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Kietaro1

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Posts posted by Kietaro1

  1. @Makoto: I guess it comes down to where we think that the PvP system is flawed. It is my opinion that PvP should only reward those that have earned reward. If a player were to continually kill players with no armor, grief skillers, pj, do nothing, etc then I do not believe they deserve any type of reward. Doing so brings about things such as the system that we currently have. If we were to map out what PvP should be we might end up with the basics being something like the following:

     

     

     

    -Only those that do well should be rewarded.

     

    -PvP cost money so should allow a pvp-er the chance to at least break even.

     

    -Drops should be relative to the kill meaning no more gold than what the dying player lost should enter the game - or neither player would gain or lose anything for each kill. Instead they should earn it by being successful.

     

    -PvP is not about experience in a rs skill but instead about being better than the other player. The system should reflect that.

     

     

     

    I am sure there are more basics but for what I will be talking about these are what I will build upon.

     

     

     

    First if you suck at PvP why should you get anything? If you cannot defeat other players in legitimate combat bound by whatever rules, why should the system reward you? I am sure that most will agree. As a result we need something to tell if a player deserves a reward. That is where I derive the need for 'worth' or impressiveness of the kill. Without some system for these checks any player that engaged in combat could be rewarded. Again we end up with the mentality of the current pvp-ers. We also see a drastic decrease in the skill needed to be successful making pvp not nearly as fun (which in my opinion is what should matter and not ability to profit).

     

     

     

    Secondly we see a definite need for the player to be able to continue to afford to PvP. As a result of the players using potions, food, runes, arrows, etc, the player will need a way to replenish what is lost. Under my system armor would not be an issue, nor would RWT as you would not drop any tangible wealth. Instead players would only lose consumables during fights. These could become expensive if the player sucks at PvP but that would go back to clause one. If the player was decent at PvP and could hold their own, they could use the tokens to replenish what they use. And lastly, if a player was good at PvP they would have excess tokens to spend on things that would be their profit. Thus the system would reward the players that could PvP based on how successful they were. This would rely on fights giving proof of the skill needed.

     

     

     

    And lastly PvP is supposed to give players the chance to test their skills and abilities against other players. THAT IS IT! It should not be based around profit, experience gains, nor standing around doing nothing. As a result it should be fun and engaging. My system of added combat would provide increased skill need as it would no longer simply be - pot up, turn on prayer, engage someone in a fight, wait, eat, pot, cast vengence, use special, wait... that is not any fun at all. People only do it because that is what they have. If we look at succesful PvP in other games, runescape needs some sort of increased player interaction.

     

     

     

    Providing a way to break even, allow players the chance to develop PvP skills (as you could just fight in armor at no cost - with reduced or no rewards), rewarding effort, and making it more enjoyable are in my opinion the only way we will be able to create a PvP that would replace the current system successfully.

     

     

     

    To me, everyone benefits from my purposed idea. Now as to the complexity of my purposed rules, I think it is better that way. If you are not getting good rewards for not making impressive kills, it would entice the player to get more impressive kills. This would get rid of 'hugging' and lead to better PvP-ers overall. Again why reward no effort?

  2. I spend a good bit of time lurking, only coming out every once in a while when I have something I want to know. Though it seems more frequent these days I still cannot help but ask what makes slayer so enjoyable? I mean I constantly read posts over and over regarding the greatness of this skill, and yet fail to see the allure.

     

    Now please do not misunderstand me, I find slayer to be quite enjoyable from time to time and even boast a rather acceptable slayer level myself; I just do not see it as a stable of gameplay that keeps players coming back.

     

    With that being said, what is it about the slayer skill that makes it enjoyable? Why do people give the cape so much respect? Why is it even seen as difficult other than time invested?

  3. So perhaps it would be best to start with no assumed idea so forget mine for the time being, though I really like mine. Let us instead think about what makes PvP fun and what would make it better. Also as a side let us think about what should affect the worth of a drop as opposed to the current EP system.

  4. I am sorry, my intention was not meant to be confusing at all. To me the code is pretty sraight forward but in an attempt to not just throw code around, I tried to make it readable.  If I had written it entirely in C++ which is what I would have preferred, it would have been much less readable by most.  If you will, I will explain what that code does very simply.

     

     

     

    The current combat code would not be altered at all.  Everything that exists now would in my code.  The only additions would be tests made to see if potions, combat prayers, or combat tablets.  These additions would be made to potion, prayer, and combat tab usage and not interfere with the combat tests at all.  It would only register IF they were used or if stats had altered effects of potion use.  Pretty simple if you ask me.

     

     

     

    Then AFTER the fight has ended, when the program would determine the drop, the calculations for worth would be made.  There are no nested If:Then statements, nor any loops of any kind.  It is very straight forward and would run very quickly as the majority of the code is simple addition. The following would basically occur:

     

     

     

    Did the victor have the same or lower combat level?

     

    Did both players contribute enough to damge done?

     

    Was the battle too long or too short?

     

    Were multiple classes used?

     

    Did the players use potions?

     

    Did the players use prayer?

     

    Did the players use combat tablets?

     

    Did the players heal? - though I forgot this earlier.

     

     

     

    Did the victor use combat bonuses to their advantage?

     

    Did the victor do sufficient damage to the other player?

     

    Did the victor have a higher combat level?

     

     

     

    Tally combat checks to determine additions to worth.

     

     

     

    Add bonuses for Rogue and Bounty Hunter kills.

     

    Determine which token the player should receive based on the value of WORTH.

     

     

     

    ---------------------------

     

    This small bit of programming would allow the program to determine if the player should be rewarded with a token of one sort or another. It is very simple and would add very little to the current code. All the code that I provided would do is serve as a way to check to see if the kill deserved a reward. I am sure the current code is much more complex in deciding drop tables and what not. Mine would eliminate all of that code and replace it with a few lines of code that would determine if the player actually had to try during the fight. Other than the bad code-to-English translation I posted, I'm not sure how that is difficult or how one would defend it being slow.

  5. I think that you are focusing on the wrong part of the message I was trying to put across. I am a bad programmer, I admit that but I could write the checks very easily so I am sure that Jagex could do it better. A program like that one would run very quickly though. It is less than 50 lines of code and very easy to execute as there are no loops at all. Just runs straight through.

     

     

     

    But anyway, the code concepts would not be that difficult.

  6. That is a very nice idea you have there, however it's very complex and when Jagex trys to make things very complex they tend to fail. Simplicity is the thing that will fix Pvp.

     

    Actually I thought of that when coming up with the idea and opted out of alot of my more extravagant ideas. That being said, the following is how this idea would be made simply.

     

     

     

    But then my idea was not to be the focus of this thread. Can you support your idea of simplicity with some ideas that would make PvP worthwhile and balanced?

     

     

     

    [hide=Simplicity]Code Concepts:

     

     

     

    Redo the Safe Clan Wars code to incorperate the entire world map and the wilderness accordingly. This would allow for fighting and deaths of all players everywhere with the exception of level restrictions in place as they currently are. The basic idea is combat without loss to the fallen and without immediate gain to the victor.

     

     

     

    I am sure that the system used currently to determine the worht of a kill is great and maybe I will touch on some of the code concepts there but this is how I would do that code.

     

     

     

    :combat starts:

     

    Worthy = int Worth

     

    Player 1 current hp = int Hp1 'the following information would be stored at the start of the fight then compared at the end of the fight to see if it has worth

     

    Player 2 current hp = int Hp2 'everytime new combat would start, the values would be reset and destroy the worth of many PJ-er's efforts

     

    Player 1 heal = int Heal1

     

    Player 2 heal = int Heal2

     

    Player 1 combat level = int combatlvl_P1

     

    Player 2 combat level = int combatlvl_P2

     

    Total Combat Rounds = int C_Rounds

     

    Player 1 potion use = bool pot_P1

     

    Player 2 potion use = bool pot_P2

     

    Player 1 prayer use = bool pray_P1

     

    Player 2 prayer use = bool pray_P2

     

    Player 1 combat tab use= bool C_Tab_P1

     

    Player 2 combat tab use = bool C_Tab_P2

     

     

     

    :Epic Battle of good versus evil rages for hours, destroying towns, country sides, and all sailing skill data, leaving one player the victor:

     

    'use of food to heal would be capped by total Hp so if player is at 90 hitpoints and eats a shark, the heal interger would only store the amount healed and not the full 20

     

     

     

    The following example is written from the perspective of Player 1 winning the fight. So 'victor' could be replaced with P1 in the real code.

     

     

     

    (P1)victor_damage = Heal2 + Hp2

     

    (P2)loser_damage = Heal1 + Hp1 - current health

     

     

     

    If combatlvl_[victor] < combatlvl_[loser]: then: Worth = Worth++

     

    'adds a value of 1 to the current value of worth.

     

    If combatlvl_[victor] = combatlvl_[loser]: then: Worth = Worth++

     

    If [loser]_damage > .25([victor]_damage): then: Worth = Worth++

     

    If C_Rounds > 5: then: Worth = Worth ++

     

    If C_Rounds > 50:then: Worth = Worth - 5

     

    'check can be increased if a reasonable combat can take more than 50 rounds

     

    If players switched 'classes' then: Worth = Worth++

     

     

     

    'following code for combat checks

     

    If pot_P1 = true or pot_P2 = true then: combat_checks = combat_checks ++

     

    'noncombat potions do not count

     

    If pray_P1 = true or pray_P2 = true then: combat_checks = combat_checks ++

     

    'noncombat prayers do not count - includes Protect Item

     

    If C_Tab_P1 = true or C_Tab_P2 = true then: combat_checks = combat_checks ++

     

     

     

    'I am sure that once the mechanics of the combat tabs were worked out, there would be some that would affect Worth

     

     

     

    If pot_[victor] = yes: then: combat_checks = combat_checks ++

     

    If pray_[victor] = yes: then: combat_checks = combat_checks ++

     

    If C_Tab_[victor] = yes: then: combat_checks = combat_checks ++

     

     

     

    If victor_damage < [loser] total hp: then: combat checks = combat_checks - 1

     

    If victor_damage > [loser] total hp: then: combat_checks = combat_checks ++

     

    If combatlvl[victor] > combatlvl[loser]: then: combat_checks = combat_checks - 1

     

    If combatlvl[victor] < combatlvl[loser]: then: combat_checks = combat_checks ++

     

     

     

    If combat_checks > 3: then: Worth = Worth ++

     

    If combat_checks > 7: then: Worth = Worth ++

     

    If combat_checks = 11: then: Worth = Worth ++

     

     

     

    If rogue_kill = true: then: Worth = Worth + 3

     

    If bounty_target = true: then: Worth = Worth + 5

     

     

     

    'all the above would serve to give a value to worth that would decide if the victor would get a token for the kill.

     

    '12 total possible points

     

    If Worth = 12: then: Tokens = Tokens ++

     

    If Worth > 8: Then: Tokens = Tokens ++

     

    If Worth > 5: Then: Tokens = Tokens ++

     

     

     

    If Tokens = 1: then: DROP Token1

     

    If Tokens = 2: then: DROP Token2

     

    If Tokens = 3: then: DROP Token3

     

     

     

    'Each level of tokens would be needed for different rewards within the PvP shops

     

     

     

    Of course the final code would not be revealed but this would give an idea of how simple the checks for worth would be in my opinion. Each fight would be independant of every other fight and only affect the current one. This would take away the desire to PJ as it would offer them very little in regards to rewards as the checks would be heavily slanted against them. The system of potential that we currently have would only serve to give the chance of getting a set of brawler gloves. It would be rehidden and not be nearly as important as it is now.

     

     

     

    Otherwise the combat formulas would remain the same, no changes at all. The only difference would be the tallies being made during the fight and the checks during the determination of the drop.

     

     

     

    Combat Tabs would be the exact same as special move usage and therefor not need much in the area of code for usuage. It would be something along the lines of the following:

     

     

     

    Player clicks tablet in inventory

     

    Special bar reduced by tablet usage

     

    Animation plays (exactly like specials except each would have their own taking 1 round of combat)

     

    Effects are determined via normal combat means though some would take some additional programing

     

    The total rounds of combat interger defined above as C_Rounds would serve as a way of controlling the effects of the tabs though this would be complex.

     

     

     

    Other than the combat tab outcomes, this programing would be very simple and should not take too much time to perfect. Heck I could do it given the ins and outs of how combat works in Runescape and as you can see above I only know the basics of programing.

     

     

     

    Bottom line, it should not be too complicated to write, I even did the hard part myself.][/hide]

  7. As some1 said in another thread, your drops worth can not be over how much your opponent was risking.
    You can only have that if you kill PvP or bring back RWT. Having a small chance (because if it was large it would open the door to RWT) at what your opponent was risking would kill PvP.

     

    I think they should just implement it but with a limit to stop people(if any one still does)75k.

    I'm not sure I understand.

     

    Like if your opponent dies with 100m you shouldn't be able to get 100m it should be capped with a zaros and the random junk you get with it but you shouldn't be able to get a zaros if you opponent only risks the minimum of 75k.

     

    I think that this is a great idea that would fix the current PvP system that we have. My question is, is the PvP system that we have any good? How would we make it better?

  8. Pre 12-10-07

     

    qft

     

    one can dream, can't they?

     

    Not really because Jagex is pretty open with the fact that this will not happen. Some good news for you guys is that RSC will one day rise from the ashes and allow for your classic PvP (which in my opinion was the best). This however in no way helps the current conversation unless you can provide a way that would allow for pre-12-10-07 gameplay to be implemented behind the rules Jagex has in place.

  9. people would just go around dieing in really expensive armour to their friends for free points if your idea was put into place :?

     

    Right, but with the system that I have developed, so?

     

     

     

    The reward system would be set up for a need of kills that could be anyone (friends included) and other kills that would be randomly selected from bounty hunter. Obviously the friend kills would require less effort and therefore require more kills while Bounty hunter type kills would be more random and require more effort and need less tokens for the rewards. This would, in my opinion make hugging completely useless.

     

     

     

    A system for detected whether a kill would be worthy of tokens would also need to be put into place. This would make kills take more time and require that the player actually try during fights so that people could not just try to kill the same person over and over with no armor on.

  10. One of the first PVP topics that have actually had half decent suggestions. I have only skimmed over it but it looks pretty interesting.

     

     

     

    I dont PVP much but I think this could get me interested in it.

     

     

     

    Have you posted this to the RSOF's Suggestions? Because I am sure Jagex reads that forum and this is writen well enough to seriously catch their attention.

     

    Perhaps I will but I was looking more of a way to perfect PvP. With the amount of discussion regarding how badly Jagex is 'fixing' the current system, I thought that we might be able to provide a way to make the best PvP there could be. Once we develop the ins and outs of what we would want, I could rehash it and post in on the RSOF. I think that is the best bet that we have for getting exactly what we want. There are after all many veteran players here with great insights. I am positive that their ideas would make a perfect or Utopian PvP.

  11. Well with all the negativity surrounding the PvP updates how would you guys (and girls) make PvP into a liable activity that would allow for the least amount of people being unhappy? I mean we all complain about all the changes and the effects that it has on the game/economy/welfare of the players so why not try to put together an idea that would make it the best PvP out there.

     

     

     

    I will provide my idea but it was written when the No items kept on death came into effect and before +1 worlds so keep that in mind. Please provide your ideas and let us discuss what makes PvP worth doing, would allow for profits, and keeps things balanced.

     

    [hide=]The majority of Runescape players have been affected by recent PVP changes. Whether they are riding the wave of 76k-ing or sticking to their guns regarding the spirit of the game, they are part of what is happening in the current economic problem that I feel we are a part of. Some would argue that the economy will catch up and correct itself. Others argue that the players playing legitimately are being hurt by the new influx of coins. Still others (myself included) continue on, affected very little by everything that has happened as they tend to be self sufficient. So with all of these game styles and attitudes toward game play what realistic steps can Jagex take to stop the creation of gold pieces via 'tricking' while keeping the PvP crowd happy?

     

     

     

    Currently the PvP system is step up to randomly generate drops for the person dealing the most damage to a target. This can include some of the inventory items of the dying player but more often than not will result in little to nothing of value. That is of course unless the player has potential that they can accumulate for doing pretty much anything (or nothing) while on a PvP server. With higher potential, the player has a much better chance of getting something of worth, including the statues that many players think are the cause of the recent [bleep]e in the overall economy. Other rewards take the form of brawler gloves which are PvP specific that offer up to 4 times the amount of experience normally gained, PvP specific armor that degrades after about an hour of use, and corrupted dragon armor that offers Free To Play players the opportunity to use member's items for a short time. Ironically enough however, most PvP-ers care only about the amount of gold that they can earn while killing other players. PvP has always revolved around getting the drops of the other player thus making it a profitable venture. The potential loss of PvP in the past kept players from constantly trying to reap the potential gains of killing other players for their items. With the new system we see many players 'hugging' or using low leveled items to reduce damage so as to get free potential. This cuts out the majority of the risk and increases the gains that most PvP-ers can earn thus making PvP-ing incredibly profitable for most that participate. The current system seems to even promote this mentality by rewarding those that use this method with incredible amounts of gold... for quite literally, nothing. This, to many, is a problem that needs to be remedied. I agree.

     

     

     

    There are many remedies that players throw out while discussing how the PvP system can be changed in order to facilitate the RTW problem and keeping PvP enjoyable. Solutions need to make PvP fun, rewarding, and challenging all the while not allowing players to 'give' in game wealth to other players.

     

     

     

    A solution that I feel would offer all of these things would be to do away with players losing items on death against other players. Essentially the player would die and retain all of their items, leaving the victor with some type of collectable reward that they could use to purchase PvP rewards. This would make PvP more like a mini-game and entice new players to fight others. This would give current PvPers the freedom to kill all that they wanted, new PvPers the ability to learn the ropes, and people like me, who are apathetic towards the whole PvP scene a reason to participate. This would not create any obsessive new wealth like the statues currently do, nor would we see a massive loss of items to death.

     

     

     

    Since the victor would no longer gain the items of the downed player, there would have to be some way of tracking their death total. Currently there are two PvP high scores that could be retained but as another added incentive, players would be able to pick up tokens that they would use for the true rewards of PvP. These tokens could take the form of anything from points similar to Barbarian Assault that are not 'physically' owned by the player to 'ears' dropped by the player's fallen foes. In the same fashion as the current system, the players would be judged on the kill to determine if a token was earned and PvP targets would offer an increased number of tokens. As a potential way to take advantage of the system would no doubtably result in players dying to their friends for the tokens, some/each of the reward items would need tokens from both random PvP-ing and targets via Bounty Hunter worlds. This would make the rewards more difficult to achieve, take the value out of 'hugging', and make PvP much more engaging. Each random kill on a PvP world would result in a lower number of tokens, rogue kills would offer slightly more, and target kills would offer the most giving more of an incentive for players to participate in legitimate PvP but would not take the fun out of fighting your friends to determine who the better fighter is.

     

     

     

    Another way to manipulate the system would be to combat NPCs opting to do so on PvP worlds so as to not lose items on death. On PvP worlds where this could really be taken advantage of, players would still lose items on death to monsters. This would include if the monster dealt the most damage, i.e. a GWD boss monster doing damage to a player, then part of the team pilling the player to save him from losing items. A player would still get gravestones when killed by NPC monsters but if the final blow was done by a player, the killing player would still receive tokens. Though GWD was given as an example, boss hunting should be done away with on PvP servers. All other skills could still be trained as usual. Potential would still exist and only serve as a way for players to get increased tokens or brawlers from kills. This potential, along with gambling in the reward shop, would serve as the only ways to get brawler gloves. Without potential, brawler gloves would not be a possible drop making skilling on PvP still beneficial for those willing to take the risk.

     

     

     

     

     

    Rewards:

     

    Item Tab

     

    Gamble: Gambling would result in a random reward from many of the potential rewards from PvP-ing. No PvP armor. If player receives brawlers, the player receives a random pair. Includes current drops such as armor pieces, bows/arrows, foods, potions, etc.

     

    PvP armor sets: Any piece of the current PvP armor.

     

    PvP skills:

     

    Combat Tokens: Used during combat with other players. Offers the player the ability to perform one time use actions during combat. Much like special attacks. Similar to teleport tablets. Adds a much needed change to current PvP combat. (see below).

     

    Armor care: Allows the player to use the PvP armor for increased times. Carries over to Barrows and FoG rewards. 3 levels of effectiveness.

     

    Teleports to PvP intensive areas

     

     

     

    Consumable Tab

     

    Potions

     

    Food

     

    Arrows

     

    etc.

     

     

     

    The way that the consumable tab would work is that it would tie into the GE, giving the players the option to sell any of the available items from players using their tokens as payment. The selling player would get medium price for the items and there would be a setting when selling to accept PvP trades. This would drain tokens from the market, give skillers a benefit from PvP, and offer PvPers the chance to do more of what they do best, and make PvP affect more of the game in a positive way.

     

     

     

     

     

    Combat Tokens

     

     

     

    Combat tokens are tablets that would allow players in PvP combat a more varied combat situation. These tabs would be one time use and require that the player buy them from PvP rewards. For combat tokens the effect is guaranteed making the tabs very useful in combat. Tokens lost in battle fall to the ground and can be picked up by the other player. The special bar affects how many tokens can be used as each uses portions of the special attack when used.

     

     

     

    These tokens are 'class' specific as determined by the 'combat bonuses' of the armor worn by the player. A player wearing full rune for instance will only be able to use melee tokens, while a player using mage robes would be able to use mage tokens. This would require that a new stat be added to weapons and armor giving them a 'combat bonus'. Each piece of 'class' specific armor would give a combat bonus of 1 on PvP worlds.

     

     

     

    Currently players can have 11 slots for equipment. For a player to be considered one class or another they will need at least 7 combat bonuses for that specific fighting style. A mage, for instance, might equip an Ancient staff(+1 mage), ahrims top, bottom, hood (+3 mage), infinity boots (+1 mage), infinity gloves(+1 mage), and a mage's book(+1). This would give the player the mage class for token use. The player could use the additional spaces for whatever armor they wished to use.

     

     

     

    Melee

     

    Rage - Increases Strength and Attack by 15% for one attack, lowers defense by 5, guarantees at least half of max hit.

     

    Frenzy - Reduces Attack 5% but causes next 4 attacks to hit at double speed.

     

    Battle Haste - Potions and Food require less time to consume but are only 80% as effective.

     

    Rally - With a shield equipped, melee fighters take their combat turn to boost their combat stats.

     

    Combat tortoise - Increases defense 20% when player has less than 25% health.

     

    Guthixian Balance - Divides sum of hp among both combatants + special regenerates at half speed 100% Spec Drain

     

    Zammorak's Rage - Stores damage done by opponent for 3 rounds of combat and returns 100% to attacker 100% Spec Drain

     

    Saradomin's Peace - Cancels all actions of combat for 3 rounds for both players 100% Spec Drain

     

    Stun - Stuns opponent for 2 rounds of combat, opponent can still eat/heal

     

    Concentration - Increases Attack and Defense 10% for duration, reduces Strength 10%

     

     

     

    Range - Attack Tokens require arrows

     

    Robin's Speed - Increases speed of equipped bow, lowers accuracy

     

    Robin's Luck - Increases Defense by 10 for 3 hits, Increase damage done by 10 (minimum of 10) for one attack,

     

    Snipe - Increase range of equipped bow to maximum + guaranteed hit + damage done reduced by 5 (minimum of 5)

     

    Aim Arm - If successful, reduce Attack by 15% on next hit

     

    Aim Leg - Reduce opponent's run energy by 20% + running decreases twice as fast + toggles run off

     

    Aim Chest - removes potion effects

     

    Push - knocks opponent back 2 squares + free attack

     

    Shove - knocks opponent back 4 squares + free attack

     

    Pummel - knocks opponent back 4 squares + free attack + 2 second stun

     

    Dodge - gives player chance to negate damage done for one attack

     

     

     

    Mage - Attack Tokens require runes

     

    Boosted Teleport Block - increases chance to teleblock players

     

    *Food Fountain - Damage done is negated by consuming random food in inventory, lasts one hit regardless of damage done. 70% Special drain

     

    *Food Stream - Damage done is negated by consuming random food in inventory, lasts until food is gone. 80 % Special drain

     

    Generic Magic Attack 1 - Makes next attack have 100% accuracy 20% Special Drain

     

    Generic Magic Attack 2 - Makes next attack have 100% accuracy + chance to poison 30% Special Drain

     

    Generic Magic Attack 3 - Makes next attack have 100% accuracy + chance to bind 40% Special Drain

     

    Ranger's Bane - For 3 rounds of combat, opponent using ranged suffers 65% accuracy loss. 35% Special Drain

     

    Sudden Reversal - If next melee attack would land, the damage is done to the enemy instead. 50% Special Drain

     

    Life Drain - Drain opponent's life at a 1:1 ratio for damage done (similar to Guthan's affect) 20% Special Drain

     

    Special Drain - Drain opponent's special meter by 10%, special meter replenished by 7% 10% Special Drain

     

     

     

    All - Can be used by all combat types

     

    Disarm - disarms the opponent's weapon until they reequip it. 25% Special Drain

     

    *Minor Heal - Uses food in inventory to heal max of 10 damage, does not interrupt attacks 60% Special Drain

     

    *Major Heal - Uses food in inventory to heal max of 20 damage, does not interrupt attacks 80% Special Drain

     

    Item: Potion - Uses choice of potion in inventory, does not interrupt attacks 50% Special Drain

     

     

     

     

     

    Combat Bonus Table - All armor, gear, and weapons give + 1 to their respective bonus unless otherwise specified.[/hide]

     

     

     

    Eh that is bare bones but I think you get the idea.

  12.  

    Curious whats OT stands for?? #-o

     

    Seriously? For [bleep]'s sake. That is the thing you respond to? You make me suicidal both for your stupidity and generally annoying attitude.

     

    Take it easy friend. I understand the fruastration but it is a common mistake of new tif-ers. He will learn.

     

     

     

    And OT is off-topic, used in reference to things that do not belong in the thread it is found which... is nearly eveything you post. Just slow down a bit.

  13. Lol @ AGS and claws.

     

    lol i feel bad about people who couldnt sell it in time

     

    OT

     

    I see that you have a significant post count and so calling you out may be pointless but you, through your posts in this thread and others that I have seen, offer very little to discussion. Your posts are often one sentence that does not develop any thoughts nor offer other tif-ers anything of substance to talk about. In a nutshell lurk more.

     

     

     

    Additionally the conversation that you have spurned has been questioning how much gold you have and how you got it. This of course have received no responses from you. So if you would please give us some insight into how a 103 can afford such extravigant items with less than respectable levels in any stats.

     

     

     

    As to the update - I am a diy player and not a pvp-er. Honestly the pvp updates have left me very jaded. I wish some beneficial content would be added. And no game tools are not what I am alluding to.

     

    lol its called having a a friend giving you white partyhat before the update of trade limit came and i couldnt return it. Thus used it as my source of money, hence answering your question. I have pmed the people who asked me this instead of writing it in this post

     

    Of which is a reply to my secondary issue. Thanks for the reply but I was leaning more towards asking to save face and post less... a lot less. Not for my benefit but yours. People here do not like that.

     

     

     

    And they do not like OT much and for that I apologize guys but I think you might understand if you read his stuff.

  14. Lol @ AGS and claws.

     

    lol i feel bad about people who couldnt sell it in time

     

    OT

     

    I see that you have a significant post count and so calling you out may be pointless but you, through your posts in this thread and others that I have seen, offer very little to discussion. Your posts are often one sentence that does not develop any thoughts nor offer other tif-ers anything of substance to talk about. In a nutshell lurk more.

     

     

     

    Additionally the conversation that you have spurned has been questioning how much gold you have and how you got it. This of course have received no responses from you. So if you would please give us some insight into how a 103 can afford such extravigant items with less than respectable levels in any stats.

     

     

     

    As to the update - I am a diy player and not a pvp-er. Honestly the pvp updates have left me very jaded. I wish some beneficial content would be added. And no game tools are not what I am alluding to.

  15. While reading the anti-hack article I could help but find myself disagree-ing with the majority of what was said. The hardware issue that was presented has been addressed as it just seems that the author forgot to update his original understanding. Something that I think people are forgetting is that Jagex has hinted at new logins designed to have a seperate login-character name. With the addition of a system like this (one seen in the majority of mmos) there will be an increased security but more importantly, more grounds for things such as the security dongle. If implemented correctly, the player would simply have to log in once with the dongle, then pick the server as needed. This would allievate the majority of the concerns voiced here.

     

     

     

    And secondly, the extra bank space is an incentive, not Jagex selling things to players. Realistically how drastically would additional bank space change the game?

  16. So, I was looking under the "Spoils of War" (Rewards) section..

     

    What on earth are these two artifacts? I do hope I don't know just because of my f2p newbie-ness.

     

     

     

    spoils_locator.gif

     

     

     

    spoils_quest.gif

     

     

     

    The top one is named "Spoils Locator", and the lower one "Spoils Quest". Huhwut?

     

     

     

    The spoils locator teleports you to a random material spot like for mining, woodcutting, etc.

     

     

     

     

     

    The second is a quest box that holds several things that are commonly used for quests, ropes, spades, etc.

  17. So does this mean that the tip.it microhelper is not to be used either?

     

     

     

     

     

     

     

    And for those that need more system resources for running a browser + java, you might want to look at Google Chrome.

     

     

     

    And as for the rule, I think that the last line of the rule says it best, "When in doubt, don't use it" As such I will regrettably not use it. And that is going to suck.

  18. How are you only managing 70k/h at pure essense?

     

     

     

    I recently did a test using a character with 30 mining (the minimum for pure essense) without running, using the varrock east bank and made over 100k/h. With pouches, running, and even maybe summons, you should be making easy money.... Not as good as monkfish but still decent.

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