasons"?
  3. Small correction: ASN is a level 80 item now. The GWD amulets are the level 70 ones.
  4. Is there any way to turn off all the messages about this world event without turning game messages off entirely?
  5. You can get the first ability with 31k renown (only spending 21k of it, but you need an upgraded token which needs 31k), and you can get 30k per day which can easily be done in under an hour.
  6. Wow, with this new update, seismics will be easier to obtain... right?
  7. Being better than a hypothetical ridiculously bad update doesn't make this one good. I wouldn't even mind that much if they'd said "we're nerfing summoning training, and this is why". But for some reason they've decided that this is a buff.
  8. You could already max out the festive aura in like 15 minutes just with green charms. I'll gladly have 3 less inventory spaces per trip if it means I don't have to spend ages preparing pouches for no reason. And the inventory wrangling has just been moved to the preparation step. And the saving time for the Festive Aura is only relevant for less than 10% of the year anyway -- for the rest of the year, this is unequivocally a nerf to summoning training, and a very significant one at that. An update to make summoning training easier would be to replace the new system with the old.
  9. We've made a significant change to the way Summoning pouches are made. Now, pouches, shards, charms and tertiary ingredients can be combined anywhere to make uncharged pouches. You can then take these to an obelisk to render them usable, and to earn your Summoning XP. This will ease up much of the inventory wrangling once necessary to train and use this important skill. To train? How does this help train? All this means is that I now need to do loads of extra work at the bank that accomplishes essentially nothing. What was stopping them just making pouches stack and calling it a day?
  10. Thanks. I sent something via the message centre but it might be worth sending an email aswell to make sure it gets read. This seems to be a pretty well-established luring ring. If anyone could dig up the appropriate email address, that would be much appreciated.
  11. Thanks. I think the tone is a bit... aggressive for a Times article, though. If someone really wants to edit it and use the content in it to write an article, I give my permission for them to do so. On the subject of the lure itself, though, is there any way I can bring the video to JMod attention? The players involved are clearly named in it and it'd be nice for these jackwagons to get banned, not least to avoid anyone else falling prey... but also because I enjoy watching people who like to destroy others' work get an overdose of their own medicine.
  12. So yesterday I got lured. I won't give all the details unless anyone asks because it's not really relevant to the point I'm making, but suffice to say that it was a very sophisticated lure and the amount I lost was well beyond the scope of what I could ever recover from. It's pretty easy to find a video of it on Youtube and I'd bet that most of this site's users were in on it anyway given the sheer scale of it and how few players the game has in general now. I wasn't angry about it, though. It was partly my fault due to the specific circumstances. The overwhelming majority of the loss was gifted to me, so I don't feel I lost much work. And logging off when I did that day indirectly resulted in me getting a date with one of the nicest, funniest, most attractive women I've ever met. So instead of posting an angry rant about I lost all that stuff (which is why this isn't in the sticky), I'll post a few thoughts about how Jagex contributed. I don't subscribe to the idea that people on the internet are innately [wagon] and that's all there is to it. Yes, there are [wagon], but some internet communities have a lot more of them than others. And while moderation and rules enforcement are part of this, I think there's more to it than that. Runescape as a game has always been innately competitive. The highscores encourage players to actively compete against each other. The existence of the Wilderness as a no-holds-barred cutthroat PVP fest is a big attraction to the sort of players who enjoy that sort of thing, and players increasing in power has essentially turned most high-level PVM into a form of indirect PVP aswell. The trade restrictions of the 2008-10 era minimised co-operative player interaction and set up an every-man-for-himself competition which caused the rapid growth of a laser-focused efficiency culture that had up to that point been almost nonexistent. From late 2009 onwards, most new content was aimed at high-level, established players, with new player influx being very minimal despite Jagex's efforts. So by the time the restrictions were lifted, this culture was so ingrained into players' minds that the reintroduction of free trade did absolutely nothing to mitigate this, and this causes a mutually elitist mindset where people feel almost obligated to take the game very seriously if they're going to play at all. The marketing of the game primarily at children has also been a major factor here, in my opinion. Most children have never had to work really hard for something, and so they rarely appreciate the value of time or effort -- and, by extension, don't appreciate the value that others place on these things. Results are often all that matters to them. Finally, the community as a whole has a very libertarian mindset, one where enforcement should be very hands-off to nonexistent and players should be given a lot of freedom and left to their own devices. One where each person is responsible for protecting themselves, with a very prevalent feeling that someone who fails to do so does not deserve to keep anything, that encyclopaedic knowledge of every last aspect of the game's mechanics is normal and expected, and that people clever enough to steal something deserve it in a "survival of the fittest" sense. One where high risk is glorified by stakers, fame is good almost regardless of the reason, and losing everything you have is just something that happens as a matter of course because of the game's exceptionally harsh death penalty and the need for top-tier equipment to do anything that earns respectable money. This has all resulted in the game being highly attractive to sadistic players who deceive and harm others for profit, for fame or just because they enjoy it. People who necessitate measures like a bank PIN on the Well of Goodwill because their first thought on seeing something with that name is "how can I use this to make someone miserable?". People who take the game seriously enough and have enough repressed anger that they spend all day, every day coming up with ways to destroy others' work just for the glee of watching them get upset about it, with literally nothing else ever crossing the malevolent moral and intellectual voids that are their minds. People who systematically and deliberately drive away anyone who isn't like them to prove their imagined superiority. As for the game itself: I hope it continues its descent into irrelevance. Soon enough the only people playing it will be lurers, scammers and griefers anyway (to the extent that this is not already the case), and there are few things I enjoy more than seeing people whose sole purpose in life is to inflict petty miseries on others watch as the world of their own making crumbles around them and they're left as barely human shells containing nothing but newly-impotent hatred. And those who were driven out can look back and be grateful that they got on with their lives.
  13. Protect/save, I think, which would make sense with Jad's healers being called "Yt-MejKot". In this context, probably "saviour" or "protector"... so probably not helpful.
  14. We don't know, but Guthix may have destroyed it himself to limit how powerful others could become with it. It seems like the sort of thing he would do.
  15. There's a flip side to this: having death be a less severe penalty has also changed the way bosses were designed, allowing them to be made more challenging. If the Kalphite King were put in place as-is with no gravestones, how many people do you think would bother fighting it? I agree with the armour degradation thing though. Dying with Nex or Barrows armour should IMO cause it to fully degrade, whether it is kept on death or not. The fact that nex gear no longer breaks on death even if dropped, which I assume is a bug, doesn't help matters at all.
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