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sees_all1

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Everything posted by sees_all1

  1. You'll find that there's nothing to keep players playing GOP after the first altar if the teams are too imbalanced, think of it as a 10 minute penalty or a 12-16 minute penalty, +60/80 tokens. There needs to be a different system in place for losing in GOP...
  2. I disagree. I believe it is possible to have a "balanced" combat triangle, in the fact that it's going back to its roots of being rock, paper, scissors. Rock Paper Scissors is a balanced game, yet in no way is everything equal. There is a definite rock beats scissors beats paper beats rock, but you don't get that with runescape. Here's the areas that define classes: -Maximum Hit -Cost (up front, over time) -Accuracy -Speed -Distance, range -Weapon variation -Armour variation -Combat Levels -Defense I believe the combat triangle is fundamentally flawed. It gets back to the fact that there can be "tanks". Range and Magic only have one skill to train to increase their combat level, while Melee has two. Magic against itself has a bonus to defense (I have 86 magic, and in full rune people with 70 magic splash all the time). This needs to be corrected. Either there are two components to determine accuracy and strength, or there should only be one component. Also, defense should either be universal, or there should be skills in each category to train with (Magical Resistance, Ranged Agility, Melee Agility). As far as weapons and armor go, it doesn't make too much of a difference as long as each class has similar items at similar levels. Although, armor needs to be uniform in how it benefits/hurts between classes. I believe that it will take a major rework of the combat triangle in order to make it balanced again.
  3. Glad to see Jmods are saying "F2P is not a demo" again, and again, and again... Any player who says otherwise is just ignorant, stubborn, or stupid. I could care less about the new F2P quest, the new PvP equipment, etc.; as long as they don't fix their broken content its hard to get excited about new, likely buggy content.
  4. You can make the drop have an alch value of whatever, and then it'll always be worth that. Also, give it the stats to make it worth more than its alch in F2P, and I think its problem solved.
  5. There should be less of the "kill monster x" styled achievements due to the rarity of those monsters. I also believe other skills, such as woodcutting, mining, and smithing should be used. I.E. obtain charcoal from a burnt tree (easy), mine adamantite ore from the hobgoblin? mine (medium), smith a rune scimitar at some anvil (hard). Catch anchovies, Cook an anchovie pizza, etc. (easy, medium respectively).
  6. 10m is a lot. :shock: What's the max right now? 36k rune scimmies from C. Soldiers? Lol 3.6 mil as a bonus drop from PKing (corrupt dragon b-ax), with a probability of around 1 in 1000.
  7. Level 75 runecrafting (actually, started with <13.8k until 76) Crafted 1k ess into 7545 airs 3760 runes first 500 3785 runes second 500 Crafted 1k ess into 4576 water runes 2298 runes first 500 2278 runes second 500 Will do lvl 76 after I get 20k gop tokens :P
  8. I suppose this thread might do alot better if I don't offer the position that "The triangle is not flawed", and instead focused on what it would take to fix it. I would prefer if this thread was not focused on F2P, as giving F2P rune arrows would not fix P2P's imbalances (or anything along that line of thought.) I'd like about 2 or 3 more posts before I'll post my position... and it'll be a long post. :D
  9. I think Jagex is updating GOP right now - the last few games I've played, any extra ess that was not picked up spawns at the portal. Maybe they're fixing it!?!!?
  10. How is the combat triangle flawed? What can Jagex do to fix it? Are the fixes a major reworking of all the skills, or a few stat tweaks? What's the bare minimum that Jagex can get away with to fix it? If its not flawed, what can Jagex do in future updates to maintain the balance? What sets runescape apart from other games with combat that lack balance? I'll post my thoughts later.
  11. Its a F2P spellbook in the way that the modern spellbook is a F2P spellbook, or that the rewards from FoG/GOP are F2P. If it only had F2P stuff, then it would likely benefit members very very little, or be crazy overpowered for F2P, which means that its that much less likely to be developed.
  12. I think I'm going to compile a list of suggestions for GOP, and then post them in this forum, and on the RSOF. Anyhow, its ridiculous how buggy this content STILL is, even after being more than a year old.
  13. Level 75 runecrafting. 1k ess into 7547 airs 3787 first 500, 3760 second 500. 1k ess into 4620 waters 2307 first 500, 2313 second 500 I'll do another run closer to but before 76 runecrafting. Its interesting to note that both ended with more runes... if it happens again at a higher exp, I might have to change my sample size (get a confidence interval of +/-5 instead of +/-30)
  14. add another - Earth altar 6 orb glitch.
  15. the minimap appears, scaled back to like 12%, so its difficult to get a good resolution.
  16. Level 75 runecrafting Crafted 1k ess into 7532 air runes first 500:3749, second 500:3783 Crafted 1k ess into 4605 water runes first 500:2295, second 500:2310 level 71 - .277 extra airs per ess level 72 - .345 extra airs per ess level 73 - .403 extra airs per ess level 74 - .462 extra airs per ess level 75 - .532 extra airs per ess level 73 - .518 extra waters per ess level 74 - .567 extra waters per ess level 75 - .605 extra waters per ess
  17. When implementing collision detection, the easiest method is to just draw a rectangle around it. If its a block, that should be easy. If it's a ball, you can use the distance formula, but drawing a box is just as easy. You can write a function to determine if two boxes overlap. If they do, they've collided. The other thing you can do to make sure it doesn't overlap on screen is to test for collision *before* drawing to the screen, and then taking appropriate steps from there. Other, more precise yet complex methods include drawing polygons, and checking each point on the polygon to see if it is inside the other polygons. The slowest method is to check every individual pixel. If you can describe what you want on paper, there's probably some tutorial already out there in every computer language. Hope this helps.
  18. thank you very much! I'll probably do another run of airs and waters tonight @ rc lvl 75.
  19. That's not the idea behind reputation at all. You're not required to give it at all, and you can ignore it. Reputation given or received shows up in a manor similar to a PM, so its confidential between the parties involved. Also, reputation does not have to be implemented on every forum or sub forum, in fact its disabled on Chit-Chat / Forum Games on Chief Delphi. One affect reputation has had on Chief Delphi is the forums become self policing - users don't post deliberately inflammatory material because they don't want to lose the reputation they've gained through all their hard work in posting. It also gives new users an incentive to make thoughtful posts - there's less trolling, and it becomes an individual challenge to fill your bar up. Once again, giving reputation to a certain individual more than once in a period of time is forbidden, and I've never seen "groups of friends gang up on one user" Also, speaking from experience - Once you get a full bar of reputation, you rarely get more. To me, this means that people look closer at user's posts which don't have full bars because they're looking to give it to deserving members. This is just speaking from experience though, and with a different forum.
  20. The Great Orb Project is my favorite minigame, but as much as I love it, its flawed. I don't need to list all the errors in game logic, ideally these would be fixed with the revamp. Here's a list of my suggestions to make this minigame better: -Tutorial: Almost every minigame has an associated tutorial or manual in game. GOP does not, and it is very very vague. There shouldn't be players saying "wut do i do" when they first play, they should know how to play. -Sand box mode: Allows a player to practice or experiment with different spawns, strategies, etc. Different from a tutorial in that its interactive. Each player gets a different color hat and orbs to spawn (wherever they designate). Orbs are only responsive to their owners, unless the owner elects to "enable defense" and allow others to practice defense on them. The sand box mode gives no experience. -Personal rating: Keeps track of Wins, Losses, Ties. This information is NOT publicly or privately available, and is only used in game mechanics (see next idea). -Orb Priority: Orbs of your team respond more to players with a higher personal rating. This prevents inexperienced players from sinking teams, and makes it difficult to be a career saboteur. -Orb Inactivity: If an orb does not move from its spot for 5 seconds and is in a "nerfed" area, it will respawn. If an orb is being "hugged" for more than 4 seconds (not moving even though someone is attracting or repelling it), it will be relinquished. This makes defense still viable, but not to the point of cheating. It also prevents saboteurs from nerfing orbs, and laggy high ranked players from sinking teams. -Clan or Solo games: Pretty much self explanatory. These games will not give tokens if they are not competitive - i.e. someone wins every round by more than double the opponent's score. This stops 50-50s and multi-loggers from gaining an advantage. -Queue to Join: Allows players to get in line when they arrive in the guild. Also allows friends to get in the same game before the countdown starts. Only available through blue wizards. -Faster countdown when teams are full: Pretty self explanatory, prevents the guild from getting filled up. -Watch a game: Feature from clan wars that would make GOP more interesting. This is available to non-guild members to get them excited for 50 runecrafting, with an orb of viewing outside the portal of the RC guild. -Auto craft: Optional toggle that gives experience and runes at the end of each round automatically, without being right next to the altar. Also stops ess from falling to the ground when your inventory is full, can allow for quicker transitioning from one round to the next. -Essence for Orbs: Makes it worthwhile to compete in a lost-cause game. 1.25 orbs = 1 essence, rounding up. Makes it pointless to play defense in blowouts, also will stop the saboteur from trying to get a "quick" 60 tokens from getting their teammates to quit. -Varying number of orbs: Number of orbs on the field is equal to the number of people you're playing against, times a coefficient for altar size (Also clipped to a min and a max). I.E. 6v6 spawns 6 orbs of each color at the water altar. 6v6 spawns 4 orbs of each color at the air altar. 6v6 spawns 8 orbs of each color at the earth altar. 6v2 spawns 3 orbs for the team with 6, and max orbs for the team of 2. This makes it more competitive no matter how many people are playing. -More tokens when the other team quits: When everyone on the other team quits, the round is finished out. Also, the next round will result in a win, and the remaining rounds will result in a tie (token-wise, records will be unaffected for un-played games) That's all I have for now, feedback appreciated.
  21. Are you using a loop to implement the game, or is it just click/event based? If its a game loop, that's rather trivial, if its click / event based, good luck. Let me know. A mousedown event in Rectangle objects that triggers a case switch depending on which rectangle the click is in and whose turn it is. The winning conditions check is a giant loop I don't have the code on my home computer or else I'd post some of it. There's many tutorials online for rotating images. One suggestion - When you determine there is a winner, ignore all mouse events for a bit. In your loop, redraw the winning patterns. Use an AffineTransform on a Graphics2D in your draw method. Add in some delays and increment your angle.
  22. I did a test with 2 lvl 3's a while back. No equipment bonuses. A was hitting on B, with the defensive style. B had auto retaliate off. Max hit was 1, Min hit was 0. I forget the data I had, its in a thread around here somewhere (in general discussion, I'll repost here if I can find it again). My conclusion was that 0 is a valid hit for any strength level, but I didn't test any strength bonuses. Please remember that hitting a 0 naturally would be just as likely as hitting your max, and its very difficult to differentiate between the attack failing and the hit succeeding with 0, especially if your max hit is VERY high. Anyhow, if you toss out attacks failing / succeeding, your average hit should be Max / 2.
  23. Are you using a loop to implement the game, or is it just click/event based? If its a game loop, that's rather trivial, if its click / event based, good luck. Let me know.
  24. Do you have exact numbers?
  25. Is runecrafting the biggest source of runes in game? For natures, yes, for others, no. Which is to say that while some runes may decrease in price, runecrafters will not see a significant (if any) drop in their profits, and the majority will see a slim increase in profits. Overall, I think the update was a good thing.

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