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Zepheras

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Everything posted by Zepheras

  1. And now we're back three years ago to the same argument people had when this skill came out. The concept of Slayer itself is dumb. But it's a skill, and there you go. At least they've made it a useful one, whereas firemaking is just...there. Ima hurt you if you mock my favorite skill again. I would have hated getting maxed melee killing 10000000 armored zombies... No one asked you to do that. You can volunteeringly switch monsters as and when you like? No more bad task streaks!
  2. And now we're back three years ago to the same argument people had when this skill came out. The concept of Slayer itself is dumb. But it's a skill, and there you go. At least they've made it a useful one, whereas firemaking is just...there. It's more useful from Jagex's perspective than from ours, to be honest. All the good items are either ridiculously rare from a normal monster, or fairly rare from a tough monster. This skill creates a bottleneck to limit the number of players who can get drops off monsters, and probably saved Jagex from having to squeeze a few more bosses and quest areas to introduce dark bows and SOLs with a bang. And people are always going to be excited because it's a 'skill'. Oh, I forgot my comments on the slayer update. It's great! Defining Slayer ever more closely to normal monster killing by yet another step! When can we spend points to choose our own task? :rolleyes:
  3. I have a feeling that the statue you get in your POH is THE final reward. All the statues you built in the museum gets blown up, so your other reward is the 'permanent construction' in your POH. :-?
  4. I am pretty sure that the initial design of the rock hammer was meant to add a cool little bit of "feel" to the monster. Not to hinder the player. When they realized that people weren't ENJOYING the idea of having a rock hammer, but rather feeling that it wasnt a fun design, I am sure they thought change was needed. So to you, Slayer is just about reserving a small portion of Runescape''s bestiary that gives some extra EXP, best if without all the silly 'requirements'? If all these are so-called a hindrance to players, why was there a need to introduce the skill? I see people saying things like "OH Slayer is great because it's a great money maker!", "OH Slayer is great because it's gives special loot!", I kill tormented demons, and I get special loot which sells for great money, In fact, killing those gives a more slayer-like feel than killing 152 bloodvelds. Had we gone back in time before Slayer was addedd to the game, all the slayer drops we have now could have been introduced in other ways into the game with no issues at all. My point is, if you don't even appreciate the features of the slayer skill that sets it apart from normal 'monster killing', why have the skill in the first place? For some extra levels, slayer monsters that could well be another 3D model, items that can be added to the game through quests/boss fights/weak monster rare drop, to get bossed around by another NPC and the lulz? Smashing every gargolye is a hindrance. Clicking every rock to mine is a hindrance. Running to and forth a runecraft altar a thousand times is a nuisance. If you notice, no one actually 'enjoys' the training, I personally wasn't grinning happily while burning logs and cooking monkfish. We should have a new slayer reward that lets us automatically run around killing my task without us clicking on every single monster once I'm at the spot. :shock: I'm not discussing about how the skill is getting easier, because I know that it's a slow skill. I'm questioning if there's a reason for its existence in the first place. It's like having a Slayfishing skill. Talk to an NPC, get a fishing task, fish the amount, get EXP in the new skill, and some new items. Wow.
  5. When the slayer point system was introduced, it was cool, since people were burthroping to bypass undesirable task anyway, and the update encourage players to slay continuously and earn points to either buy some rewards or skip more tasks. Along with 4 block list, and the wide range of weapons you can use nowadays to breeze through slow tasks like metal dragons, I thought that it was already perfect. But right now, Jagex seems to be abusing the system to add 'rewards', allowing every small irritating part about slayer to be removed using points. Want to KO faster? Pay points. Want Aquanites? Pay points. (Probably the most random option ever) Except for the range/mage version of slayer helm (long overdue), the latest 'reward' seems to lack creativity. What's next, fully customisable list of 5 monsters you want to be always assigned? It seems like every game mechanic of Slayer is disappearing. That's like introducing the tetris game, but allowing you to block all the undesirable shapes from appearing because players find them a 'nuisance'.
  6. If killing an assigned monster is the point, then having options to block and skip tasks seem to be countereffective to this. If slayer monsters are designed to have a special trait such as requiring special armour and items to weaken/KO, attempting to remove all these seems like removing the features all the skill, or keeping them out of the limelight as much as possible. If all that players want are big hits, expensive loot and more levels to bump their overall highscore up, I know what the next skill would be; Slayer 2! More levels to gain, YET no fussy item requirements, just little blue blocks representing monsters with varying HP and levels! Barrows boots, light bows, and guthix-theme mystic robes up for grabs! Choose your own task! Find them at the nearest room in Kuradel's Dungeon today!<_<
  7. Slayer skill now feels like messing around with slayer points and evading all the uniqueness of slayer monsters more than training the actual skill. Why is there SUDDENLY a 'persuade Kuradel to assign Aquanite' option, and some auto KO ability that (probably) removes the need of slayer equipment? After the introduction of Sumona, this skill seems to have degraded to something no different from killing other monsters for drop, aside from increasing your total levels.
  8. So....how many slayer points does it take to purchase the Ice Strykewyrm task? <_<
  9. If damage output is multiplied as well, then this update does nothing besides making every strength point count and every damage more precise.
  10. That was straightforward :razz:
  11. Hopefully after they filled up the gaps of most skills, they can devote more time to quests. A few skills like Prayer, Summoning, Mining, Construction, Firemaking, Fishing and Woodcutting seems done to me. Herblore seems done, other than extreme potions for non-combat skills.
  12. You could be onto something here, I remember when Jagex were releasing POH, they said we'd all have POS (Player Owned Shops), I think it's still in their news archive as well. I think they said at some point that POS eventually became the exchange. pos+the already existing ge would be pointless No they didn't. In fact, after the Grand Exchange came out they said that they were still looking at Player Owned Shops in some fashion, but that they were impossible under the (at the time) current engine. POS are unnecessary, would take a lot of time, and also take up a crapload of memory. They could improve POH instead which would be a lot more worthwhile. Agreed. Everyone owns the same POH at level 99. Mahogany/marble/magic stone/gold leaf, along with identical looking rooms. It's the only skill that made me feel that unlocking one content per level is a utterly crappy system.
  13. Take that, to those who think that Nomad's Requiem fail because of length :cool: Our issue was that they went back on what they had said previously that GM quests were gonna be special quest that would be long, difficult, and plot heavy/ They have since changed their position on this. I'm upset not because they went back of what they said or anything like that. I think they had a great opportunity with GM quests and I think they have comopletely squandered that opportunity for some special. I'll just stick with understanding the rank of the quest as the difficulty, instead of associating the term with length and plot (quest length is listed in the Knowledge Base). Nomad's Requiem caused enough uproar that I won't rank it as a Master quest personally, and while WGS was a great quest, expecting similar standards because of a label would be silly. They decided not to associate storyline and length with the quest ranking, great. Now you know that as a fact. That doesn't mean that we won't see anymore good quests. A label can't stop a quest from being awesome. :thumbup:
  14. Take that, to those who think that Nomad's Requiem fail because of length :cool:
  15. Jagex's giving their headquarters away! =D>
  16. I'm not really sure if bonus EXP periods are necessary for RuneScape, or rewarding for RuneScape players. Maple Story players don't experience a backlash from the game economy during those events, since you just go to the NPC shops, buy thousands of potions and start killing. Not for RuneScape. If this becomes a regular event, RS players with too much cash on their hand might start hoarding items regularly in anticipation of the price rise. Plus, to me it feels like you would more or less accelerate your training slightly, but so is everyone else? So what's the point of that?
  17. Skill milestones should not have minigames as a prerequisite. But if you prefer to engage in a straw man's fallacy, by all means go ahead. ;) Did I hear the word 'should'? Since when is this a law carved in stone tablet? Talk about fallacy... <_<
  18. Are we talking the colored charms or more like Abyssal, Talon Beast, and Void charms? :unsure: I don't think they meant to refer to those 'charms' when they mention this word. Anyway, aren't void/obsidian/talon charms considered as secondary ingredients? Edit Thanks for clearing them up :smile:
  19. Two issues. 1. Spirit implings are tradeable. Spirit implings drop summoning charms.....is Summoning now buyable? 2. Apparently F2Pers can search for the new royal items in the Grand Exchange. Is Jagex expanding the market for the royal items to the F2P population?
  20. I wonder if the new novelty clothings are worth the price tag.....I guess that depends on the rarity of the impling, and the chance of getting those items as loot.
  21. Nope, not even this. That's like saying that they need to go through the players before revamping RS Classic to RS2. Here's the irony: Majority of the players like the graphical change. But the minority can voice their opinion, and Jagex would not ignore them. So you have this great situation where Jagex is unwilling to update more armour and weapon to synchronise all the graphics, but at the same time they can't undo the updated graphics. Every small step they take is painstakingly long, and without a strong will they would be like where they are right now, in the middle of nowhere. I knew it was a disaster when they decided to update the weapon graphics in small packages. Every single step brings in X amount of rants along with the inertia to continue the update. If they had updated every single item from armours to weapons from level 1 to level 99, and "BAM!" bring everything into the game, they would still see that X amount of rant, but at least it would have 'total revamp' feel instead of a small change that'll piss a group of people off. If Jagex caved, why is the old wilderness not back? This has a major impact on their business, you're asking them to wreck their cash cow. Why are the castle wars rewards still useless? Hohoho, I believe one of the Q&A mentioned something about updating Castle Wars this year, if my memory isn't failing me. Why is Nomad exceedingly hard? You didn't worry about a nerf? I did. And by the way, they didn't misgage the number of 93+ players with Fire Capes, because they have access to this information. (The story goes back to a time when someone posted on the RSOF about how his abssal whip has been glitched and lost, and a J Mod came in to tell him where exactly was the whip in his bank.) They thought that going beyond the "Level X unlocks Content Y" format would be a refreshing idea, and it was. I was going 'WOW..." when I saw the update, and now it's "Oh...". Up until now, there hasn't been anything worth compromising for, but if a new agility dungeon involving real time evasive/agility skills (much like evading the AOE attacks of Corporeal beast) appears tomorrow, and is linked to high level non-tradeable arnour, I assure you that someone with 99 smith and and similar reflex/internet issues would be asking for a 'compromise'.
  22. And thanks to their lack of backbone, you're going to see the weird combination of shiny rune weapons together with dull looking rune T-shirts and pants, while Dharok's going to be the oddball among the brothers. Like my friend who used to play RuneScape said, the developers sometimes listen just a bit TOO MUCH to the players, as such blurring the direction to which updates should be heading. The moderators don't even have the backbone to tell a player off for spaming in the forums, except locking the thread with a smile. And quoting someone who posted earlier, RuneScape's got to be the only MMO where players expect the developers to tailor to their every needs The only redeeming factor is the freedom to choose what you want to be instead of using a class system. If another MMO developer can see this huge selling point and create a ripoff version, RuneScape won't be enjoying the share of the gaming market that they have now.
  23. So the woodcutters, farmers, miners, runecrafters, slayers etc aren't the one supplying your commodities by bringing them into the game. Merchants are the one who does that. :wall: With the Grand Exchange around you don't even need merchants to bring supplies to you. They have pretty much no role in the game nowadays.
  24. They've decided not to offer a new gameplay beyond grinding for rewards, sticking with the old formula for game updates. "Update: Context X is now unlockable at level Y for skill Z!"

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