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Blutters

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Everything posted by Blutters

  1. Even though I would agree it can take a lot of skill to command a team of 4 other people (especially strangers; wonder why no one has friends...), I'd also argue that almost all of the puzzles and even some bosses are definitely set up (read: intended) to be taken on by more than one person. I realize many puzzles scale down depending on how many people are on the team, but many do not. Try the colored pillars for example - There are always four pillars to move and colors to mix. For bosses, Stomp, Skeletal Trio, Runebound, Blink, and Hope Devourer come to mind quickly. It almost seems that the option to solo was an afterthought.
  2. I thought that was a new Barrows brother look at first. The color currently selected would support this. They said they would be changing the brothers' new color to be less green, although I wouldn't have guessed it would be so soon anyway. Looking back at them though it doesn't look like any in particular. I had thought it was Dharok, but there only exists a slight similarity in helms.
  3. I haven't seen that demon chart before. It's cut off on the linked site though... Anyone have the full version? I'm wondering a bit why they show a Greater Demon evolving into a Kalgerion-esque Demon when this has yet to actually be applied in game, or why they would worry about updating Dungeoneering-era graphics when some areas are still stuck in 2003-2004. Honestly I wouldn't want a monster as weak as a Greater Demon to be portrayed so awesomely anyway, but they are due for an update. And@ the above... Why can't they still have it browser based with current graphics and another version that must be downloaded but has graphics like those? They would both play the same way, one user would just see much more detail than another. Well, I say why, but we already know THAT big of an overhaul is pointless to talk about.
  4. Weird, I thought I'd definitely seen a few in the Very Barrows New Year post, but rereading it there don't appear to be any. It could be better written, but it works. I've definitely seen some in the past though, because I distinctly remember that kind of mental facepalming I feel when a multimillion dollar company makes glaring errors.
  5. Do you read the news articles on RuneScape anymore? I'm not sure there's been a major one for months that didn't have some obvious errors.
  6. Is there no list of concepts they're considering? I don't play that many RPGs but it seems like most generic skills are already covered... I mean Dungeoneering seemed kinda last-ditch, only considerable as a skill because of its mass of original content. IF there were some aspect of life in the game itself that were otherworldly (as opposed to real life) but widespread enough, it could make for a unique skill. Something unusual or impossible to us that was part of everyday life for the people in the game. An example [i just came up with] would be deposits of crystallinized energy in the form of orbs. These orbs would attract one another and accumulate in natural (and harmful, if touched) bin-like swirls of power rather randomly around the world. The longer they remained unharvested, the more that would gather and the more likely that those gathered would be of higher enrichment. Those discovering these deposits would have to make a choice about whether to harvest them immediately or leave them to accumulate longer, thereby running the risk another person might come by and take advantage. The orbs could appear anywhere that players can reach, encouraging exploration and revisitation of older and more secluded areas. They would be far more "randomized" than things like shooting stars, and the circus. There could be catalysts to help with the enrichent, spells to keep track of and possibly teleport directly to deposits, fortifications to be built with Construction, disguises to be made by those versed in trapping animals, and familiars that would increase the player's range of sense. Leveling the skill would allow the player to sense these orbs further away and be able to see highly concentrated ones, as well as use better tools and walk away with higher grade orbs. The orbs themselves could be collected from the "bins" with special scoops tempered to deal with the dangerous raw energy. Scoops could range in material from bronze to dragon. (lol) The obvious reward from performing this skill would be the orbs of power, which could be used to augment products from all production skills, strengthening already-made armor, weapons, potions, food and others and gaining the maker XP in both this skill and the skill relevant to the product (thereby also adding use to finished products often considered junk). I started writing this as a basic example of something that might be natural to the people in the game but unheard of in real life and it just kinda took off. I'm going to go think some more on it. :)
  7. Pretty much done with the game. Few remaining skills are much slower than all the others, can't really be bothered unless I get really bored lol. I need like a master quest list to see if I've done every one that I can... Purity quests and Totems of Hircine are broken for me, seemingly beyond repair, but those are the only ones I remember particularly. I will try to get the remaining Stones of Barenziah. 20/24, haven't looked up what the final reward is but I assume it must be pretty damn spectacular to require so many collectables.
  8. I usually don't, hence my raging lol. But it's all down to luck as per usual... Hopefully I'll have something other than 700k in runes/racks to show for it after the bonus loot is up. Lately I've been claw speccing instead of using EEE after OVL. What brother should I be using the specs on?
  9. Hear hear! We need moar Herblore Habitat and Overloads. Yes, but better balanced over levels than Overloads. What I mean is that one should gain practical uses from the skill as they go along, not just all at the very end, although that's definitely important. For example they could have had 4 different grades of potions that can't be traded, each with an Overload-like effect, but gaining in strength and duration going up. last time i checked we have: super sets,extreme potions, and then ofcourse overloads. the overloads does work differently but still, that is three different types of stat boosting potions for different herb lvls ;) Last I checked all of the current lower sets are tradable meaning they offer no incentive to be created by the user meaning there's no incentive to train unless you're going to get to the useful untradable ones in the 80s. But thank you for your comment, it was ever so helpful :rolleyes:
  10. Maybe I was just having a bad few runs in a row, but I was getting hit quite a bit harder than normally in the past 20 min or so. Has there been any confirmation that their new combat levels aren't just their true levels but that they've been made stronger? Reading FAQ now, actually. I guess it was just a few bad runs. But that doesn't help when I'm already frustrated by having typical shitty luck on a week that's supposed to have greater chances, am running out of OVL, am using OVL meaning I'm already spending more than the typical player, etc etc.
  11. Hear hear! We need moar Herblore Habitat and Overloads. Yes, but better balanced over levels than Overloads. What I mean is that one should gain practical uses from the skill as they go along, not just all at the very end, although that's definitely important. For example they could have had 4 different grades of potions that can't be traded, each with an Overload-like effect, but gaining in strength and duration going up.
  12. Didn't notice, thanks for pointing this out. They still die in 2 hits though, lol. Has anyone else noticed that the brothers themselves have matching gloves and boots now? Too bad the time couldn't be taken to release those into the chest.
  13. I agree with your gear. :thumbup:
  14. Not particularly, but I know that's just how it goes sometimes. I usually just have faith that where one brother might take that long to kill, I'll probably 2-hit another one. Or the rest. Having more trouble with getting through all 7 brothers without OVL running out early, but then sometimes I finish in 4 min and have to wait -.- But it goes back to the above I suppose... I'm actually also a bit disappointed visages were all they added. I had hoped for possibly Glacor boots or sigils to be added for a short time, even if only at like dchain from dusties kind of rates.
  15. [hide]Definitely the best minor character I've had the pleasure of assassinating. As soon as he requested the killing of Motierre, there was an arrow in Motierre's face. [/hide]
  16. I second this, but only after they also remove Runecraft and combine Attack and Strength into melee. You know, do the things that should be done that a lot of players will hate them for. [spiritually] repeat Dec 07. Glad I didn't do too much FM in the past few days... Not that I even needed that many levels lol.
  17. Please fix: Indication arrows appearing on someone else's spawn Poor visibility due to random walls in tunnels Monsters spawning on the wrong side of doors in tunnels One person at a time-use doors Small clickable space for spades Barrows Gloves from RFD Right-click "enter crypt" would be nice No gamebreaking bugs and the sets have been brought into 2012 RuneScape without looking terrible. :) Not a half bad update.
  18. Lol, I swear someone tried to say that on these boards before. It was something about Armadyl Hilts and how he would always get them right after updates?
  19. People are complaining because that's what they do. Their reason is easily identified: They're considering the number jump, rather than the difficulty. Which, to a certain extent, I can agree with. But it is a quest aimed at firemakers, not a firemaking quest aimed at questers. It's just sadly collaterally affecting questers. I assume, and actually hope, that we see more higher-level quests aimed at certain skills or skill sets, such as one requiring multiple 75-90 creation skills (Crafting, Smithing, Fletching, etc). And, for this quest in specific, that the high requirement is justified by an impressive task DURING the quest, rather than just ending reward or training method. It seems this is rarely so, though.
  20. Before they revealed they were releasing lp boosts for all gear, I would've suggested a multiplier - more than 10lp:1 consitution level, going up as you went up in constitution levels, probably 15lp:1 level at 99. But lp boosts would probably make that mostly redundant, as would be 120, and be better scaled by level. So basically Yes Dan, it is an issue. No, your solution isn't the best. But don't worry, they have a plan for fixing it... Eventually. If soak and lp boosts were implemented well, I should think the scales would tip in the other direction, and it would become too hard to kill another properly geared player. But if we go by the +200lp for the highest tier armor bodies and work our way down, it doesn't seem like something as low as rune will make any difference. Not to mention I thought I heard they were replacing soak with the lp boosts? Someone confirm please. Thinking about it like this 80 40 _ x _ 200 ?? ??=8000/80 So a Rune Platebody would have like 100lp boost. Not that the math required being written out, but you can use that model for figuring out others. I love proportions.
  21. IF people were as driven at TDs as they are at the other places, it would eventually boil down to the same thing, but at that point it becomes understandable and acceptable. In fact if everything were as complex as TDs we wouldn't be having this conversation... :)
  22. That's why you go to multi-combat areas with cannon, titan, storm of Armadyl/barrage and overloads at high levels (if the competition is that fierce which is rarely is) and single combat areas at lower levels. Imo they go together. There is a lot you can do even in single-combat to beat someone of a higher level, things like positioning during a kill to get close to the next, losslessly looting or aggroing monsters with wind rush are all available at level 1. Well, here we were talking about something like Blue Dragons. All of the "perks" of being a high level as you've listed them are rarely exercised as you've also acknowledged, but relatively speaking, they're not that hard to get. Basically, most people are playing on an equal field these days in those (high level) situations. Which is why once again I have to say the "system" is flawed, because when everyone has those perks it comes back to square one - being first. Or luck. That guy having OVLs crosses your having OVLs out. I'm saying this all mostly with GWD bosses in mind, but FFA CB is probably the best representation. Everyone has the same gear, the same levels, and for the most part the same experience, and all stand around Corp hitting it, hoping to get the drop. At first you might need to learn when to brew/pot/etc, but that doesn't take long. It's basically a stalemate, which is the problem. Someone will win, but not because of ability, mainly because RS does not incorporate ability, or only does so sparingly, as per your list. And anyone is fully capable of doing every one of those things with ease, and more than likely will. And it's as simple as that - checking off a short list of procedures and hoping for the best. I'm not even sure what to really call it, but it's not competition. With all of the above in consideration, you're struggling with the game, rather than the other person.
  23. I actually DO have to train for this one. 2 levels iirc. Kudos. Just don't try the same thing with Agility or RC or you'll have a walkout on your hands. So actually two quests this month. But the 2nd one isn't important enough for its own blurb. Hmm... Glad they'll have quest replays this time though. @Barrows, Hope they don't actually use the RuneFest concept art, or for that matter, the other set we saw some years ago. But hope doesn't go very far with this company. Receiving Visages from Barrows sounds utterly retarded; if not for simply having no place there, because they're in ample supply already, and the given weapons are all 2-handed. They should add Glacor boots instead, since it's only for 2 weeks, those need some price adjustment, and they're effectively the "step up" from Dragon Boots. Or, you know, they could just have Barrows boots, an in-between for Dragon/Glacor. Perhaps they could cover all 3 combat styles but be degradable and still lesser to Glacor pairs. BUT HEY, we're already talking about something that could be coming in a day or two. No point in suggestions now!
  24. I liked it too actually. It kinda sounds like it was meant to be played during the "main character is preparing something important during which no dialogue shall be had" segment of a movie. Possibly a movie with lots of CGI, rated no higher than PG-13, with a tendency towards surrealism. SPECIFIC ENOUGH FEEDBACK??
  25. I would agree, but it clearly isn't a well-designed aspect, but rather a byproduct that I don't see any sense in defending. If there were actual avenues of competition other than clicking the monster first, I might feel differently, but as it is it's really just a frustration. And I don't say this often, but for RuneScape, it is how it is, and how it is is flawed. Levels actually matter far less than you or that certain J-Mod make it sound. Of course, the 'skill' might actually lie in how easily one player may 'coerce' their fellow 'competing' player into giving up. Like here Efficient trolling? This guy's clearly got 'competition' down to a tee.

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