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sees_all1

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Everything posted by sees_all1

  1. 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)
  2. the minimap appears, scaled back to like 12%, so its difficult to get a good resolution.
  3. 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
  4. 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.
  5. thank you very much! I'll probably do another run of airs and waters tonight @ rc lvl 75.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. I'm giving this a bump because of today's updates. Could everyone PLEASE craft 1k essence of whatever rune of your choice (preferably nature rune for members, air rune for f2p) Then post here your level, and the number of runes you crafted. 1k essence is enough to get a VERY accurate number of the actual proportion of extras. It'll take 20-30 minutes of your time, but will the community out tremendously.
  13. I understood pointers, until one day I was passed a pointer to a pointer. Talk about a headache.
  14. 74 runecrafting. Crafted 1k ess into 4567 waters 2287 crafted first 500 2280 crafted second 500 74 runecrafting. Crafted 1k ess into 7462 airs 3732 crafted first 500 3730 crafted second 500 BTW- can everyone else post their data? It seems I'm the only one doing this.
  15. The difference between a true player and a bot is that a botter will eventually do something stupid to get itself banned - the interface will change, and they won't change their code, or jagex will subtly change something like they do every month, and the bot won't be able to handle it. Also, the big thing about bots is they don't talk to other people- most scapers will be social when they grind, respond to others. Bots don't have "intelligent" conversations, this is somewhere that kiddy scripters will never be able to fully implement, and if they do, 'gratz - they'll have solved the whole AI thing.
  16. Sounds like this makes it very cheap to operate a single world. Haven't they identified the server locations on the non-themed worlds? Are there really just 25 of these? Seems like they've nearly got one for each state, and one for several countries. I wonder if there are other ways they can prevent bottleneck... this also gets back to the major interwebz backbones increasing their bandwidth.
  17. I'm interested in hearing what everyone is up to. At work right now, I'm programming an xlet (java applet for bluray players and tru2way cable box) to test features of a cable box. For my robotics team, I'm helping to program logic to make mecanum wheels work with a gyro (do a search for airtrax, its some of the weirdest stuff ever). At home, I'm starting to look for a new project, I might do something that interprets text on screen. What are you up to?
  18. Contradictory. If its so useless why are players buying it? And the point of it was it shows Jagexs stance on items such as dmed being available for P2P in the first place. Pretty much a.....TRIAL version. I don't know why they're buying it, but THEY ARE BUYING IT. The fact that I would never sink 100k+ into something that is only guaranteed to last 30 minutes is different from the fact that F2Pers are spending HUGE amounts of GP for relatively SMALL bonuses. You tell me that F2Pers wouldn't be able to afford the Dmed at 600k each, but they're willing to part with 3.5 M to use a Corrupt Dragon Battle Axe for 30 minutes. And you're making the huge assumption that F2P is not swimming in money. I can point to many items that cost more than 1m on the GE that are traded: all corrupt items, all god / trimmed armours. Getting 1m cash in runescape isn't very difficult, all you have to do is grind a skill for a day or two. Please Dont assume Im interested in anything about you. Im interested in the topic. I would suggest you take on board that in life people will disagree with you and your motives, and occasionally tell you things such as I disagree or No so stop mistaking it for attacks. If you want posters to take you more seriously then don't profess to be a fountain of knowledge then get upset when people disagree. If you scroll up and actually read the rest of the thread, you'll see that was a sarcastic response to what DemonicSushi said - "Sees all, how the [bleep] would you even know wether or not KBD is an active P2P boss if you are an f2p?" I'm pretty sure most people here would consider that as an attack, and would call it trolling. Thats a pretty easy statement to make as you are retired from the game so it doesnt affect you personally. Jr, that's a stupid thing to say, espescially after making such a big deal about how you're not interested in anything here except the topic. How about we stick to debating the topic at hand, instead of trying to discredit others points and opinions. It might still be in use as welfare gear for some, but the current price demonstrates how much demand there is for the dmed. And the fact is that most people prefer to alch it rather than use it. If that wasn't the case, then the dmed would be worth more than 61k. If the dmed alched for 30k, I'd expect it be 30k or less.
  19. How about mods give negative reputation when they have to take action against a user... they lock a thread, or delete or censor the contents a post? That wouldn't be more work than what's already being done, and then positive and neutral reputation is left to the common users of the forum.
  20. I don't understand how you can say that the rune full helmet is "superior" to the D med.... you should check the stats. The D med gives better defence to both melee and ranged. 70K is merely 10K higher than alching price... not much added value there. The D med's low price is not because of how rare it is, its because there are much better alternatives to it. If the D med was the best f2p could buy, the price would skyrocket. Supply would not be able to keep up with demand. The 300k-600k figure is how much they'd be in the long run, partly because people would know that after 30 minutes of wear, they'd still have something.
  21. Well, spam the terminal with print statements. It'll give you much more insight into whats happening than a stranger who only looks at your code :P Best of luck.
  22. I'd rather get the mechanics of dragon armour / bars done right before I concentrate on black / white armour, as I can see sharpened dragon weapons and buffered armour be used much more frequently in game. Because black and white armour are (basically) steel, they can have the same levels as steel but different rates. Coloring it makes it more brittle? Who knows. But like I said, I'd prefer to have a solid dragon expansion before I tackle the other unsmithables.
  23. Corrupt dragon armour is pretty much useless. However, I'd like to prove a big point: F2Pers are willing to pay 156k FOR A DRAGON MED THAT ONLY LASTS 30 MINUTES. That's almost 3 times as much as members are willing to pay for it, even though IT ONLY LASTS 30 MINUTES!!!! Saying that the price would not "take off" if it was introduced into f2p is ridiculous, I'd estimate that it would increase in price by about 5, even 10 fold. A 300k-600k drop would make most monsters worth while. I don't know how common the drop is, but I'd imagine its somewhere around 1 in 100, as that's about how common the rune med drop is. Point is, it would generate a lot of interest in the KBD. Oh, but don't take what I say seriously, because I'm just an ignorant F2Per. For all you know I could be zezima. You only know about me what I choose to let you know, and it reflects more upon you than me when you attack me.
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