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PolarBearBlue

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Everything posted by PolarBearBlue

  1. A large (or as some would say vocal) part of the player base got Jagex to bring back OSRS... Some content just was never meant to happen. Others; however, just fell out of style with the times. Those games can benefit with being moved to F2P or having their rewards moved to another piece of content.
  2. I don't understand your issue with warbands, rather with people suggesting warbands to add to regular skilling... I have an issue with farming warbands because it's the only one that's actually inefficient to do. It's inefficient to warband farming if he values any of the other skills more then farming. For his question, I didn't gather that. Now if he want mining or smithing exp over farming then of course it is. But you didn't say that in your post. You didn't even ask if valued any other warband skill remotely. So to correct my post, it is worth doing warbands for farming/construction (since he mentioned he'd like con exp too) so long as you do not value mining, smith, or herblore as much as the other 2. Otherwise warbands would be best used for mining/smithing.
  3. I don't understand your issue with warbands, rather with people suggesting warbands to add to regular skilling...
  4. Warbands is still worth it. Despite the dangers of pking and the 7 hour wait time placed on the activity, it has become more organized where players still average good exp per day. However, with that said don't depend on being able to use your exp on farming. depending on the world a camp may not have it. Here is a link for more info: http://www.warbandtracker.com/
  5. Wait, I'm an orphan...where is my platebody!?!D:
  6. nobody likes party poopers.. :shame: 10/10 would read again. On a seriously note, I am glad we have this. You guys keep tip it running smooth. Outside of Facebook this is my addiction.
  7. First, look at this Today I didn't do very much but I did get a nice treat from warbands. Phree wand Just thought I'd share that... Warbands is still too easy. Good fight pking.
  8. Selling front row tickets! 1m GP for 12 round match. Be warned this is the blood splash section, no raincoat provided.
  9. It's a great vision, but I think it's beyond RS. Maybe right now, but I don't think so. if I understood everything that was written, then Jagex is certainly trying to get there. They just aren't making enough use of what they put into a boss.
  10. This probably explains why there is no Runefest in the US. Despite the player base they aren't well known at conventions in the US. What more Runefest might be over looked for other conventions, even the ones unrelated to them, even if they avoid the likes of E3, ComicCon, Pax (Chicago seems to have an Anime Con every month). I hope this changes with RS3 and they do show up at Pax...iit appears they are making that move anyway what with an article by IGN.
  11. [hide] Use of environmental effects - e.g. since this is set in a cave, falling rocks that kind of thing that the player has to move out of the way of. Use of defensive abilities - have the boss have something like reflect, to make players think more carefully about when they use abilities. (Nex and KK do this a bit, but having the damage reflected would make it more important) Attacks that do more damage to people wearing gear of a certain class. Locational damage - think the QBD super hot breath attack. But you could have a bit of a twist so that whilst this attack is active, if the player stands closer to the source of the damage, the player damage is also increased, meaning the player has to balance damage taken vs damage dealt. A higher emphasis on DPS in aggro calculations (if one player can tank whilst the rest of the team just goes max DPS on the boss, it makes things unnecessarily easy.) Minions/Adds that aren't completely trivial to deal with or completely ignorable. Perhaps have killing the minions be optional, but relate the boss's damage somehow to the number of minions (with a cap to) so that killing the minions will make the kill easier, but slower. E.g. if all minions are dead the boss deals 75% damage for the rest of the fight. If the boss is magic based, have it be more susceptible to normal/ancient spells in different phases so your team requires players on both spellbooks. Just off the top of my head :P [/hide]It's important to think of the things that players can use: Abilities, prayers, style switching, movement, designated roles, food, familiars and cannons. Both monsters and players should be able to use all of these - boss mechanics will decide whether the cannon is worth it. Monster health, autoattacks and defence are just ways to keep a constant pressure on the players. For example in pre-EoC Nex you saw that players were using the most tanky gear possible (Pernix, divine, even SoL tanks on ice phase) because the pressure was very high. Post-EoC Nex you see that only the tank really bothers (and helps the team, with Provoke and luring for example), the pressure is lower - also because Nex herself is less tanky, so phases are shorter. [/hide]So what your are saying is that this boss should combine the abilities use of warband NPCs, the style switching and 1 hit ko of KK, the phases and prayer of Nex, and the healing abilities of current bosses, including in dungeoneering bosses? Basically the best traits of current bosses. Just to be clear. Because if that's what you are saying that sound very tough for players to fight. I'd be scared to try it. Not all of them. Basics of a boss designed at tier 11: Level 110 defence and constitution. 4400 base health, roughly 1500 base armour. Level 110 armour - just the main pieces, no capes or anything. That puts the total health up to 4400 + 6600, 11000 health - 12650 with shield. About 1500+3000 armour, 1500+3800 armour with a shield. By comparison, the highest armour a player can currently get (outside of DG etc.) is about 1213+2088. Level 110 food - 2200 per bite. Assuming 28 inventory spaces, the total health is 11000-72600 excluding healing from abilities. Probably about 20 spaces on food, good for 55k total health. Level 110 potions - Overloads are at 3+15% boost, rounded down, so that's 19 levels, but a better tier of potion should be 4+18%, a boost of 23 levels. Prayer restore - If it's a divine or semi-divine being close to a god, like Mahjarrat or Nex, assume a going rate of 10 points per second or so. That's enough to keep turmoil and soul split going, but no more - sufficient Smite/Soul Split damage would eventually disable prayers. A couple of flasks of super (or extreme) prayer potion (565/dose for extreme) should serve as backup. Unintelligent creatures like kalphites shouldn't use prayers, just high armour and damage reduction. One positive passive ability - it can be something like an aura (Vampirism, Penance, Aegis), a spirit shield effect (30% damage reduction with prayer drain), the blood necklace effect (on steroids as appropriate), poison, reach with melee (halberd, combine with knockback and stun for extrasuperfuntimes), Ancient Magic effects (blood, ice), casting Disrupt Shield and Vengeance (technically not passive), using a dwarf cannon, rotting food (ghasts) or a passive weapon effect (godswords, EE, Barrows sets). This ability just functions all the time, so you'll just have to deal with it. One negative passive ability - reverse of above. Vulnerability to fire, spears, high hits, lots of hits, reflected damage, familiars, anything. Weapons should be at t110 as well, special moves can be basically anything. The choice of prayers used (protects or soul split? curses or prayers), spells used (barrage or surge?), abilities used (single-target dps or multi-target? shield or no shield? KO focus or dps focus?) and any special moves will help flesh out a boss too. Having the basic boss design, you can start trading out things. +10% armour for -10% damage? OK. +10% health and food healing in return for -10% accuracy? OK. An extra passive effect in return for not being able to run or Surge? OK. This kind of thing is to flesh out the boss to fit the story better, e.g. if the living rock patriarch was actually a boss, you'd give it a shield, lots of defence and health, regenerative abilities and summoning abilities, but you would make it vulnerable to large groups of people, powerful attacks (2h pickaxes, if they existed) and long-range magic attacks, slow and inaccurate, using only melee. You can also add special vulnerabilities, for example I've always thought that you should be able to use grapples versus Nex (since she's so agile and everything). In my opinion, you should let the natural state of combat do as much work in your boss design as possible. Coming up with special unique moves but leaving regular combat unused is just stupid. [/hide] Okay, I feel really bad that I had to read this twice to get it, but I think I understand. So this would be basic boss design and some of the thing Fallstar mentioned (use of shield entire fight, use of landscape/environment, abilities like that player etc) are what players are looking for than just high amount of hp and the occasional 1 trick, right?
  12. Just an added tip or whatever, you can do Sinkholes for dung tokens or warbands for herblore exp.
  13. [hide] Use of environmental effects - e.g. since this is set in a cave, falling rocks that kind of thing that the player has to move out of the way of. Use of defensive abilities - have the boss have something like reflect, to make players think more carefully about when they use abilities. (Nex and KK do this a bit, but having the damage reflected would make it more important) Attacks that do more damage to people wearing gear of a certain class. Locational damage - think the QBD super hot breath attack. But you could have a bit of a twist so that whilst this attack is active, if the player stands closer to the source of the damage, the player damage is also increased, meaning the player has to balance damage taken vs damage dealt. A higher emphasis on DPS in aggro calculations (if one player can tank whilst the rest of the team just goes max DPS on the boss, it makes things unnecessarily easy.) Minions/Adds that aren't completely trivial to deal with or completely ignorable. Perhaps have killing the minions be optional, but relate the boss's damage somehow to the number of minions (with a cap to) so that killing the minions will make the kill easier, but slower. E.g. if all minions are dead the boss deals 75% damage for the rest of the fight. If the boss is magic based, have it be more susceptible to normal/ancient spells in different phases so your team requires players on both spellbooks. Just off the top of my head :P [/hide]It's important to think of the things that players can use: Abilities, prayers, style switching, movement, designated roles, food, familiars and cannons. Both monsters and players should be able to use all of these - boss mechanics will decide whether the cannon is worth it. Monster health, autoattacks and defence are just ways to keep a constant pressure on the players. For example in pre-EoC Nex you saw that players were using the most tanky gear possible (Pernix, divine, even SoL tanks on ice phase) because the pressure was very high. Post-EoC Nex you see that only the tank really bothers (and helps the team, with Provoke and luring for example), the pressure is lower - also because Nex herself is less tanky, so phases are shorter. [/hide] So what your are saying is that this boss should combine the abilities use of warband NPCs, the style switching and 1 hit ko of KK, the phases and prayer of Nex, and the healing abilities of current bosses, including in dungeoneering bosses? Basically the best traits of current bosses. Just to be clear. Because if that's what you are saying that sound very tough for players to fight. I'd be scared to try it.
  14. Use of environmental effects - e.g. since this is set in a cave, falling rocks that kind of thing that the player has to move out of the way of. Use of defensive abilities - have the boss have something like reflect, to make players think more carefully about when they use abilities. (Nex and KK do this a bit, but having the damage reflected would make it more important) Attacks that do more damage to people wearing gear of a certain class. Locational damage - think the QBD super hot breath attack. But you could have a bit of a twist so that whilst this attack is active, if the player stands closer to the source of the damage, the player damage is also increased, meaning the player has to balance damage taken vs damage dealt. A higher emphasis on DPS in aggro calculations (if one player can tank whilst the rest of the team just goes max DPS on the boss, it makes things unnecessarily easy.) Minions/Adds that aren't completely trivial to deal with or completely ignorable. Perhaps have killing the minions be optional, but relate the boss's damage somehow to the number of minions (with a cap to) so that killing the minions will make the kill easier, but slower. E.g. if all minions are dead the boss deals 75% damage for the rest of the fight. If the boss is magic based, have it be more susceptible to normal/ancient spells in different phases so your team requires players on both spellbooks. Just off the top of my head :P Okay. I understand what you mean now. So in summary a true high level team boss. One that requires different class of players despite the danger that one player class would have, or a boss that requires Nex/Port gear but not for faster kills but survival.
  15. Not to start a fight, but if you're going to enjoy social aspects of the game, then don't worry about xp efficiency while doing that. Minigames are meant to be fun in terms of letting someone relax after being on 'a constant xp efficiency spree', a.k.a. 'a major grind'. :shades: ~D. V. "Don't let it get to you!" Devnull All the more reason for them to get rid of some of these game and pass the rewards on. Minigames are meant to fun but if you can't even get the min amount of people to play it won't be fun. FoG pre-EoC is a GREAT example of what minigame should be/can be. It was a fun and simple pvp game while still a good training method. You could go in with intent to gain good free magic exp or "test your might". Runespan is different in that it was a minigame specifically to train runecrafting. Flash Powder Factory too, but was still a little fun in that you could steal from other players and train 3 skills. Some minigame are just more fun than others, and a bit part of that is because you aren't exp wasting terribly while playing. Same with D&D. And just a note, Runespan doesn't need a min player amount to do for the most part, so I don't think it need to be on that list.
  16. I'm not a huge boss hunter, so forgive me if I sound rude or ignorant. But could elaborate on what mechanics would make a good boss? I thought KK was good and that RS players were just so resourceful that they figured out how to duo him. Obviously he was not, so I wanna know, what actual mechanics do you have in mind?
  17. Another solution could be to make some of these long standing minigames F2P. For example moving BA to Gunnar's Ground and letting F2P share in some of those rewards. F2P could us a nice fun minigame, and while the penance armor is useless, I think F2P could embrace the exp horn. FoG was only rendered useless because of EoC and how exp is calculated. F2P is limited in exp methods, so while the horn my be forgettable in P2P, it would be welcomed in F2P.
  18. I don't mind them being craft-able items. What I gave was just examples. My point was that some of these games aren't worth what they used to be, and instead of trying to breathe life into them (or adding even ore minigames to make up for these dead ones) they should be removed from the game and rewards be placed elsewhere.
  19. Mod Mark: "Hmm...yes! This is a great idea. Now I don't have to worry about devaluing Ports armor even more!"
  20. In all honestly, I rather for some (or most) of these that can't even keep going on 1 world or with fcs/teams they scrap and add the rewards to other minigames, D&D, etc. The swordfish/shark gloves from FoG and Trawler Fishing rewards should be added to Fish Flingers. The herblore gloves from FoG should be added to Herblore Habitat/Jadinko Lair or Flash Powder Factory. At this point taking FoG as an example Dragon Slayer Gloves and D'hide coifs = Slayer Master Slayer points reward Gauntlets and shield = Artisan's Workshop Mage Robes and Runecrafting gloves = Runespan reward shop The entire rewards from GoP should move to Runespan. But this is just a few examples...
  21. Clearly the convo bro. It's Runescape! Gotta max it all!
  22. Releasing all of that in one update would just hurt them in the long run, as they'd have less to release later on. Yeah, you're right. I much perfect dual wield anyway. What I'm more concerned about are the requirements. So far 90 magic for sure and a strong hint to agility. Slayer keeps me from the last boss so as a mid level player I'd like to know how accessible this would be to me.
  23. Consistency? OPTION? In this game?!?! :twss: Naw, but seriously I see the point to making it a book/wand. Thou I wonder if they'll take this chance to have the boss drop both 2h and dual wield and update KK/Ascension.

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