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Ronan

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Everything posted by Ronan

  1. All upgraded nice and fine here, haven't noticed any major improvements but I'm sure there are things underneath it all! :) Did take a while though...
  2. Although obviously later on I'd prefer to never have micro-transactions, or purchasing items for real-cash, I'd hope that if they did, they resort to linkage between the store and the game-servers allowing for a more automatic option of retrieving items, tied to the account. Having redeem-codes just paves the way for people to purchase a code and sell it on to others.
  3. Ronan

    The concept of roles

    Your title's absolutely right, some people do have this misconception that the Dungeoneering is entirely about ploughing through a dungeon, hacking and slashing at anything in the way, doing the same for the boss and voila - done! ;) Although this may be an elaboration on some, the concept sticks. The idea of roles within a party is very widely recognised, Dungeoneering's obviously new to RuneScape so it may take a while for people to understand that people playing different roles and utilising their most beneficial skills is going to be advantageous for the entire group, but I'm quite sure more people will gradually begin to understand that. I sure know that having someone providing an extra amount of food, essentially playing the role of healer (thanks to the 'Use on' function!), is far more handy than the same person dealing minimal amounts of damage. ;)
  4. He destroys me too - I'm Level 59 Combat and tend to get him roughly the same level as that. He's probably the one that I die the most on - that was using melee before though, I'd be interested in trying Mage as he's supposedly weak to it. I'm presuming that as your combat-level increases, the given experience doesn't increase? - i.e Base and Prestige. Given that, I'm wondering if lower-levelled F2Pers actually can train this skill easier / faster than higher-levelled F2Pers / members? From what I've found, I need very little preparation for the entire dungeon when soloing, if any and almost none for bosses either. Monsters obviously have less health due to the lower nature of their combat level than their higher counterparts and I don't think monster's health scales up proportionately with damage dealt by players, certainly not on F2P at least. I've not done any formal testing so it's all just from appearances, but what do others think, does the simplicity of lower-levelled F2P characters outweigh the damage-output of higher characters?
  5. If you look at the page for the Primal Full Helm, /Primal_full_helm, the image has the caption: "A Forgotten Warrior with the Primal set equipped." - I reckon that's probably been the original but it's been transferred to other pages with the caption wrongly referring to it as a player. ;)
  6. Edit :- Glitchy double post, sorry! :(
  7. Boosted levels do work from Herblore, I used a normal Artisan's potion earlier to make a spear for myself that required the boost. :) Profiting from air runes is still very possible. Each essence can be bought from the shop for 50gp, and an Air Rune sells for 12gp. Minimum level to profit from runes consistently is therefore at 5x Airs which is 44.
  8. Not tradeable, purely cosmetic and commemorative - sounds about right to me. :) I definitely think expiring codes is a good idea - would combat any ideas of keeping the codes to increase their worth. I'm sure those who attend the event have enough time on their hands to home-teleport and stick in a code within a month. ;)
  9. I can definitely see your point, but is there really a need for everyone to always have the same chance as others to get an item? If this is meant as a memento for those that attended, why should those who didn't feel the need to have it? Surely it would mean nothing, or very little, to those who didn't attend the event? I would mention that I'm far too hard up at the moment to have the cash to purchase a ticket, so it's not that I'm biased! :P
  10. But what's the major issue that people feel strongly about here? Surely this is just a momento for those who attended the event. The way I see it is that the money paid is for the event, this is simply a gift from Jagex for those who attended rather than those who 'bought' it. Saying that though - I'm not so narrow-minded that I can't see that others will feel differently, considering it is the first of it's kind in the game. :)
  11. Just started upgrading myself, will be interesting to see if I notice any improvements. Cheers for the reminder! ;)
  12. Any comments on if this is the item that's going to be redeemable? Personally it seems like a nice, little addition for those attending RuneFest if it is the item - assuming it has no bonuses then it all seems good. :)
  13. I must agree, that is fantastic! :) Clear and concise like the rest of Tip.it, yet bursting with functionality!
  14. It's a simple combat triangle on the surface, but that's all it is - the surface. Underneath, you've got the intricacies with weaknesses, the potential effect these should have - percentage rates, all the minor details which on the surface bring up a nice, polished combat system. I think it's these things that they're testing, it would (hopefully 'will' soon) certainly be the approach I take to testing these things - testing within a new environment which is widely accepted will be adapted later as is necessary. ;)
  15. You're quite right - but I think a large part of the reason for this is it could well be a test base for future ideas on balancing the combat triangle. You've got that, plus the fact that they've been able to create Daemonheim without many worries of offsetting previous content, essentially allowing them to take their previous experience with the game's combat and apply all that into an 'entirely new' area. As you said, the great part about it is in that weaknesses do have good effect and are worth considering. I'm expecting to see the future rebalancing to contain somewhat similar concepts, if Daemonheim's anything to go by I reckon they should do a good job.
  16. The burners are purely decorative, you could use the lowest ones and they'd provide just the same experience and burning times as the Marble ones. :)
  17. You can't buy a clay pot because that item isn't actually present in the shop - that's just a key representative of the way the shop's items will look to let players know. In terms of the free sample items though - you're right, we want free samples! :P
  18. Not sure on the others but for FRAPS, by default the screenshot key is F10. You can give that a shot and check the screenshots folder, but if you've changed the screenshot hotkey to be PrintScreen, it may well be that the OS' print-screen function is taking precedence over FRAPS and just blocking FRAPS. I'd try changing the screenshot-key if you have got it on print-screen. Another thing to do is move the frame-rate overlay using F11 and check that it does actually come up on RuneScape's applet, if not then it may be the issue that FRAPS isn't detecting that. @Aeil, FRAPS could be used within SwiftKit too and provides far more convenience than using Paint. FRAPS is convenient in that you're not needing to use a bulky-client just to utilise one of their features. ;)
  19. Mod Emilee's reply was in reference to a thread discussing when XP Lamps would have the Dungeoneering option available for use. ;)
  20. Remember that's just an excerpt from the post on MechScape World by Ren, I can't take credit for it. ;) I do think that's probably going to relate more to the Court D&D though. You're right about the Count Draynor thing. It would be very interesting to try and enhance that other schedule, ashame the resolution isn't higher! Great find with that one.
  21. Said 'leak' seems to be referring to this image here :- George-Competition.JPG (3008 x 2000), as said in the Runescape forum thread - this was highlighted in a thread by Ren at MechScape World, but with credits to Cursed. You can see the whiteboard being talked about is the area up at the top-right of the image, as shown in this cropped-portion :- [spoiler=Whiteboard] An excerpt from Ren's thread over at MechScape World (Lo-fi Version here), describes the whiteboard text :- Will be interested to see how this relates to the twitter-hint, that thread was a good find - update tomorrow hopefully! :)
  22. The no image concept is great - nice job with that one! :) Like you've said, there's a few things you haven't styled yet so once those are all fixed up I think that'll obviously increase the overall appeal and look of the page. I like the main navigation bar, the gradient works very well and the mix of grays and black definitely suits. Is that search box slightly offset from the center vertically? If so - is it supposed to be like that? That's not overly obvious but it caught my eye for some reason. If the white line across the page is an actual feature (the one splitting the navigation bar), I'm not quite sure on that - to me that seems to be too obvious of a divider. Although I can see that perhaps it's used as more of an intermediate divider between the red and gray to not be such a sudden change? Maybe toning down that colour, trying something darker instead of the white would blend in better. Again, same applies for the smaller white line spreading across below the navigation bar - to me the page would naturally be split in my head without that divider. I think perhaps the lower-gray area could do with having...'something' else to it. The gray in itself seems a little overbearing, I'm not quite sure what would improve that but even a small effect or slight alteration to a part of it would draw emphasis away from it's single-coloured appearance. Nothing incredibly obvious, something relatively subtle but I think that would make all the difference. The overall colour-scheme works well though I reckon, the main red isn't too harsh and seems to be just right to mix with the grays and black. Colour of the text seems right too! Overall - very nicely done! I can certainly see the page having a great appearance once everything's finalised and having that done without images at all makes it all the better! :)
  23. It would be an interesting feature to have - I agree that it's something that would certainly help the team-based players as well as general clan chats, depending on the clans of-course. With things like Xbox Live - I'm not actually sure on offensive features, but it certainly seems like that isn't really controlled that much - because of that you obviously do hear some more swearing and the like - but if you play with friends or not with 'random teams' it tends to be lessened if that's the kind of people you select obviously. Having a level of control would be essential to it of-course, if you're wanting to not negatively impact those who don't want to use it, or don't want to be listening to that overly-aggressive and yet whiney 12-year old. :P (I know it's the standard stereotype, but it holds in cases!) I think maintaining a feature like this would of-course be difficult, I'm not sure on viability but in a similar form to standard chatting, sound samples could be recorded up to a certain length of previous time - if someone was reported that player's logs could be listened to and if deemed offensive they could be muted etc. It sure seems manageable, but there are of-course behind the scene repercussions - higher bandwidth use, greater storage capacity required, more monitoring perhaps etc. It's certainly something that I'd imagine Jagex would really desire to implement with the voice-chatting if they did, I can't quite see them being as open about the language-used as some other games are. If they implemented the feature, I'd like a good level of personal-control over it, muting certain players from talking in clan chat, turning off the feature for yourself - Ignore list filtering for select individuals perhaps? ;) Overall, I'd probably use it with some friends, others not so much.
  24. Haha, of-course - forgot about those member's skills at 1 - quite right Sonic. :) Would of been surprised to of seen Mauranius having levelled members' skills, especially intentionally.
  25. Isn't there 9 of his total levels unaccounted for from the F2P skills? Total's 1557 whereas F2P skills only add up to 1548. Edit :- Ah, I see Dungeoneering's contributed some glitched exp' - is that it?
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