Everything posted by Lord_Shalaj
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Combat Familiars.
I always suspected that the higher level combat familiars would actually be worth their salt, but does that mean that the lower level ones should be as useless as they currently are? Like I said earlier, the only one I've used frequently is the smoke devil, and without those scrolls it too is useless. Just using its normal melee attack, it hits extremely slow with frequent 0s and rarely hits over 7. Also, I'm curious, why do you kill dagannoths in the Chaos Tunnels and not the Lighthouse Dungeon? Well, when I was at the lower levels of Summoning, any hit from a familiar, however meagre was considered a bonus by me. In tasks that don't need healers or BoBs (Aberrant Spectres, Bloodvelds (Mutated), Dagannoths and also Black Demons), it is quite ok to use the best combat familiar you can. However, don't put too much hope into them. From personal experience, I can say that the best familiars at lower levels is the one that trains the skill you're training. If you don't care about the extra 3-5k xp/hr (remember, that rate is only for the lower leveled familiars), then I found Spirit Kyatt one of the best due to its random special attack (non-scroll) that hits upto triple the normal damage. Otherwise Bloated Leechs are fairly consistent and Obsidian Golems are not bad either (their scrolls make them even better). Don't even think of Giant Chinchompas ( :-# ). I've heard of Karamulthu Overlord being good, but never really tried. I've had a good amount of experience with Smoke Devils, always used them at Black Demons before Fire Titans. Another small tip is that always use a familiar whose strength is the monster's weakness. For example, Black Demons are weak to magic, so use Magic-based familiars like Smoke Devil, Fire Titan, Wolpertinger. On the dagannoths part, I would advise you click on the link to my guide for more information :). However, in a nutshell (which we proved after days of debating) - Thanks.. Lord Shalaj
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Combat Familiars.
To be honest, anyone who says that Combat familiars are rubbish, haven't yet reached a level where they can summon *good* combat familiars. It starts from elemental Titans, goes through Geyser Titan and ends at Iron/Steel Titan. Anything lower than the level 79 elemental titans, you're better off with a bunyip/war tortoise/spirit terrorbird for their various uses. I know the effect Geyser has had on my Slayer, and its already making a lot of money back for me. For one thing, Geyser trained around 300k experience for me (seeing it was 450k to level, and now it is 37k, and I've hardly ranged anything a lot). Nowadays almost everyone uses chins for 90+ levels. So that 300k range experience saved me 1m from chins. And thats not all, I never actually spent any time with the intention of training range. GT trained it off for me, quickening my slayer tasks by far. With the introduction of scrolls in Slayer Helm, it is going to be better, as Geyser's scrolls can hit more than 30 (only on players with armour though :(, on monsters he maxed only 27 for me). I agree fully that on tasks that need healing, these aren't required. Till now, I only use Geyser on Dagannoths in Chaos Tunnels, Aberrant Spectres in Pollivineach Dungeon and Mutated Bloodvelds. Now here's a small tip, if you have a good defence level, go ahead and buy a SGS. With that, you don't need a Unicorn for tasks like Dust Devils and Fire Giants, if you take an elemental titan, you can heal along with its scrolls, but it would hardly be needed. If you take a Geyser, Steel, Iron Titan, please do note down the time you took on the task. (Use the scrolls!) Oh and also, you can use these for finishing the final hp of the familiar. In cases like Dagannoths in CT, it is hardly needed as you always under constant attack. I know for a fact that Geyser finishes off a dagannoth after I finish around 6-7 (including time taken in alching and picking drops). Which means he kills off 30 Dagannoths in task of 180. Those would have taken me another 10 minutes and 1.5 prayer potions. Thanks.. Lord Shalaj
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Magic Interface Features - 27th January 2009
The best solution would be that P2P fights that last over 5 minutes should be allowed to be interrupted by other players. Keeping all levels in mind, not many fights last longer than 5 minutes. (Unless people were "flowering" or air striking of course.) And for F2P, this limit can stay upto 15 minutes. Thanks.. Lord Shalaj
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Brawling gloves... Wicked SICK xp
[hide=] Range is really really wrong. At chins you'll only get about 60k xp out of them, by killing some in wildy you can get about 200k xp from them. Oh and the SC armour/tools stack with the gloves, so you get 8x xp in wildy and x3 in a pvp world. Spirit realm isn't in wildy. You can correct me if I'm wrong, but here's what my calculations stand - (Brawling gloves last on 1 hour of time, not experience) Normal xp/hr at Ape Atoll - 250k xp/hr (90+ Range) Along with Brawling gloves = 1.5 x 250k xp/hr = 375k xp/hr Along with SC armour = 375k x 2 = 750k xp/hr Normal xp/hr at ranging green dragons/black knights/ice warriors/ice giants in wild - 50k xp/hr Along with Brawling gloves = 50 x 4 = 200k xp/hr Along with SC armour = 200k x 2 = 400k xp/hr Thanks.. Lord Shalaj Try to look at the bonus xp: Chinning: 750k - 250k = 500k bonus xp, and it'll cost you around 900k. (however, your numbers are off, if I'd get those gloves, I'd do red chins, so that's easily over 300k xp an hour, so it should be 900k actually, which makes 550k bonus xp). Ranging ice giants or whatever: 350k bonus xp, for FREE. (again, numbers are off, at 90 ranged at those fire giants in wildy,you can probably get 60k an hour, so that'd make 480k xp, which makes 420k bonus xp. As a last thing i'd like to add that getting those SC stuff is not worth it for ranged. (they will wear off within 5 minutes, if not less. New numbers (lol?): Chins: 450k xp an hour, 150k bonus xp Fire giants in wildy: 240k xp an hour, 180k bonus xp. [/hide] I see your point there, and I guess we have a difference of opinion on the way we regard Brawling gloves. You see them as free and bonus experience. (nothing wrong with that) I see them as a tool to quicken my xp rates to maximum, since I get limited time. That is, I'll prefer the 900k xp/hr even if I'm spending lots due to the time factor. Anyways, I've read people saying that chinning/bursting zombies in the Graveyard of Shadows is the best method, but seeing how close it is to clan wars and bounty hunter, I think its more than risky. Thanks.. Lord Shalaj
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Brawling gloves... Wicked SICK xp
Range is really really wrong. At chins you'll only get about 60k xp out of them, by killing some in wildy you can get about 200k xp from them. Oh and the SC armour/tools stack with the gloves, so you get 8x xp in wildy and x3 in a pvp world. Spirit realm isn't in wildy. You can correct me if I'm wrong, but here's what my calculations stand - (Brawling gloves last on 1 hour of time, not experience) Normal xp/hr at Ape Atoll - 250k xp/hr (90+ Range) Along with Brawling gloves = 1.5 x 250k xp/hr = 375k xp/hr Along with SC armour = 375k x 2 = 750k xp/hr Normal xp/hr at ranging green dragons/black knights/ice warriors/ice giants in wild - 50k xp/hr Along with Brawling gloves = 50 x 4 = 200k xp/hr Along with SC armour = 200k x 2 = 400k xp/hr Thanks.. Lord Shalaj
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Brawling gloves... Wicked SICK xp
I PK'ed Ranging and Melee Brawling gloves yesterday, so I did a bit of research. For Range - Use Chinchompas at Ape Atoll dungeon along with SC armour. Believe me, despite the 1.5x increase rather than 4x, you're end experience will be way higher. Melee - Axe Hut sounds best. Not sure if Spirit Realm counts as Wilderness though. Thanks.. Lord Shalaj
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Skill Capes vs. Quest Skill Cape
I don't really say Quest Cape is better/more respected than any Skill Cape or vice versa, but I do find some flaws in your logic too which compelled me to make a post. You mention Curse. Have you seen how boring it is? If you curse all the way to 99, then you have treated Magic like you would have treated Agility, probably even worse. Which is why each skill demands respect (or most). This is what we come down to anyway - Most of the skills (Slayer being an exception, though slightly) have 3 ways of training them - a) You spend a lot of money, make tons of loss but get the fastest xp/rates. B) You take a slow and moderate way, make no loss/small profit and get decent xp. c) You compile a way to make money with the skill along with option a). [Example] For Magic, option a) has much higher gp/xp ratio than most skills. #1 reason why its respected. Option B) has extremely slow ways to train it. And lets not forget mindnumblessly, finger-painingly boring. #2 reason why its respected. Option c) has very few areas where you actually make money with magic. #3 reason why its respected. I noticed you used the word "except". Couldn't it be said that Slayer is useless except for a few monsters? Or Runecrafting is useless except for a few runes? Range is vital, extremely. Without range you cannot kill or are restricted to very poor methods for making money Kree'arra, Zilyana (melee works good here, faster kills but smaller trips), Tormented Demons, Aviansies, 1 of the kings in DKS and not to mention Range is extremely powerful in PvP. These are the only things people do these days. Wouldn't say a lot of time, but they aren't that easy too. Thanks.. Lord Shalaj
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Firemaking, not a newb 99
Firemaking coupled with a low investment and high xp/hour for an average player makes it a lucrative route to get a skill cape. It might involve clicking but every other skill does ( like alching in magic, hunter, thieving etc..) so thats no reason to regard Firemaking as an elite cape. And anyways you had 'fun' while training fm ,didn't you? Then why is the discussion of wrist-breaking even coming up... I'm sure the fun in the skill must have overly compensated for the minor pains in the wrist. Unless of course you didn't find the skill fun, then why were you training it in the first place? Thanks, Lord Shalaj :)
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Minigames Revisited: Part II: Trouble Brewing
Introduction Trouble Brewing is another one of those neglected games, that are a huge amount of fun, but the rewards make us switch to games that are fun as well as rewarding. Trouble Brewing is a very diverse game, where a person can choose what he wishes to do. It is a minigame totally centered on skillers. Your combat level plays a very small role here. Team work is of essence, which is not possible if you have 3-4 players a team :(. The Main Problems a) We have to wait for a game to end to start another one. As a result, players are forced to log out or dance and jig until the time gets up. Unlike minigames like CastleWars, there isn't a bank present so you have no chances of fletching or firemaking in your spare time. You aren't allowed to bring anything to the game so alching and fletching bolts is ruled out too. The only solution is to punch and kick snakes who drop hides which pay some nice money but the snakes poison you, so unless you feel like coming back again, its advised you don't. B) The rewards are not at all pleasant. The outfits are fancy, but totally not worth the time spent in the game. Clue Scrolls are unpredictable and take a long time to buy. (5k PoEs per scroll which is a level 2) c) The people who do manage to play always focus on getting buckets of water to the hoppers as that way they guarantee themselves lots of PoEs as gathering buckets is the fastest. Suggestions a) Make several games run simultaneously. B) New Rewards - Note: Each Rum has a side effect along with the bonuses. (Drinking is bad for you..lol) Rum of Wisdom Description: Increases the maximum hit of each spell by 2 and also increases your Magic accuracy by 15%. Causes 5% loss in Strength. Lasts for 10 minutes per dose. 4 doses. Cost: 450 PoE Rum of Battling Description: Boosts Attack and Strength by 20%. (Basically a Super Attack and Super Strength potion in one) Causes 5% Defence and Hitpoints loss. Comes in 4 doses. Cost: 450 PoE Rum of Precision Description: Boosts Ranged by 20% (I think Ranging Potion boosts by 15%, if its 20% then up the rum by 5%). Causes 5% Magic loss. 4 doses. Cost: 450 PoE Rum of Dexterity Description: Grants infinite run energy for 15 minutes per dose. Causes 5% loss in Attack. 4 doses. Cost: 400 PoE New - Rum of Slashing Description: Boosts your Woodcutting and Fishing levels by 15%. Drains your entire run energy per dose. 4 dose. Note: You cannot use the advanced levels to cut trees beyond your level nor wield the axes. Cost: 500 PoE San Fan's bandanna Description: When worn, the user gets increased Crafting experience. Disintegrates after 400 uses. Cost: 650 PoE Fancy Dan's pirate hat Description: When worn, the user gets increased Agility experience at obstacles. Disintegrates after 75 uses. Cost: 400 PoE Apart from this, I wish the xp of all the activities increase - Adding buckets of water to hopper CX: None NX: 10 Cooking xp Adding coloured water to hopper Current xp[CX]: 40 Cooking xp New xp[NX]: 60 xp Cutting 1 scrapey tree CX: 25 Woodcutting xp NX: 40 Woodcutting xp Adding scrapey bark to hopper CX: 40 Cooking xp NX: 50 Cooking xp Adding sweetgrub to hopper CX: 40 Cooking xp NX: 50 Cooking xp Adding a bitternut to hopper CX: 80 Cooking xp NX: 100 Cooking xp Each log put on the boiler CX: 40 Firemaking xp NX: 50 Firemaking xp Lighting the first boiler log CX: None NX: 25 Firemaking xp Setting 1 enemy flammable thing on fire CX: 50 Firemaking xp NX: Same Putting out a fire with water CX: 50 Firemaking xp NX: Same Crafting 1 repair item CX: 12.5 Crafting xp NX: 25 Crafting xp Using 1 repair item in a repair CX: 12.5 Crafting xp NX: 25 Crafting xp Catching a monkey CX: 15 Agility xp NX: 100 Agility xp Pumping 1 point of pressure CX: 10 Strength NX: 25 Strength Venting the pump CX: None NX: 25 Strength Also, the winning team gets 10% bonus experience to the lowest skill they got experience in. c) There should always be a limit on the amount you can collect for each ingredient. However so that this limit doesn't result in preventing you from collecting resources when your team needs it, the moment you touch your additional 100 PoE, the limit vanishes. This is just to prevent everyone just filling up buckets of water from beginning to finish their PoE and then just head off to sabotage. That way no person can keep collecting the same one for the additional 100 PoE. Buckets of Water - 50 buckets Bitternut - 20 nuts Coloured Water - 50 bowls Achey log - 20 logs Sweetgrub - 20 grubs --- Thats all for now, thanks :) Thanks.. Lord Shalaj
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Firemaking, not a newb 99
There are 3 things which determine the level of difficulty of a cape, 1. Xp/Hour (Time) 2. Money Invested (Amount In ) *3. Potential return So when someone says that a skill is nooby its not directed specifically to the skill, but relative to all other skills. Firemaking might be hard , but not harder than the majority of skills. Firemaking doesnt have a return which takes away a great deal of reason/purpose in training the skill. Apart from that it has a higher than average xp/hour for the money spent which makes it easily obtainable. A General Joe may not see the purpose in draining money and time into a skill with no far-reaching benefit and therefore concludes that in all probability its for the cape to show off . If you got 99 fm/cook/fletch to just own a cape and show off and wonder why people call you names - well thats the precise reason why they do . However, If you liked the skill and had fun training it, good for you! Of course the majority may not agree but if you had fun why should you bother convincing others...you can live with the thought that you had 100 odd enjoyable hours more than the person calling you names. To say that all 99s are equal is no way fair to relate a skill which takes months to level to a skill which takes just a week. Thanks, Lord Shalaj
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Firemaking, not a newb 99
--Edited Out-- Thanks, Lord Shalaj
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Minigames Revisited: Part I: CastleWars
Not really, the freeze effect doesn't last that long and if you give the melee'er just 10 seconds to attack the mage..the mage is dead. Also smart melee'ers switch on protect from magic or swap to a dragonhide body, most likely the next spell misses. If that does happen, then there is a possibility that they would bring out an alternate solution to the over-powered-ness of the staff. (Make it degrade probably) They can of course, but in my opinion only Dragon Stone bolts and Onyx Bolts have that KO factor. (Since we weren't talking about special attacks, Dark Bow doesn't count). Most cost a lot, and you're looking to waste a lot of money if you use them at CastleWars. I still don't think 1-2 years is a fair reward. I can up the limit to 1000 kills but not more. 2 years..is just too much. Thanks.. Lord Shalaj
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On Site Clan Directory - Submit/Update your clan info here
Clan Website I Clan Memberlist I Clan Forums Clan Leader : Iron Faery Clan Initials : K Average Cb (P2P/F2P) : 115/108 Main Focus : Community/Warring/Pking/Skilling
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Minigames Revisited: Part I: CastleWars
I seriously hope I haven't offended you in anyway, if thats what the block letters stand for. Then thats just filling up the Combat Triangle. Magic is supposed to have some positives. It has more negatives though. (High cost, poor armour) Also, Zamorak Godsword hits way higher than Ice Barrage and freezes. Spears and familiars stun lots of opponents. (Can be used wisely if the target is the flag bearer). Of course, but my entire suggestion goes together. I can't pick out a random spot and say that if this, and only this, was implemented, it would be over powered. Which is the point, you don't! Unless you are ready enough to waste your Castle Wars gameplay time by climbing down the battlements or hopping stones to the opposite shore, you will lose those bolts. And many of them break on strong armour. A year..are you serious? A whole year? And thats just the games you win. If for every game you win, you lose one..then we are talking 2 years. 2 years for a staff? We can't predict how well it would be implemented into the coding. In my opinion there won't be lag. Thanks.. Lord Shalaj
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Minigames Revisited: Part I: CastleWars
Not really, you see, firstly mages have very poor armour. (not complaining that they have, just stating ;)). Another thing is that the max hit of Barrage is 30 at highest. Melee wouldn't be overthrown in favour of Magic because of high KO abilities. And don't forget rangers who hardly get affected by magers. (I always carry broad bolts and a rune crossbow with me, very lethal damage to unsuspecting mages :P) Rewards are very strong. They shouldn't be a breeze to get as there are a scarce number of proper Ancient Magicks users. More diversity in this minigame would make it more challenging and make the rewards totally worth the effort. (and they would gain a good amount of respect too) Don't forget those bolts cost way too much.. ;) Unless the tickets reward per game is upped, I don't think it should be 5k tickets. Simply because 5k tickets = 2500 games won. Thats not counting the games you actually lost. 2500 games in itself is 62500 minutes (including 5 minutess waiting time) which come upto 1041 hours. Assuming you play 3 hours a day, that comes up to 347 days. 1 year. Too hard. Take example from Stealing Creation, Great Orb Project ;) Thanks.. Lord Shalaj
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Minigames Revisited: Part I: CastleWars
Introduction Some of you, very rare in number, might remember the series of these threads. Now, once again, in the light of Jagex reworking on the old parts of the game (kudos!), I'm bringing this back so that my suggestion gets noticed and if I'm lucky..implemented ;). Unfortunately, or rather fortunately for some, the suggestion isn't very long, only the supporters list...:D The Main Problem(s) (1) Castle Wars is a very enjoyable minigame in terms of playing. It needs all types of players and all types of strategies. But sadly, CastleWars is now turning into people only meleeing with their GodSwords or using Ancient Magicks (or both ;)). Why, you may ask, a very good question indeed. Well the reason is quite simple, melee'ers have nothing to lose from speccing their opponents with a GodSword..nothing gets degraded, nothing breaks, nothing crumbles..they have their melee weapon ready to use again. (Using barrows weapons is not a very good idea here may I add). This is not the case for Mages or Rangers. Maging requires runes. Runes get used up after every spell. A normal Ice Burst costs around 900-1000 gp and an Ice Barrage costs upto 1700-1800 gp. No person is ready to waste this much money for CastleWars, which doesn't give them anything notable in return. (The experience, if any, is minimal) Naturally, people prefer melee over everything else. If people are looking for that huge element of fun, they have minigames like Stealing Creation and Fist of Guthix where they can Ice Burst/Barrage to their heart's content without wasting anything of their own. (If time doesn't count :P) (2) You may very well say, there are still rangers. Occasionally, you do find the pesky Dark Bow ranger and a few Diamond bolts users. But in the end, the ranger gets huffed up either a) running around trying to pick up his ammo. B) spending too much on ammo as he doesn't want to waste his gameplay time picking them up. So rangers are halved too.To avoid not running around to pick arrows people just use cheap arrows or a Bone Bow or a Crystal Bow. Crystal Bow is a powerful bow, but it is costly for many of the players and also degrades over a while. (3) CastleWars doesn't have rewards that make you yearn to get them. So spending 200k every round (in case of Ice Bursts/barrage) comes to no use in the end. Sure there is armour that looks good and is a status symbol, but in this current RS generation, its hardly noticed. (4) You have to catch the game on time to actually take part in it. How about make several games running in different realms, each playing simultaneously. Solutions (1) a) Either there should be a deposit at the base of Catalytic and Elemental Runes. B) The mager should get his runes back at the end of the game. c) The only other option beside these is to add such a mind blowing reward, that spending money on runes isn't so important ;) (2) a) The player receives all un-broken arrows at the end of the game. Remember, not the broken ones. B) A way to accommodate Ava's Accumalator with the equipment. C) Have Castle Wars ammo. (3) Suggestions - (a) Small Catapult - A handy show piece to decorate your house. It takes a person to deposit at least 50 Flags to obtain it. (B) Medium Catapult - A much better version of the catapult (for the POH). Requires 100 Flags to be deposited. © Large Catapult - A very grand version of the catapult. Requires 200 Flags to be deposited. (d) Elemental Staff - Provides all the elemental runes. Kill 750 enemies in total. More suggestions..will come from you! :) (4) The solution to this is easy. Make numerous CastleWars games run simultaeneously in different realms. Some extra portals can be added for viewers to visit the different CastleWars realms. Top Suggestions Mystikal20 01-Oct-2007 17:57:15 ---- Genesis Tech 04-Dec-2007 16:48:49 castle wars is great apart from things like this ---- 07-Feb-2008 13:19:51 Last edited on 08-Feb-2008 06:02:14 by Lord Shalaj Vampyre Bane 10-Oct-2007 01:39:22 ___ M1 S3 R Y 16-Nov-2007 22:02:22 Last edited on 16-Nov-2007 22:04:39 by M1 S3 R Y good idea or myabe like cwars ammo ___ Supporters Count (From RSOF) - 115 Next: Minigames Revisited: Part II: Trouble Brewing. Thanks.. Lord Shalaj
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Skill Capes vs. Quest Skill Cape
So the old debates start again.. To be completely honest, not so long ago, I used to believe Quest Cape is one of easiest capes and not worth any respect. (Note, it was long ago). Now when I have actually acquired it, I think differently. As I see it, Quest Cape and Skill Capes shouldn't be compared at all. Just because they belong to the category of capes doesn't make them comparable. Quest Cape is entirely different, it relies on skills to get all quests done. Few skills rely on quests to get started (though of course, if you want the most efficient route the necessary quests are a must). Thanks.. Lord Shalaj
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Profanity Filter
I don't think so. Firstly, on the age verified worlds idea - While I do understand that most of the offenses are generated by young and immature players, it goes without saying that you will expect a good amount from older players too. Most of the time, a verbal arguement can start anywhere (due to numerous reasons) and if it would get heated, a player could create serious damage with the words you are asking to remove from the censor. Now what would happen next? The player who has been abused badly would report. The player who had offended him would get muted/blackmarks/banned. Similar cases would make Jagex censor those same words again. We're back to square one. Just because someone is 16 years of age doesn't mean he is fully mature. And major cases of RWT are actually done my people above this age or similar. The child would simply turn it off once his parents stop watching him play. --- From what I see, most of you want to remove these words from censor because you just want to vent (not about a person, but about the game). In my opinion, never go so deep into a game that makes you curse everything around you if you die/lose an item. If you do feel like venting, log off, shoot a few aliens and we're back ;) [Deep breaths help too...venting gets you no where except fouling other people's mood and even yours] Thanks.. Lord Shalaj
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Is Firemaking useless as a general skill?
I think Inferno Adze reduced the uselessness of this skill. Apart from pyres (which can be rewarding at times), I think I'm correct when I say this skill was intended as a money sink. Thanks.. Lord Shalaj
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Maging Rock Lobsters Efficiently
Well I am a good way through my target of reaching 99 Summoning, and I am nearing 86 Magic, from where the Barrage series starts. I have read everywhere that Ice Bursts are the best way to kill Rock Lobsters..but Smoke Barrage and later on Ice Barrage intrigue me. From what I know, Smoke Barrage has a max hit of 27 (which is 5 more than Ice Bursts) and has a poison effect that starts at 4. (adding the poison effect to damage would make it X+4 only for the first hit[or second] as I don't think these will survive for more than 1 poison splat). Also, with a higher max hit, Smoke Barrage ensures that you will have much faster kills which means charms come more quickly. As of 26/12/08, the prices for runes stand - Water Rune - 16 gp Chaos Rune - 93 gp Blood Rune - 275 gp Death Rune - 267 gp Air Rune - 13 gp Fire Rune - 9 gp Currently, 1 Ice Burst spell costs 970 gp. [4 chaos, 4 water, 2 Death] 1 Smoke Barrage costs 1706 gp [4 Death, 2 Blood, 4 Air, 4 Fire] 1 Ice Barrage costs 1714 gp [4 Death, 2 Blood, 6 Water] Now the questions arise - a) Is the Ice Burst the best spell all the way to 99? B) Does the max hit and the poison effect of the Smoke Barrage make it equal or even better than Ice Bursts? c) Does the max hit of Ice Barrage make it equal or even better than Ice Bursts [or Smoke Barrage if the second question's answer is positive] d) Approximately, it takes me 14-15 Ice Bursts to finish off all 7 Rock Lobsters. How many hits of Smoke/Ice Barrage would it take for the same amount? e) Do the 2 Barrage spells equal in cost to the ice burst keeping the max hit in mind? From what I understand, the ice effect of bursts serves no purpose at all. Which is why I am interested in Smoke Barrage ;) Thanks.. Lord Shalaj :)
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Grasping the game..
Chazzycaz, Making it optional is exactly what I'm intending :) Thanks.. Lord Shalaj
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Grasping the game..
@ Cheefo My sincere apologies also for all these misunderstandings. Hey! I'm meaner :twisted: Now, finally we can move forward with this discussion - A better warning system wouldn't make the players more informative about a particular feature. It would rather focus on the point that they are taking a risk. They are moving into an area that is a bit tough to grasp and should do well to acquaint themselves with the difficulties. Now this simple line in no way tells you how exactly to protect yourself. It just deepends your sense of security. A bit more reference to the KB in the warning systems would solve half of the matters due to ignorance of the RS community about the existence of KB itself. Gradually over time, these players who dependant on Jagex, will now actually at some point realise that they need to discover their thrill in exploration. Try doing 50 quests back-to-back using guides. At some point you will want the actual fun of doing it yourself. Common behaviour :) [Personal experience..LOL] I do realise your concern about Jagex using their time more efficiently to get out better updates. However, most of the time goes in developing and Quality Assurance. This update requires very minimal of each. I can give a nice example (a bit long :P) Player X and Player Y Player X Before Warnings Gets a few skills to 20. Finds that the game is a bit intrigueing. He decides to explore and find out more. He gets poisoned. Has absolutely no idea what exactly those green splats are. He loses all his hard work. Having no idea what is a Gravestone, he doesn't save his items. He thinks that he would rather spend his precious time with a game in which he has already acquired a good rank. He wouldn't want to redo all his work and die again due to some another thing After warnings Player Y Does the same things as X and when he gets poisoned, he remembers reading somewhere that poison could kill him off as it takes his HP. He has no idea that Anti-poison pots stop it. But seeing that it is mentioned it would kill him, he just decides to keep eating food until the poison goes. When the effect fades way, he is even more intrigued by this game and would set out to explore many more strange features. @ FatherJack, Nah, the debate is about whether warning systems should be more prominent or not. This in sense means that they don't actually tell you how to deal with the feature, rather give you an inkling just how fatal it is. Actually, you bring a good point forward. But whether Tutorial should be optionable is beyond me for now (many games I have played allow an option to skip tutorials) Thanks.. Lord Shalaj :)
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Grasping the game..
You aren't trying to make me see what you see, you're trying to insult me. Have you ever been in an intelligent argument before? It doesn't consist of trying to insult the other person all the time, without saying anything convincing on your own. What you're trying to do is quit while you think you're "on top" by saying that you don't want me to talk about it anymore, while you insult me in the next damn sentence, going back to the topic you just said was taboo. You're pathetically cocky, and start hallucinating, thinking I'm saying totally idiotic things. Here's what I'm trying to say, yet you don't comprehend it: -It would ruin the feel of the game -It would create a wave of players that can't do anything for themselves -It would be pointless, as there's already the Knowledge Base -It would be a waste of time programming, as Jagex can be doing better things If you dare insult me again without giving any back up, you're just proving to me how pathetically cocky you are, so much that you're absolutely blinded. Either that, or you're some coward magician who thinks he can materialize stupid words into my mouth making me sound foolish. Respond to this without using false generalizations, and actually reading my post, and don't try and say "I'm not listening, lalala, I told you I don't want to talk about this," then insult me, and bolster your ego trying to backup your stupid point afterwards. If I may very well point out, the insulting started from your side (and still continues). Scroll up and don't be surprised to be words like dumb, sickening, idiotic all entirely from your posts. If you expect me to remain silent after being insulted for absolutely no reason, your wrong. I strongly advise you read up all the posts again and see who was trying to guide whom (which you obviously haven't done again). I do have been in intelligent discussions, many if I may say. I know how a good debate runs out and you're making sure this isn't heading towards being one. I don't think you will stand it too if you say it simply (for example) "I don't want tutorials" but are bugged from the upcoming posts about the very same topic. Take it as a insult if you wish, this certainly isn't how good debates function if the person who disagrees doesn't read the post at all. I don't see where you're getting these ideas of hallucinations.. Heres what I'm trying to say, which you're obviously ignoring again and again - - As I said this would be optional. If something doesn't interfere in your gameplay nor affect you in anyway, why would your "feel" of the game be affected? You develop your "feel" of this game by the quality of gameplay, attitude of players and attitude of Jagex. If they make an update that sure as hell doesn't come in your way even once, how on earth will your thoughts about the game reduce? - It would not. Thats where you're going wrong again and again (I have a shrewd suspicion you are still thinking of guides/tutorials). A more prominent warning would actually encourage new players to understand the complications of entering a particular and would make them more knowledgeable if they did decide to read the KB. See, you're getting totally the opposite idea. - I know it's there. And I'm not providing a substitute for it. I'm enhancing it further. - It wouldn't take so much time to add one line. It also isn't a waste of time as players (a definite group) would be happy that this game is managed by a company that actually cares that they don't simply quit the game because they died once due to ignorance on their part. I'm constantly providing reasons for my idea in all my posts. This whole "magician" thought sounds totally..absurd. There we go again, despite constantly reminding me not "bolster my ego", you're probably trying to irk me more with lines like "to backup your stupid point afterwards." I know that different people read these forums and many wouldn't agree with my ideas. No sensible player goes out and totally starts insulting the post/poster in his posts (unless of course the idea is TOTALLY inapplicable). I have extremely well explained my points to you. If you keep repeating the same thing again and again, I will understand that you are doing this on purpose. Yes that indeed is partly what I'm suggesting :) Thanks for the post. I am suggesting optional warnings and precautions so we both definitely agree on the same idea (though not tutorials). A small note on the old tutorial, yes it was a bit boring but nescessary. The new Tutorial which is in the form of a quest is much more interesting. ;) [Now the tutorial even features a three-headed monster and is a sort of a quest. :thumbsup: ] Thanks.. Lord Shalaj
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Grasping the game..
Very well, I do see where your coming from (and also your absurd ideas) Just because your points are weak and you didn't take much time in writing them or put any thought, I would always label them as "weak". They sound weak to me. (Example - Don't update the game as there are idiots in the game.. :roll: ). So all these baseless replies were just out of self-defence? If so, I must credit more to your maturity =D> --- Now back on the topic. What on RuneScape do you mean don't try to get the last word in? Have you never had a debate? You have to improve the quality of thinking of the people who disagrees with you. You have to make him see what you see. And my attempts at those make you think I am a "magician"? ( :roll: ). I want you to stop talking about tutorials which I never intended to imply..so hard to understand? :wall: More than my idea, I feel your posts possess the necessary content to be labeled as "dumb". Thanks.. Lord Shalaj
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Grasping the game..
Oh my god..Haven't I mentioned I DON'T WANT THE TUTORIALS!! Seriously, I could swear you're doing this on purpose. Every post, each time, every day..I want more prominent warning signs or precautions! The next time you even mention the word tutorials, your post is going to be ignored. And I'm asking for completely optional things no one is forced to do and can avoid without any affect on their gameplay. Thanks.. Lord Shalaj