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sees_all1

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Everything posted by sees_all1

  1. I'll work on setting them to appropriate amounts - I'll reference the standard book to get the numbers right. However, I believe a level 80-90 teleport should give level 80-90 experience, don't you? Thanks for the support, I'll add that in. Chillax dude, I'm really busy. This thing is a beast to manage, and I'm doing my best.
  2. Death runes currently cost 305 gp each, with a cap of 306. There have been times in the past where lobsters, swordfish, and other PVP materials have been capped. Earth Runes, Water Runes, are all capped at 16. Seriously, trade cannot occur when the actual price of an item is much higher or lower than what the GE limits are. Remove these, Jagex. The lowest price an item will ever reach (naturally) is the price of a nature rune lower than its high alch value. The highest will be the price of its closest substitute, inferior good. Except for death runes, which really don't have a substitute in F2P. I understand you want to prevent RWT, but with pricing limits you also prevent legitimate trading.
  3. Told you it wasn't a good idea to add that idiot's ideas. :roll: I'll stay on the list for now though. ;) I1lll never asked to be on the support list, however one of the things I said was that if I implemented your ideas, I would add you (this is because when people usually have ideas, it solve the things they dislike about it, and therefore support. I1lll was never clear about that, and I think "that idiot" might have more things to critique before being added to the list. Btw, "that idiot" has given me much more input and insight into my idea than you have; so please don't flame. Sounds good, I'll get to that. Hmm... I think I'll do the outskirt then? Sorry, could you explain that to me? Hmm... I'm not sure. I think as far as noted goes, I don't see why not. What's the process for making teletabs?
  4. Finally I can PK with no armour, or with mage without having to worry about 5 tards fighting each other to fight me. Talk about crazy - the last time I maged, I literally had 5 people standing around me - I would fight one. Then whenever he ate, or I ate, someone would hit me, or someone would hit him and another person would jump on me. GF idiot pjers, now you have to learn how to PK the decent way.
  5. hmmm.... that means I have to change the description of push and shove.
  6. thanks. :!: :!: I've just made MAJOR updates to this. I'll probably post a new RSOF version soon, but I'm le tired.
  7. I'll add it to the list of things to do... I like that idea. I should be able to get to some of it tomorrow. Yay for the weekend.
  8. Its not meant to stack together, just independently. At 91 magic - potion raises level by 4. 22 - fire blast 22 - special attack 11 - Awareness 6 - potion. Hits 11-44 + up to 17, 61 max. Thanks for bringing that up, I'll change the wording to make it more clear (Add it to my todo list :P).
  9. EDIT:Sorry for the *triple* post... but I haven't had as much time as I want. Anyhow, I'll get these changes done soon. It's a nice idea, but doesn't work. 1) The only reason to use it would be the level 95 spell Awareness. At that level you're probably rich enought to afford the 5k per cast. 2) It takes over 20 casts (of a spell you won't be using more than once per fight) until the staff starts paying back for its cost. If you're going to use it for anything else, it just isn't worth the cost. there's a reason this one costs the least. I'll change the stats for these. Extra million for +2 magic attack and some other minor boosts? No thanks. I'll change the stats on these. Anyhow, the idea of not needing elemental runes anymore should make up for most of the prices too, though. No, we have a skill for this kind of stuff. However, the quest could introduce a new herblore ingredient that would be used with complete Magic Essence potions or Magic potions to enhance them with the max hit boosts. that works. Uhh... Ahrim's set that is several millions cheaper and requires only level 70 magic has a lot better stats than these. i'll retool the stats a bit.
  10. Sorry I didn't get to your last post. Let me go over it now (I've been very very busy at work and haven't had the free time of college. Yeach, its summer.) Comments are in bold. There should be a normal teleport along with the home tele, like in all other spellbooks. alright. what level? There's already a teleport spot in Rimmington. I wouldn't be too happy to see hordes of people at the Rimmington yew spot, either. I haven't really discussed where any of the teleports are, but I'm guessing I'd want this one to be south... way south. Seems extremely pointless, especially if you need to bring mind runes just for that. before battle... during a long battle... during long training sessions, but as others have pointed out not necessarily during combat. It takes 3 seconds to cast this, right? something like that. I'm not too fond of copying spells that already exist. me neither - look at my previous post. I'm changing this. If you can bank raw food, I could see some uses for this. Otherwise pretty useless. I'll make it include raw fish. It takes 3 seconds to cast a spell. It takes less than a second to run 4 squares. Any point to use this? No. Well, it is the lowest of the three. I'll change the text so that you can force someone over a fence or low lying bush/rocks etc. That would get people stuck, and give more purpose to the spell. Instead of using items, the teleports should require the runes that are never used otherwise: mind, body(!), cosmic, soul. maybe I'll just add those in... As I said in my earlier post, I don't see the point. Having to locate your opponent after casting this would pretty much defeat the purpose. I was thinking that your screen position would change instantly, so you could begin looking for them instantly. Also the animation would take a bit of time, so you'd still be able to find them rather quickly. Instantly? All at once? yes, that's the idea. Makes powermining / powerfishing / whatever a bit faster. The 0.3 second speed boost really isn't worth the wasted attack turn. I agree the effects are slight, but for F2P it could be huge. I'll consider changing the numbers though. Shouldn't require the black mask, since it's a melee item. whats a good substitute slayer item? Making skills cheaper for no reason is not a good idea in my opinion. I'm not very familiar with construction - how much time does it take to build something? Could that be sped up, in addition to some extra experience? 3 Seconds vs 8 squares. Still not worth it. see my response to push. Which one of the islands? take your pick, I'm not very familiar with any of this P2P stuff. Afk ahoy! : yeah, but it sounded fun. Useless. There's no real reason to go through the pass after completing Regicide. Alright, but I think someone else asked for it. Once again I don't know P2P stuff too well. Are you serious? 3 Minutes of constant hits between 9 and 22? 60 Casts with 100% accuracy? I'll change the defense part. This could be overpowered when vsing a ranger, let me retool this one. No. Herblore is useless enough already and F2P doesn't even need prayer restoration. let me think about this one again. Do they keep attacking you? Do they autoretaliate if you begin the fight with this? Do their menus dim? I think I've answered this on page 15, if you can't find it I'll look and cut and paste. As I said earlier, spells shouldn't require hundreds of runes. The air and water runes cost 2700 gp. Replace them with 10 death runes or something like that. this is too keep it from being cast in FoG. Its also something we've never seen, and I think its a good twist on magic. No cooldown? the cooldown is it cannot stack. I'll add in a timer thingy too.
  11. make it a rare drop from hell hounds or something? I like that idea, but then also keep it in the shop. That way it never goes above that particular price ceiling. 3x standard speed? Is that the speed of the weapon you're using? I shudder to think of the ownage of using this with darts/knives in your hand. Give it a specific speed. Dart/knife speed is probably what you're looking for. Sorry I didn't explain what "standard" speed is. I meant that 25 times a minute is standard speed (How quickly a scimitar hits). So every 2ish second, you'll shoot out a burst of three ripples. Or it could look like a continuous attack. Either way, as long as its 1-3 damage 75 times a minute. Make this spell and the similar ones affecting defense and strength decrease the stats on equipment instead. This makes it different than the standard spellbook's spells. And rather than going up slowly, like stats, have it last x amount of time, then stats become normal again. I rather like this idea, I think I'll implement it. So does this mean that we can now get into the Varrock bank cellar? What about quest areas you can't get to? Make it so that you have to be able to walk there at the moment you cast it, so you can't go through closed doors or other things like that. Right - unlocked areas only. However I think bank vault might be interesting on a member's world as an easter egg - but a banker would have to escort you out if the thieving failed, tripped the alarm or something. But that's not part of a new spellbook. Maybe I could write it into the quest? Again, standard speed is your weapon's speed, right? 25 times a minute. Rather than 10%, make it one notch on the weapon speed scale. This, darts, and your current pulse spells could get speed 10 weapons. :lol: Not sure what you're saying, but 10% is 10%. This will make those next 30 casts take about a minute. Since agility doesn't affect f2p anymore, I would take out the agility part of that spell. For run energy, will 50% energy go to 25%, or 0%? Its "up to 50%" - I think it depends on the opponent's agility level, magic level, etc. In F2P, the run energy would get cut by 30-50%, in P2P both agility and run energy would get cut. I'll try and word it differently. Make it either Neitizniot, or Jatizso, because you're having it tele you to 2 places. Neit would be better, as you are in good favor there after Fremennik isles. I have absolutely know idea what you're talking about... but that's just because I'm all f2p. Does this work on NPCs? Yes. It also works like it looks like in one of my signatures - cast it on one player, but then all others within the appropriate combat levels / or NPCs get frozen as well. How many prayer points does it take? Does this disable others from blessing it as well? hmm... good point. I'll say 30 prayer points, but no, others can still keep the grave alive for 1 hour. Is this a non-member's spell? As indicated by the 'p', no.
  12. Well... They're in different spellbook. Yes! No, you're not going to pay a million for +2 magic attack in F2P either. The robes I mentioned are P2P. :shock: Would you throw some ballpark numbers out for me of what each of these should be? Keep in mind that the contemporary robes will be the absolute best mage outfit that F2P has (i.e. can be most expensive). Thanks for your constructive criticisms.
  13. I think I've complained as much as any other F2Per there is... or begged for updates and what not. I'll try to keep my post to the point. F2P, as jagex said, should be a game unto itself. That said, if something is broken, fix it. As its been said many times, F2P mage is in DIRE need of an update. Past combat level 60, there is no longer a combat triangle. There have been many discussions, arguments about how much revenue the F2P version generates for Jagex. Very simply it boils down to - If it wasn't profitable for Jagex to have a F2P version of Runescape, they wouldn't have it. Obviously the pay part will generate much more revenue, but the people at Jagex are some of the brightest in the Game industry. They know what they're doing. Last point - If giving one small element of P2P to F2P ruins the "delicate" balance between the two, Jagex would not do it. F2Pers have been asking for lets say, teleblock. I never heard anyone say "Well now that F2P has teleblock, the game is complete for me so I don't have to be a member anymore."
  14. Look, there's 53 others that didn't get hung up on what you're complaining about. So, lets see. Take the level of the spell, multiply it by 1.5, and there you go. You have the experience gained. Unless its a pulse spell, then take that, divide by 3, and there's the base experience. Then add 2 * hit for the total experience gained. If its a ripple spell, take the level, and that's the base experience. Then take the hit, multiply it by 4, and add. That's the experience gained. If the spell affects more than 1 thing, like cement, multiply by 3/4 and the number of items affected. For dump load, every object dropped is 8 experience. For blaze, add the level of the wood you're using to the base xp to get the total experience. For healing spells, do the same as a pulse spell. There you have it - the experience for each spell. If I missed anything significant, tell me. For the price issues, I don't care. Don't tell me they suck, give me reasonable alternatives. Tell me what the stats should be, and tell me what the prices should be. Keep in mind that they should be priced more than Ahrim's or the historic price of a mud staff if the effect / stats are better. Quit getting hung up on the minor details, because I don't care what the spells look like, or the robes look like, or how much experience each spell gives, or how much time it takes to complete the spells, just as long as they get implemented. Mage has gone for much too long without a decent, significant update, espescially for F2P - because mage is a joke.
  15. Yes, you can eat. It will be more difficult, but yes you can eat. This is a bogus argument. These spells are NEVER EVER used in P2P. Its also in the normal spellbook - the only thing keeping it P2P are the runes. I still don't understand what you're trying to say. Correct me if I'm wrong: Player A gets a kill in pvp. Player A casts super shield, and puts on protect from melee. Player A uses AGS special on Player B. Because of some weird bonus thingy, Player B gets hit 25% of what he would have normally. Player A isn't dead, Player B isn't dead, and Player A still has 15 seconds to grab his loot. I don't understand what the problem is. Once again, I feel that's something Jagex should/would/will decide. I don't really care where they are, so long as its the general area. These spells were meant to be useful. What you're suggesting is that they should make training magic easy. I don't think that's useful. Or less. The GE could be put off limits. There's only so many bonfires that can be made, in fact for every bonfire, that's 4 individual fires that can't be made. What causes more lag, one big animation, or four small, independent animations?
  16. Please - don't. Don't be a hypocrite. Unless you're going to use textbook perfect grammar, don't criticize others. I was thinking about a good example for this, and I think the closest thing that Jagex has done already is like what happens with Romeo & Juliet if you drink the poison - everything goes black... and then you come to. Or if you take a screenshot, paste it into powerpoint, do a fade out, fade in. That's probably a good example. There are three spells I'm aware of, which do this - Impair, Wilt, and Rattle. I believe that those spells would do good for F2Pers, but Soul runes aren't F2P. I'm not sure I understand what you're trying to say, would you please rephrase this, and maybe give an example? This spellbook was posted Feb 21. The whole hatchet thing happened a few months after wards. Anyhow, what you've described probably would not be more efficient than certain power-training methods available today. Every time you'd have to get different materials, different setups, etc. As far as where the teleports go to, I don't know. I can tell you the karamja teleport will be somewhere in the F2P section of the island, as it is a F2P teleport. Where the other ones go, I don't know, and I'm not going to crop out maps and put their locations down. I deliberately left experience out. That is something where people can get too nit-picky about. Oh, that spells should give more exp, that one should give less... I don't support because that spell gives 10% more exp than it should. I think the description, the levels, and the runes should be enough. No. A bonfire is significantly bigger than a normal fire that you'd like, and it would last longer. Its much more condensed.
  17. Someone correct me if I'm wrong, but if they only lose the bare minimum 25k, that is one of the indicators to Jagex that you're trying to "fool" the system, so losing 26k in a semi-realistic fight will get you better drops than killing someone who has 25k gp in their inv.
  18. sees_all1 replied to Aeon_'s topic in Rants
    What gets on my nerves is in F2P, when you're fighting someone no arm, and they have 99 range and 99 str, they can hit 18+32 before you can eat 28. They say "nice safe", but in reality, you're taking a lot of risk even getting to 26 hp. I also hate it when they eat past 36, even though you just hit a zero with your finishing weapon. Oh well. It makes it all the more sweeter when you kill them.
  19. His name is actually I1lll, and I seriously doubt you've read anything he's wrote. In fact, I doubt you've read all of the spells here, because you're too lazy to. Read it before you post, otherwise I'm just going to ignore your opinion.
  20. Look, right now F2P magic < F2P melee. I can hit a 24 with my rune scimitar, but only 16 with fire blast. I can hit about 26 times a minute with my scimitar, but only 20 times with magic. I can hit a 30 with a rune 2h, and not be penalized afterwards when switching weapons, no need to reset my attack method with my scimitar. If you think that this spellbook is overpowered because it will enable mages to beat meleers, then you have no concept of how "rock-paper-scissors" works like the combat triangle should. One thing that I didn't post for each spell is the chance of failure on different levels of bonus. So a spell should splash on a ranger in full d-hide more than a meleer in full rune. Pushing a ranger back up to 9 spaces shouldn't matter because rangers can hit from a distance - during the time it takes to push the rager back, they'll have hit you 2-3 times. Not to mention that the likelihood of splashing is that much greater. Take a look at the normal spellbook, or the Ancients - they both have the exact same deal, pogressive upgrades to old lower level counterparts. If you think that's a bad thing, then I can't argue with you - just know that Jagex has already implemented a system like this. Every spell given to F2P is given to P2P; and in addition P2P receives 30 spells of its own. It also isn't superior, its different. If this was implemented, Ancients would still be better for PKing, Normal would still have functions like high alch, etc.
  21. Not exactly sure what you mean by this, care to elaborate? How many times to people in P2P PvP use Vulnerability, or other spells similar to it? I'm guessing never, because they're only using Ancients when in PvP. So Vulnerability is already obsolete, however I could imagine many F2pers using it in this spellbook. Apparate has a 30 minute time limit, and a 30% chance of failure. So if it fails, you'd still be where you are, and you'd have to wait another 30 minutes to cast it. This spellbook has that, and spells that address other issues, such as PJing. Right, but you can only have 1 spellbook at a time. So instead of being both Lumbridge and Al Kahrid, it would only be Al Kahrid. Instead of both Varrock / Prayer Guild, it would be just Prayer Guild. It takes at least 100 death runes to complete the tasks, 100 to give to Wizard Grayzag, plus whatever else takes to defeat Melzar again. 10000 exp is about 1/4 the experience reward of dragon slayer, and this quest is about as time consuming, plus the requirements are much higher.
  22. The full capacity of the normal f2p spellbook is a spell that can hit 16, a bind that lasts 5 seconds, and a teleblock that splashes too often. There aren't any combos, any surprises, any wiggle room for F2Pers, espescially when their armour is fail, their hits are pitiful, they're always PJed, and the cost is way too high. I've addressed 3 of these 4 issues, and in my opinion, and the opinion of more than 50 others, have solved it or made it better. Before posting another line about how overpowered my spellbook is, tell me exactly what is overpowered, and why. Tell me what else is overpowered so I can figure out how to solve it. If the idea that it's overpowered because of infinite use in PvP content, then I can fix it by making it "takes a long time to cast, interrupted by combat". You can see my reasoning in pages 7-whatever, anyhow someone pointed out that super alch would ruin the normal spellbook; and its not in the final edition. but, overall, do you support?
  23. If Jagex doesn't fix GOP in their "fix-it / update" year, I'm going to flip a couple cabbages - It's been neglected for too long.
  24. Except, that isn't one class beating another, its a hybrid beating a non-hybrid. And even then, it isn't magic that's killing them, its the other weapons. Also, rather than post all the stuff here, check out QFC 74-75-904-58710158. Call Help Il did a very nice job of outlining the obvious imbalance in F2P. Something called the Grand Exchange takes care of that problem. Really, your arguments are baseless, and you don't seem to have a clue about anything F2P. So how about you go back to the RSOF, and quit trolling here.
  25. Its very easy to say "that's overpowered", but what you haven't done is provide me with any evidence to support such a claim. As it is, F2P mage cannot beat F2P melee past combat level 60, this spellbook solves it. F2P doesn't have the equivalent of wilt/impair/rattle, and P2P doesn't use those because they have a much better combat book. Pure Essence indeed, is P2P, but like coloured gloves, they're able to be traded to F2P. Please give me better feedback as to why this spellbook is too overpowered, and why you disagree with 50 respected TIF'ers.

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