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Troacctid

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Blog Entries posted by Troacctid

  1. Troacctid
    How to eat a shark


     
    Sharks are well-known for eating people, but we often forget that people eat sharks far more often. Want to get in on the feeding frenzy but aren't sure how? I've compiled a handy guide on how to capture, prepare, and feast on your very own shark.
     
    Step 1: Get a shark.
     

    Fig. 1: A shark
     
    Gourmets in search of the delectable shark will first need to obtain a shark to cook. The most obvious method is to simply purchase a shark in trade; however, as any fisherman will tell you, the fish always tastes better when you catch it yourself. It takes a skilled fisher to successfully capture a shark, so before you begin your first attempt at "sharking," it's important that you have plenty of practice with other fish, such as salmon, tuna, or lobsters. Sharks are typically caught with a simple hand-held harpoon, although some hardcore fishers prefer to wrestle sharks from the water with their bare hands; formal training, plenty of upper-arm strength, and a high tolerance for pain are recommended for this method. Murphy's fishing trawler, which docks in Port Khazard, often catches sharks in its nets as well.
     

    Fig. 2: Hardcore style.
     
    Of course, before you can catch the shark, you must first find the shark. Sharks are relatively rare--outside of Runescape's remotest areas, they can be found in significant numbers only in Kandarin, where they infest the waters near Catherby's beaches and feast on the occasional duck at the Fishing Guild. These locations should be easy to access for anyone willing to travel there.
     
    Sharks can also be fished in the oceans that border Runescape's mainland. The Fremennik Province is heavily bolstered by its fishing economy: Rellekka and Jatizso are prominent shark traders, and those who have earned the favor of the local Fremennik tribe will be welcome to fish there. Some sharks can be found on the coast of Isafdar near Prifddinas, although it is unlikely that anyone but the elves will find the location convenient. Likewise with the sharks on the coast of the Feldip Hills, where a grumpy ogress or hungry wolf is always ready to poach your catch.
     
    By far the largest congregation of sharks is on the southern coast of Morytania, where the terrors of the sea feed en masse on the bass there. Some have theorized that the vampyres of the region cultivate the sharks themselves to keep the human prisoners of Meiyerditch from attempting to escape by sea; others postulate that the sharks' affinity for blood instinctively drives them to congregate in the area. Regardless of the reason for their prevalence, the shores of Burgh de Rott are a formidable choice of location for those unafraid of the Vyrewatch sentinels who patrol the skies. Equally hostile to intruders is Ape Atoll, where sharks swim in the waters on the southern beaches of the isle and venomous snakes and jungle spiders can strike from the bushes to attack humans.
     
    Once you have secured a shark, it's time to cook it.
     
    Step 2: Cook the shark.
     
    To cook a shark, simply place it on top of a cooking fire or stove. The shark should very quickly turn a lovely golden-brown color, at which point you may remove it from the heat. Be careful not to leave it on for too long--it only takes a split second for your lovely golden-brown to turn burnt-black and ruin the dish. Caleb, the famous chef from Catherby, is well-known for his enchantment that helps to prevent overcooking, and seeking him out would be wise before beginning this culinary undertaking, as the process of cooking a shark is difficult to perfect despite its simplicity.
     
    Many believe that it is necessary to prepare the fish before cooking; however, this is unnecessary. A whole shark, fresh from the ocean, will cook magnificently whether or not you remove the bones, head, and so on. Most ranges are large enough to support the shark's weight without cutting it into pieces, and even a simple camping fire without so much as a cooking spit will likely have no trouble. Your shark can safely go directly from dock to dinner.
     

    Fig. 3: Successfully cooked.
     
    Step 3: Eat the shark.
     
    Eating the shark, once successfully cooked, is a very simple process. As with most other foods, simply stuff the entire shark in your mouth at once, chew once or twice, and swallow. On what occasions is shark an appropriate dish to serve? Well, again, as with many other foods, sharks are most commonly eaten after suffering serious wounds. Satisfied diners often report carrying a dozen or so whole sharks in their pack while slaying dangerous beasts such as the King Black Dragon and taking them out to snack on while dodging blasts of flame. Before eating your shark, it would be a good idea to put yourself in mortal peril.
     

    Figure 4: A sudden craving for shark.
     
     
    Congratulations! You're now ready to eat your very own shark! Om nom nom!
  2. Troacctid
    I've always been a fan of team quests. Not Shield of Arrav and Heroes Quest--those were a pain in the neck. I mean the quests like Swan Song, My Arm's Big Adventure, and Dream Mentor, where we get to work alongside NPC versions of heroes like ourselves. Zanik, My Arm, Cyrisus, and the Wise Old Man all made it onto my Top 10 Quests back when I first wrote the list. (As an aside, if I were writing it again, I'd probably add the Temple at Senntisten someplace towards the front. I liked that one a lot.)
     
    As it turns out, I'm not the only one who's a fan of Cyrisus et al. They're popular enough that Jagex is catching on, and apparently the future will herald a whole new batch of NPC allies with which we'll share some of our adventures--so they've announced in this dev blog posted on Tuesday.
     
     

    "Signature heroes" in dungeoneering garb. From left to right: Ariane, Sir Ewain, Ozan.
     
     
    On the one hand, this is awesome! Not only is there a new Wise Old Man quest coming up next week, but eventually we'll have a whole new crop of fellow adventurers that will hopefully be just as cool as Zanik and Cyrisus are/were!
     
    On the other hand, what if they aren't that cool? Xenia's supposed to be the first of these "signature heroes," and she's hardly awesome at all! She's more like the person who sends you on the quest in the first place. Y'know, like Sir Tiffy Cashien or something. And who likes Sir Tiffy Cashien? He's not awesome at all. At least, I've never seen him doing anything awesome. As far as I can tell, all he ever does is lounge around on a park bench like some panhandling bum.
     
     

    Get a job!
     
     
    I think the signature heroes are a fine idea, but they won't work without good writing. Like, dialogue that's actually good. Seriously. And they need to do things that players do--that's a big part of the charm. My Arm plays Tai Bwo Wannai Cleanup, farms herbs, and gets random events. Zanik collects Tears of Guthix. Cyrisus had a bank full of Barrows armor, magic logs, and ranarrs. The Wise Old Man casts Saradomin Strike, wears a party hat, and solos the Kalphite Queen. They do the stuff that we do. And we do it with them. They're just NPC versions of us. The whole "painting the fourth wall" bit is a big part of what makes these characters so charming. Xenia doesn't quite have that charm for me. I hope Sir Ewain and the rest will do better! :^_^:
     
     
    Behind the Scenes: July
     
    Also this week, our July installment of Behind the Scenes! I haven't blogged about it, but I'm happy to see the return of Behind the Scenes. The theory was that it would be nice for updates to be a surprise, and the quality of updates would improve without the pressure of the deadline. Neither of those panned out the way we hoped, so it's great to be able to discuss and speculate about the month's updates in advance again.
     
    As I just got through saying, the Wise Old Man is awesome and I thoroughly enjoyed Swan Song, so I'm definitely pumped for a sequel. Quests are great, and this one looks promising! I expect I'll be ready with a review of it on the week of release to discuss it in detail. For now, I have high expectations.
     
    Next on the list, we have our Dungeoneering Batch 1.5 scheduled for the middle of the month. Again, I have high expectations for all the new features described. You can just go down that list of everything they talked about and put a :thumbup: after everything and there's my reaction.
     

    Class-based bonuses are a great idea. Specialization seems like an excellent way to subtly encourage strategy, diversity, and teamwork.
     

    Rewards outside of Daemonheim are exactly what the skill needs most right now.
     
    I said before that with some good upgrades, Dungeoneering has the potential to easily be one of my favorite skills. I have high hopes in this regard for the middle of July. Expect another review from me the week of release.
     
    Finally, towards the end of July we'll be getting an update to clue scrolls! They certainly need it. As it stands, I never do clue scrolls. It's just not worth the effort for a few firelighters and some addy or rune garbage. But I'm apprehensive about adding new rewards because of the effect on the economy. Do we really need a whole new batch of super-rare items for merchants to use as anti-junk? The GE price restrictions will make it a nightmare to trade these new items no matter how the initial prices are set. Then what we'll have is a whole set of awesome, shiny new items that we can never buy. And then I'll feel bad about fighting in my Proselyte instead of souped-up 3rd-Age armor with the same prayer bonus but twice the defense...or crap like that.
     
    On the bright side, even though the price restrictions suck, at least clue scrolls won't be worthless anymore. In fact, with guaranteed unique rewards for every treasure trail, even I might start doing clue scrolls. Investment tip: stock up on clue scroll items ahead of time. I imagine rune warhammers and pointy blue snelms will be selling like hotcakes the first week. Runescape Wiki has a complete list, so make sure you know which ones you can buy from shops and which ones will leave you desperately searching for a trade partner!
     
     
    That's all I've got for you this week. 'Til next time, folks!
  3. Troacctid
    I am not a representative of Jagex. I'm not affiliated with them in any way and I don't have any contacts who are.
     
    I do, however, have some mild psychic abilities. And I will happily abuse them to telepathically find the answers to all the pressing questions we have for the developers at Jagex. How does this process work? Well, it's really quite simple. First, I think of a question. Then I visualize it in my mind, repeating it silently to myself fifteen times while imagining an astral projection of myself traveling across the Atlantic to Cambridge, England. Then I blank my mind for five minutes. After those five minutes, I make something up! It's that simple! I can also use the same method to see into the future.
     
    So without further ado, here's my interview featuring answers that I pulled out of my...I mean, that I telepathically obtained from the Dev Team at Jagex!
     
    Q: Why does the Dungeoneering rewards system suck so bad?
    A: Oh, we just didn't put enough thought into it and kinda screwed up. But now that we think about it, yeah, it does suck pretty bad. Kind of embarrassing, actually. We're looking for feedback, but we're going to be cautious with fixes because we wouldn't want to end up making things worse like we did with PvP statuettes.
     
    Q: Why do you make so many updates for low-level players?
    A: Support for low levels helps bring in new players, which is essential for the long-term health of Runescape. A good first impression makes a big difference. We realize that we have to cater to all kinds of players, and not every update can be for everyone; making something more attractive to newer players can simultaneously make it less attractive to experienced players, and vice versa. So we try to have a mix. We're still trying to work out the right balance; it's pretty difficult with so many projects going at once, all being completed at different times, and a weekly release schedule. So I hope you'll give us a little slack there.
     
    Q: Why did you change HP?
    A: Well, we had a dev blog about it. I think lots of players still don't see the point of the LP change because right now, it's just the same system, but with a disorienting change. But for us, it actually opens up a lot of space for new things we couldn't do before, like draining the Constitution stat to prevent healing, for example. So it'll probably make more sense once that stuff starts showing up on your end.
     
    Q: Can you give us a hint about a future update?
    A: Yes. Every Sunday, via our Twitter feed, and occasionally in Postbag from the Hedge via the Chaos Elemental.
     
    Q: What are you going to do about price manipulation clans?
    A: Probably something. We're not sure yet. If we change something here without really thinking it through, we might cause more problems than we solve.
     
    Q: Why doesn't the development team communicate with the players? It's always the community management people, and no offense to the community management team, but they're not very good at explaining things.
    A: We're busy and we get a huge volume of questions and feedback. There's just no way we could go through all of it even just to sort out the good questions, and if we picked questions at random to answer like we sometimes do in our Live Q&A sessions, we'd end up upsetting a lot of people who are confused why their questions didn't get answered when the ones that did get answered were all boring or answered elsewhere already. We do try and answer some of the most frequently-asked questions in the Recent Update FAQs we post on the forums. Yeah, it's a horrible reason. Sorry.
     
    Q: Why do some quests have terrible rewards?
    A: Oh, probably to err on the side of caution when we don't have enough time to properly balance anything good. Anyway, there are some people who like crap like the Body Body.
     
    Q: Why don't you beta test your updates?
    A: That's more of a question for Andrew Gower or Mark Gerhard. You should ask them. See, we can do this telepathically too.
     
    Q: You said you can also see into the future, right? What are tomorrow's winning lottery numbers?
    A: They are a series of numbers that, if you guess them correctly, can win you a large monetary prize.
     
     
    At this point I got bored--er, I mean, lost my mental focus, and was unable to continue, um, channeling the thoughts of British dudes. Yeah. But if you have any further questions, I'll be happy to pretend to answer them some other time. :thumbsup:
  4. Troacctid
    I mentioned briefly in my previous entry that I had bought a Staff of Light and then sold it again at a 200k profit. As I was writing that, I realized how long it's been since I've done any merchanting on the Grand Exchange. Last time, I completely misjudged the bottom on the Amulet of Ranging's crash and never ended up reselling the amulet. The time before, I bought up monkfish when I thought they were undervalued and they proceeded to drop another 50 gp (although I did eventually make some good profit off of it in the long term).
     
    Yesterday I decided to give solo merching another shot. I pulled up the Grand Exchange "most traded" list, clicked open several items into new tabs to observe their price graphs, and selected several of them to invest a combined 18,995k gp. This afternoon, all of the items had risen. I sold back my iron bars, monkfish, raw tuna, and cosmic runes all at max, collecting a total of 19,729k gp. 734k profit; wow.
     
    So now I'm impressed, and I'm ready to get back into the game for real. I checked up on some more graphs while doing some fishing in-game.
     

     
    I was on the lookout for graphs like these. As I said in the title, what goes down must come up. With the Grand Exchange, any stable item is going to have a wave pattern to its price graph, and blood runes are at the lower bound of that wave right now. I'll be very surprised if they don't rebound, especially considering that pure essence jumped in price today and the two items are obviously closely linked.
     
    I ended up putting 8200k into bloods, 9825k into deaths, 2925k into clay, and 3437k into dark bows. In total, that's 24,387k I've got in the market now--more than the price of my Bandos Godsword. If all goes well, I'm definitely going to keep up this investing and flipping business; it's high time I started collecting interest on all those millions I have stored up in my bank. Once its price climbs a bit, I plan to liquidate my BGS as well; I had hoped to make some money lending it out, but it seems now like it'll be much more profitable to invest its gp value.
     
    Of course, none of this is at all a revolutionary discovery or anything. I know that lots of players have been doing this every day for a long time. Sometimes it seems like I'm always late to the party--I killed Nomad about 5 months after the quest comes out, I first started using Kuradal and getting strykewyrm tasks just last week, I only took around half a year to kill the skeletal horror and enchant my bonesack, and I still haven't done any real Dungeoneering. I guess I just have my own pace. :smile:
     
    Well, I'll probably write some more some other time, hopefully about something interesting. Until then, feel free to send me adoring fan mail. <img src='http://forum.tip.it/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='B)' />
  5. Troacctid
    I'm going to start by showing my Adventurer's Log from Thursday.
     

     
    There are a few things you should notice here.
     
    1. Check out that stylish monocle. I've been sporting it since I noticed they exist sometime last week.
    2. Some sort of bug caused Fairy Tale 3 to show up twice. Weird.
    3. I finally hit 75 slayer. Those two granite mauls are from my first-ever gargoyle task. :^_^:
    4. I also finally finished Fur 'N Seek and killed the skeletal horror! (That's where the 75 slayer came from)
    5. Oh and did I mention I BEAT NOMAD w00t! Got my quest cape back! I ranged him in full Armadyl (with diamond bolts and a blessed spirit shield) using Soul Split. Finished with 4.5 brews and a rocktail left over. :smile:
     
     
    So... yeah.
     
     
    Anyway, a quick review of Fairy Tale 3. I really enjoyed it. All the visuals were stunning. The new Zanaris is beautiful.
     

    Look at that. Lovely. Just lovely.
     
     
    Although for some reason the Makeover Mage seems to have missed a few fairies in the marketplace.
     

    Whoops.
     
     
    As for the quest itself, it was well-done. I found the storyline engaging. No fetching, no escorting, none of the horrible things a lesser quest might have screwed up on. The cutscenes were good. The boss fight was creative and fun; I especially liked that each of the three generals has their own special ability (the melee one can attack your tooth plants, the ranger can buff the little orks, and the mage can summon more little orks) to add an extra layer of strategy. The Fairy Godfather's abilities were amusing as well--concrete shoes and fish. :thumbup:
     
    My biggest complaint is that it was way too easy. But then again, I have 95 prayer now, so all I had to do was turn on Soul Split and Turmoil and finish the whole fight without needing a single piece of food. So maybe it's just me. Also, I don't really like the Tooth Fairy's character...again, though, YMMV.
     
    As for the rewards, they're great. The magic watering can, sure, I guess. The magic rake (farmers weeding your patch, whatever, I still think it's a magic rake) is nice. The ivory orks you can fight after the quest have pretty good drops--might be decent to camp at for high levels, maybe. The new fairy rings are okay, I guess; I can already use Ape Atoll Teleport and Rum to get to Ape Atoll or Mos Le'Harmless just as fast, so whatever. The tooth pet is pretty cute, although I don't have room for it in my menagerie.
     
    Using fairy rings without a dramen staff...priceless. :thumbsup:
     

    There are some things that money can't buy. For everything else, there's money.
     
     
    You'll notice that I'm wielding a butterfly net in that image. This brings me to my next topic: implings.
     
    Now, I didn't blog about the changes to Impetuous Impulses when they first came out back in...whenever that update was. Since then, I've done some hunting, and I'm ready to report that it wasn't awesome before, but it's awesome now. When I was taking screenshots for this blog, I thought I'd do a little "before/after" image to sort of represent a typical trip to Puro Puro. Here's what I started with:
     

     
    Now, as it turns out, it wasn't a very typical inventory. It took longer than usual because I stopped to paste and crop the screenshots, and also, well, I'll just show you the picture anyway:
     
     
     
     
    That's 5869 xp (including the little bit of strength xp from pushing through the wheat) and yeah, a dragon impling that I yoinked as it was escaping from another hunter. Notice also the five zombie implings--they're fairly common and they boost your profits significantly once you get 84 hunter. (It's well worth bringing hunter potions for them.) With high enough hunter, plus high strength and agility levels for mobility, it's not at all unreasonable to expect profits of, oh, maybe about 800k gp/hr-ish, before factoring in the dragon implings. And it comes with 40-50k-ish hunter xp/hr, roughly.
     
    By now I've memorized all the crop circle locations to get the farmer's affinity bonus--which is another new bit that I love, by the way--and now that I don't need my Lunar Staff to access Zanaris, it's a breeze to just hop over there with a Slayer Ring and step in the permanent crop circle on all the subsequent trips for the duration of the half-hour. I used to try and use the alternate crop circles whenever I could just to avoid spending the extra inventory slot on the staff. Now, not only is it much more convenient, the half-hour timer makes it a cinch to keep track of my xp/hr.
     
    The new implings help a lot too.
     
    1. Zombies: I already mentioned how common the zombies are. They're about 12k each these days and can easily contribute over 200k gp/hr to your profits on their own as long as you don't loot them. (Don't loot them. :wink: )
    2: Spirits: Spirit implings are pretty common too, and they fetch a nice price. Obviously the charms are a nice bonus as well--I've taken to keeping an empty slot in my inventory because I can almost always expect to see at least one charm drop.
    3. Kinglies: Rare and frustrating. Frustrating because they're worth millions and I don't have high enough hunter to catch them yet, so whenever I see one, I'm seething. This is why I'm training hunter. (Well, that and the 800k+ gp/hr I mentioned earlier.)
     

    FML.
     
     
    Shifting gears completely, I'm pretty excited about the new Archenemy variant in Magic: the Gathering.
     

     
    Whoever named these things, wow, major kudos. I look forward to cackling malevolently as I put my Evil Overlord schemes into motion. Bwahahaha.
     
     
    So yeah. I also gained a few other random levels, bought a Staff of Light, sold the Staff of Light two days later for 200k profit, saw Iron Man 2 (it wasn't as good as the first one, but it wasn't horrible), broke the 800-Pokemon-captured mark in my ongoing Pokemon Pinball save file, probably got a 5 on the AP Calculus test, my dental implant surgery went off without a hitch, I had pasta and sushi for dinner, and I get to vote this year! It's been a good May so far.
  6. Troacctid
    Blood Runs Deep: A Dagannoth Christmas


     
     
    It's that time of the year again. The time when we set aside our differences to celebrate peace and love, feel the spirit of giving, and of course, violently cleave some dagannoth skulls with a large axe!
     
    "Guthix bless us, every--*thwunk* Aargh my arm! What are you doing?! Gaah, no, not the spine, not the--*crunch* Oh Jesus, the pain!"

     
    From Jagex's Twitter hint, I totally thought this week was going to be the Christmas Wintumber event. Turns out we got something a little more exciting and a lot more violent: the follow-up to Glorious Memories, in which, well, let me go over the plot for you.
    [hide=Synopsis]So you start the quest with Baba Yaga on Lunar Isle. Apparently, she wants to go inside a random stranger's dreams. Setting aside the creepy implications of such a venture, we go into a dream sequence in which we learn that the unconscious stranger is an obscure character mentioned in the dialogue of the Lighthouse quest. Apparently this dude went loopy and was helping the Dagannoth Mother raise a Dagannoth Army to take over the Fremennik Province. And apparently the dagannoths are ready to invade RIGHT NOW. Oh [cabbage].
     
    In fact, it seems he's so kooky that the dagannoths in his dream start piling you, and you have to kill a whole bunch of them to "hold them off" or something while Baba Yaga casts some absurdly long spell to leave the dream. Lovely. You then spend several minutes killing dagannoths with no real indication of when exactly the spell will be ready, which is a little annoying. Then you leave the dream and find out that the dagannoths are attacking Rellekka RIGHT NOW. Oh [cabbage]! So you have to go back to Rellekka and do the exact same thing as before, smacking around some interminable number of semiaquatic monsters, again without any indication of your progress. Great. Although to be fair, the music in this section ("Jaws of the Dagannoth") was admittedly pretty sweet.
     
    So you beat back the initial assault and it's time to bring the fight back to the enemy. Ex-yeti King Vargas is way ahead of you on this front and has already...well, been captured. You need to rescue the poor guy. And so, after Queen Sigrid gives us a big axe, we commence an escort mission. Does anybody really like escort missions? You walk very slowly through the cave so that the poor, limping Vargas can keep up. Meanwhile, dagannoths, rock lobsters, and magic walruses come at you from all sides to kill you in various nasty ways. Joy. At the end of that ordeal, you finally escape, and let King Vargas up the ladder first. Naturally, he collapses the cave behind him by accident, burying you in a pile of boulders. You wake up in the afterlife. Come on man, what the [cabbage], Vargas?
     
    So the afterlife dudes pull the old "WTF are you doing here you're not supposed to be dead" line on you and send you back. Then you have a wedding on a boat and you go to kill some more dagannoths. You have a fight with some sentinels that heal each other, then you go kill the Dagannoth Mother in a big boss fight. Afterwards, you collapse the cave to trap her inside, and accidentally get boulder'd again. [cabbage].
     
    Afterlife dude lets you go AGAIN, saying "Geez n00b, I thought I told you it wasn't your time. GTFO from my Valhalla." Then you go back to salute your fallen allies (Prince Brand and Princess Astrid die...so much for your marriage) and the quest is over.[/hide]
     
    I have a few bones to pick with this quest. Let's go through them.
     

    Escort mission. Everyone hates escort missions. The fact that you have an escort mission in the first place is a strike against you already. But the facepalming was compounded further by making the NPC limp slower than walking speed. That means we had to actually stop or backtrack to let Vargas catch up even if we weren't running. Lame.
    Battles of indeterminate length. Don't get me wrong, it was pretty cool fighting dagannoths as they attacked Rellekka. The setting gave it a real "I am defending my homeland!" atmosphere, and I liked the "THIS. IS. RELLEKKA!" bit. But randomly killing dagannoths without an obvious objective was annoying. I'd have preferred to have some indication of how many you still need to take down. With them just respawning after you kill them, it doesn't really feel like you're turning the tide in a war where you're hopelessly outnumbered, which is how it's supposed to feel. It ends up seeming aimless and arbitrary. Same kind of problem in the dream sequence.
    The final boss. The new magic interface is just not responsive enough to handle the Dagannoth Mother's rapid color-changing well, making for a frustrating battle.
    The Waterbirth shortcut. Why would you make such a useful shortcut available during the quest but not let us use it again afterwards? I thought you might have learned from player feedback for Within the Light. It's stupid because it gives an unfair advantage to people who leave the quest unfinished. I want to use the shortcut to get to rock lobsters and Dagannoth Kings more easily too, but why should I have to give up my quest cape and 450k experience to do so? Hopefully this will be patched quickly.
     
    That said, it wasn't all bad. There were epic moments. It was a pretty challenging quest. It tied up some loose ends in the storyline. All good things. And the reward is perfect--combat experience and a new, specialized weapon. Both fitting rewards for an advanced quests.
     
    Bottom line
     
    A mixed bag: awesome rewards and awesome story, but some frustrating gameplay elements.
     
    Additional note
     
    Should I have the widget boxes on the left, on the right, or split between both sides? I can't decide which looks best.
  7. Troacctid
    Guess what I did on Saturday. Go ahead, guess.
     
    I know, you probably don't want to guess. You're just going to keep reading until I tell you, aren't you? But I'd really prefer if you guessed, so let me give you a hint:
     

     
     
    Okay, I doubt very many of you will recognize that view, so I may as well spill the beans. That would be Carnegie Hall, AKA probably the most prestigious concert hall in the United States. So yeah. I was there. In fact, let me be a bit more specific. I was here:
     

     
     
    Anyway, that's why I missed the Rise of the Eldrazi prerelease and haven't logged on since Tuesday. I was in New York, singing onstage at Carnegie Hall with my high school choir (and several other choirs) and the dashingly handsome and talented composer/conductor/all-around cool guy Eric Whitacre. Here are the pieces we performed, in case you couldn't find tickets in time:
     
    Lux Aurumque
    Five Hebrew Love Songs
    With A Lily In Your Hand
    Little Birds
    Animal Crackers Vol. I
    What If
    A Boy and a Girl
     
    Check them out. It's good stuff. I think "Lux Aurumque" is my personal favorite; I like the harmonies, the subtle dynamics, and the way it paints a picture with music, but it's also just really cool to sing. "With A Lily" has a great melody too, although the ending is frustratingly high for my baritone range. And check out the sound effects on "Little Birds"--there's some nice bird whistles and flapping wings. The "Five Hebrew Love Songs" are very beautiful and tender, as is "A Boy and a Girl". "Animal Crackers" is very silly--my favorites are the canary, the kangaroo, and the panther. "What If" is probably the strangest of them; it isn't often you hear choral music superimposed on a techno backdrop, and the result, I think, is pretty awesome.
     
    So...yeah. :thumbsup:
  8. Troacctid
    I'm back from my hiatus to talk about the newest skill! Dungeoneering is a skill where you crawl through a themed dungeon filled with puzzles, monsters, and locked doors while searching for new equipment to use to defeat the unique boss monster at the end. For example, you might defeat some Moblins in a Fire Dungeon to find a Small Key and unlock the door to a room with Bombs that help you defeat the King Dodongo boss.
     

     
    Dungeoneering has a lot of problems, but before I talk about them, let's be fair--for all its flaws, there are definitely some things that Dungeoneering does right. Examples:
     

    Creative, interesting, well-designed boss fights
    True team gameplay, on the level of Barbarian Assault (Stealing Creation wishes it could be Daemonheim)
    A rare instance of the combat triangle being balanced, rather than dominated by melee
    Appealing audio and visuals
    Some of the rewards, despite being nigh-impossible to obtain, are pretty good. (I like the bonecrusher and the new Void Spinner prayer, and I'll give them credit for remembering to let you repair your equipment with cash.)
    And at least they didn't forget to put a teleport to Daemonheim on the ring--I was scared before I figured that out. (This is also a great unlimited bank teleport for free players.)
     
    So it's obvious our good folks at Jagex put plenty of effort into it in some places. The trouble, of course, is that it needs to be this good in all places, because being a skill, it's not the sort of thing you want to be only mostly done. Were it a minigame, it could get away with appealing to only a subset of players the way Shattered Heart or Familiarization or The Blood Pact are, but as a skill, it needs to have something for all players. Skills don't have the liberty of saying, "Well, if you don't like me, don't train me." Well, I mean, yeah, they can say that, but it's bad for the game when they do because they're such an intrinsic part of the experience.
     
    Summoning was pretty lame at its first go too, but after a big patch a few weeks later, it's now widely considered a great skill. I'm fairly optimistic that given a sufficient patch a la Summoning Batch 2, Dungeoneering will end up being a perfectly good skill too. Now, in no particular order, here's what I think it needs after looking over some of the issues players have raised and some analysis of my own.
     

    Fix the price of the rewards and possibly scrap the token system altogether.
    There are all kinds of reasons why it doesn't make sense. I want to say it's like Mobilizing Armies because of how slow it is without much return in between, but the truth is, MA actually has a better rewards system--with MA, once you reach the requirement to buy a reward, you generally have more than enough points to buy the item you want. Sure, you might not be able to buy all the rewards, but at least you can imbue your archer ring once you make it to 300 rank. It's good that we can bet more to get greater point rewards and then spend those points with our limited budgets. But with Dungeoneering, that whole dynamic is upside-down. When I get to level 21, I'm not excited that I can now use a bonecrusher. I'm angry/sad/annoyed/disappointed because I should be able to, but I can't.
     
    Make the rewards tradable.
    There's no reason for them not to be. Really, there isn't--they all have Dungeoneering requirements anyway. Why aren't they tradable? Tied to the previous point. This is part of why people are saying it feels so much more like a minigame than a skill. You don't need to make a skill product untradable if it has a level requirement to use.
     
    Content that lets you utilize the skill outside of Daemonheim.
    I was about to say "other dungeons," but then I realized we kind of have those already, don't we? (This might be something to release as separate future updates rather than as part of a Dungeoneering 2.0 patch.) This is another big part of why people are saying it feels more like a minigame than a skill. I'm sure there are plenty of ideas out there amongst the player base. A few off the top of my head: maybe alternate entrances to Daemonheim, maybe the ability to use special underground passages as portals for transportation (like the mine cart in the GE--which, while I have your attention, could really use a right-click option), maybe additional lower levels to existing dungeons that are too dangerous for inexperienced spelunkers, etc. There just needs to be something to keep it from being so self-contained.
     
    Having every item be new is way more confusing than it needs to be.
    It's an unnecessary barrier to entry to have to learn whether Fractite is better than Argonite or which items you need to make a Prayer Potion or how much HP you heal by eating a Blue Crab or whether you have a high enough summoning level to make a pouch from the Stegomastyx bag you just picked up. Look, flavor is nice, but function has to come first--just put the level in the name like with Stealing Creation.
     
    Gathering locations can be hard to pick out of the scenery.
    This is made worse by the fact that most rooms have lots of inactive versions of hotspots that might be used for a skill--ponds that have no fish, obelisks you can't click on, etc. This should be easy to fix by adding icons to the minimap and dungeon map just as they would be in the overworld.
     
    We need to be able to bind more items.
    I get a level 11 pair of boots from the boss. Okay, great...except they disappear as soon as I leave the dungeon that I just completed. When we need to remake everything from scratch besides one or two weapons, it just isn't worth the trouble to make much of anything. Why not give us an extra bound item every 20 levels? That lets players gradually work their way up to eventually being able to bind a full set of weapon, shield, helm, plate, legs, boots, and gloves. Seems fair, right? Remember, the more items you can bind, the greater flexibility you have in customization--with only one, you'll take a weapon every time, but when you get more, you need to choose how to distribute your choices between the combat classes. So you get more depth, see? It's an improvement all-around.
     
    Spread rewards more evenly through the levels.
    It is quite literally impossible to get any reward from the skill before level 53. Impossible. There is no reward available. What the hell? What's going on with that? And the reward you can get at that level is a gem bag, which, unless you love killing Goraks for some reason, is more or less completely useless. Add to this the way that experience scales with levels (xp comes at a snail's pace at low levels), and for the vast majority of casual players who don't get past 50 in Cooking let alone Dungeoneering, the skill offers literally nothing to the rest of the game. This is clearly not okay.
     
    Solo players need to be able to get back into a dungeon if they log out or lose connection.
    This is probably the way it is now because of game engine issues, so the difficulty of fixing it may seem disproportionate compared to the benefit, but trust me--it's incredibly important. This is not a little thing. If I lose connection at the end of a long dungeon and I can't go back in and come back to where I left off, I'm not going to want to log in at all. I'm going to want to shut off my computer in frustration. And if I know that I won't be able to leave a long and complex dungeon without losing my progress until I finish it completely, there's a good chance I just won't do it. The ability to pick up where you left off is vital to the solo gameplay.
     
    The bosses need drops.
    As I mentioned, these are awesome bosses even only having seen the lowest-level ones. The designs are creative, the tactics are interesting, the dynamics change with a team, etc. But there needs to be something to attract teams here in the first place. Can we get some boss drops that we can take out of Daemonheim or something? Because right now, the bosses pretty much drop nothing...maybe some backstory, maybe an item you maybe want to bind, but otherwise nothing. Why create these awesome bosses and then go and make them irrelevant to the rest of the game? Give us a reason to kill them. Maybe give them each a unique drop that we can use in Runescape proper, even if it's just cosmetic--a little ice spider egg that can hatch into a pet at the pet shop's incubator from the lady who summons ice spiders, for example, could be one of the lesser rewards, while a higher-level boss might drop things like the bonecrusher. (And if you already had one, it would presumably be tradable so you could sell it, and thus preserve the incentive to come back again later.)
     
    Resources deplete too quickly.
    If skilling is supposed to play a relevant role in the team gameplay, the skiller needs to be able to cook enough fish and smith enough armor for the whole team. When the resources run out the way they do, it becomes very difficult. I realize that this feature probably exists to keep the xp balanced, so I imagine it could be easily replaced with a decrease in xp the more you use the resource, or something like that. Sound fair?
     
    Most importantly, when in doubt, pump up the power level.
    Guys, it's okay. It's a new skill--it's supposed to be a big part of the game. You don't need to worry about breaking anything. Make the rewards plentiful, make them powerful, and make them useful at all points in the level spectrum. It worked for Summoning, didn't it? You were too conservative with the power level at first, and it was poorly-received. When you made training easier and made everything stronger (except fishing familiars), the skill only got better. Be conservative with minigames; don't be conservative with skills. If you can do for Dungeoneering what you did for Summoning, and I know you can, it could easily become one of my favorite skills in the game.
     
     

  9. Troacctid
    So we had an update today, and it's a new thingy for summoning. That's great, because I always need more charms. Is it strange, though, that what made me want to log in for this update was this little bullet in the patch notes?
     

     
    "What? They changed the Dramatic Point emote? I have to see that!" As it turns out, it looks the same as it used to look, and so does the Freeze & Melt emote. But it had me excited there for a moment; I'm not a big fan of that flying snow thing they have going on.

     
    Anyway, then what had me intrigued is this one:
     

     
    And I couldn't stop wondering what they added as food or if you can just feed the guy anything. So I went over to Paterdomus and started a trek with some food items I found in my bank (they haven't changed what you can give them to hold before you start).
     
    Naturally, the first event I run into is this piece of crap:
     

    God, this event is annoying.
     
    I wanted to do a real trek, so I teleported away and started over. On the next one, I fixed a bridge with some logs, and then...
     

    Well that's torn it. I'm done with this minigame for today.
     
    At this point I lost interest in completing a trek, but at least I got to test out some foodstuffs on the Adventurer. Here's what he accepted out of my test pool:

     
    In case you missed it, he turned down the Saradomin Brew, the prayer mix, and the beer and wine, but he was willing to accept a whole watermelon, a whole pizza, and for some reason, deadly nightshade. Nightshade? Really? This is supposed to be an improvement? Geez.
     
    Me: Here, take this deadly poison in case we get attacked and you need to heal.
    Adventurer: Thanks, I'll save this for later.
     
    What a sap. He took the caviar, though, so at least he must have some taste. Wait, but then why didn't he take the wine? He must just be weird.
     
    Anyway, I'll probably try out this "familiarizing" thing later. In the meantime, I hope you all had a happy Valentine's Day!
     

  10. Troacctid
    Just a short blog entry today. I thought I'd share my feelings on the most recent slayer update, strykewyrms. If you're out of the loop, strykewyrms are new slayer monsters with high level requirements that can only be fought if randomly assigned as a task; they drop new ranged and magic analogues to melee's black mask and a new staff with powerful special abilities.

     
    Anyway, I get the feeling that these strykewyrms are more of a "training" update disguised as a "reward" update. It only affects the people who are still leveling up. This includes the addition of the hexthing and focusthing. If you think of it in those terms, it's not really so bad. And the monster design is pretty cool just looking at still pictures and reading about their attacks--I have yet to check out the area in-game, but I'm intrigued. The idea of extra damage with magic attacks in particular is intriguing.
     
    The staff's rarity irks me, though; I don't think the "task-only" thing works for it at all. I suppose it may be excusable for the lower-level ones (although I would much prefer to have the hexthing and focusthing more widely available, given their importance), but when you're at this high a level, you really don't need an update to your training--you need an incentive. I can easily see a lot of frustration for high-levels who have to work their way through dagannoth and blue dragon tasks repeatedly just to get a shot at icewyrms, making what was once enjoyable on its own into an exasperating wall of monsters preventing you from doing what you really want to do. At least with the jungle and desert wyrms, you're training up for the higher-level monsters anyway, right? But with ice wyrms, they are the higher-level monsters, and you aren't interested in training anymore.
     
    My impression is that it's a poorer execution of the decent concept that we first saw in Kuradal's dungeon. Task-exclusive monsters aren't bad in and of themselves, but it's not good to have monsters that can't be fought at all without a task, especially when slayer tasks are chosen at random. In fact, I happen to have a link on the subject that you may find interesting. It talks about the advantages and disadvantages of having randomness in games, and I think it's very relevant to this update. Give it a skim at the very least.
     
    As far as the fire cape requirement thing that people have complained about, the general idea of requiring a fire cape for something doesn't bother me in itself; however, I don't appreciate that it further adds to the exclusivity of the staff, which is already prohibitively difficult to obtain. That damn staff is going to have an unreasonably high price tag, which will make more slayers want to try and get it, which will force them to go through the frustration of not getting ice wyrm tasks, and then force them through the frustration of finally getting one, completing it, and not getting a staff. The whole system with the ice wyrms incentivizes players to go through gameplay that they don't enjoy.
     
    So yeah, that's what I'm thinking with these wyrms. Good concept, not the best execution.
  11. Troacctid
    I'm going to do something different for this quest. I'm going to review it while I complete it. You'll be getting my impressions of the quest live (well, prerecorded) as I go. Then at the end, I'll sum up how I felt about the quest as a whole. I'm standing at the quest start right now, so let's jump in! SPOILERS if you care.
     
    10:55
    Starting the quest; just entered the basement. I assume we're going to be making rune guardians. That's interesting--continuing the "rediscovering runecrafting/magic" thing from Rune Mysteries. Not as exciting as I usually like from a new quest, but at least it isn't totally random and out of the blue like Perils of Ice Mountain.
     
    10:58
    Lol:

     
    10:58
    So I need to talk to the other wizards.
     
    11:00
    Wizard Dougal: paranoid much?

     
    But I'm going to forgive him for this line making fun of bad quests:

     
    11:04
    This is going fairly slow because as you can see, I'm stopping to take screenshots and type stuff like this. Anyway, just remembered to turn on the music in case there's any new tracks.
     
    11:08
    Well, I apparently need to solve a puzzle, but I lost connection...I have a pretty high ping. Oh well.
     
    11:10
    Starting the puzzle.
     
    11:13
    This is interesting. The portals make you move sort of like chess pieces.
     
    11:24
    Finished the puzzle in about 10 minutes. Got a tool for shaping rune guardians.
     
    11:27
    Wizard Shug is a rambler. I'm going to see how long he keeps telling his story.
     
    11:28
    That wasn't so long. I guess I need to enchant an emerald or two. I really hope this isn't a fetch quest. If there aren't any emeralds around here, I'm going to be very annoyed.
     
    11:29
    Wizard Shug is asleep, so he's not going to be giving me any emeralds. Let's check the basement.
     
    11:30
    Talking to Clerval. Apparently he got literally turned into a guinea pig for an experiment. Lol.
     
    11:32
    Goddammit, he doesn't have any emeralds or rune essence. GRAAH. And I already need to go craft a bunch of lame runes too. RAGE!
     
    11:34
    Oh, lovely. I lose connection again. At least I already have mind and body runes and emeralds banked. No such luck with steam runes. This is not an exciting quest so far. <_<
     
    11:44
    Finally I got everything. I'm going to talk to whatsisface again now.
     
    11:47
    Okay, another puzzle with some wires. About time something interesting happened. The last one was pretty tame; this better be better.
     
    11:54
    Solved the puzzle in 7 minutes. Now I need to carve the body. And it seems all I do is use them together.
     
    11:55
    Cutscene of a rune guardian coming to life, and...that's it, I guess. Quest complete. And I get a rune guardian pet.
     
     
    Analysis
     
    Okay, this was a boring quest. The first puzzle was okay, but not great. While the concept was okay and it wasn't incredibly easy to solve, it suffered from some visibility problems--you can't see the whole room, and you kind of need to. That hurt. The wire puzzle was poorly-executed. It might have had some potential as a sort of maze where you need to create a path to the other end, but that wasn't how it worked out. Instead, it was just matching the ends of each piece with the ends of another piece that fits. It might as well have been a nine-piece jigsaw puzzle. I was unimpressed.
     
    And despite poking fun at fetch quests (and rightly so), this is a fetch quest. Fetch quests are lame. If I hadn't had an emerald in my bank already, what would I have done? It could take a long time at the gem mine/Rogue's Den safe/Ardougne gem stall/a monster that drops gems before an emerald shows up. And you need two of them. That's potentially frustrating.
     
    The rewards are lame too. A very small handful of xp and a pet. Okay, it's a cute pet, but it's still a pet. It doesn't do anything. I stuck it in my Menagerie right after the quest and forgot about it. I've already forgotten about it. It's boring.
     
    And that's the problem with this whole quest. It's boring. Nothing really interesting happens, nothing interesting is offered as a reward, and none of the puzzles are interesting either. There's no real incentive to do this quest--it's not particularly fun and it essentially has no reward. I am thoroughly unimpressed. Initially I thought that it would at least advance the plot in some minor way. But it doesn't even do that. The knowledge of how to make rune guardians wasn't even lost. The apprentice was just an idiot. It's Perils of Ice Mountain all over again. I suppose it's a tutorial on how to craft combination runes, but who cares? Combination runes suck. The only practical way to craft them is with Lunar Magicks, and by the time you can use the Imbue spell, you really shouldn't need a tutorial, and you certainly don't care about 2k xp or whatever it was.
     
    So, to recap:

    Uninteresting plot.
    Unexciting puzzles.
    Lame rewards.
    Irrelevant to everybody--even the low-level players who don't know how to craft combo runes don't care because combo runes are mostly useless.
    Only redeeming feature is that the pet is kinda cute.
     
    My verdict: Disapprove. :thumbdown:
     
    What Jagex should have done was just release the pet without a quest. Cut out the research and just have one of the wizards tell you how to make it from the start. Then let us bring the supplies there and craft one if we want, or give us the option to buy one with our Mage Training Arena points. Boring quests like these give the good quests a bad name.
  12. Troacctid
    For those of you who missed the announcement, Jagex will be holding a new Machinima contest for 2010, complete with another round of lifetime membership for the winners and a trip to Jagex HQ for first prize. This time, the theme is advertisements--the video must be a 30-second ad for something in Runescape. You know what I think? I think that [cabbage] is easy! Anyone can write one of those, and to prove it, here's a good half-dozen or so ideas right off the top of my head!
     
    Do you have permission to use these ideas? Hell no. These are my ideas. Any video I see using any of them will be reported for copyright infringement for STEALING MY IDEAS! GAH!

    Seriously though, if you actually do want to use my ideas, we should totally collaborate. I'm game.
     
     
    1. Anti-drug public service announcement
     
    These things are comedy gold. Here's what you do. Decide on a Runescape thing to represent drugs. Herblore potions are great, although I prefer to think of them as steroid-type drugs rather than "Kids, don't do drugs!" drugs. (Of course, I already made that joke.) Sea slugs would be great too, especially since "slugs" rhymes with drugs. Once you have your drugs picked out, play on famous drug PSAs. Use scare tactics to show what will happen if you do slugs. (Clips from Slug Menace would be welcome here: "If you do slugs then a terrible evil will overthrow the world! We're not kidding!" There's probably something from Hunt from Red Raktuber you can use too.) Get celebrity spokespeople to testify against slugs. And don't forget the catchy lines! "Winners don't do slugs!" If you need to do some photoshopping, Armies of Gielinor has good sea slugs to work with, I think. (By the way, I'm seriously hoping a new Sea Slug quest comes out soon, because I've been waiting months for a good excuse to make a "This is your brain on slugs" joke.)
     
     
    2. Sea slugs
     
    Or, instead of advertising against the slugs, you get to be Mother Mallum and pitch them to the masses. [black and white footage of a sad-looking player] Have you ever felt alone? Do you lack a purpose in life? Do your friends make fun of you for being "intelligent" and "thinking"? [switch to color] Worry no more! Simply insert the slug directly into your cranium, and you'll instantly lose all individuality and become a mindless servant of our great Mother! Just hear what this satisfied customer had to say:

    [trance-like] "Soon now...so soon...the stars are almost right..."
     
     
    3. Army recruitment
     
    Make an ad encouraging the viewer to enlist as a Falador Guard. Boast about how the average life span has increased several seconds over the past six months. Show clips of the duties you'll have (standing around the square waiting to be killed). End every scene with the guard being slaughtered and start the next one with a brand new guard taking the old one's spot each time.
     
     
    4. Foreign aid
     
    This one requires the correct mood from the soundtrack. I'm imagining an ad with no dialogue, just panning shots of tragic poverty and starvation in Meiyerditch and Burgh de Rott with captions explaining depressingly tragic statistics, urging the viewer to make donations, all set to a plaintive music track. As we all know, Morytania is Runescape's version of sub-Saharan Africa, where poverty rates suck, disease rates suck, corruption literally sucks, etc. So you can play on that.
     
     
    5. Political advertisement
     
    Well, the other ones come together in my head a little better, but this seems like a fairly original idea that would be great if you pull it off well. Introduce yourself, talk about what position you're running for, right? Then normally the politician would talk about their background and their vision of the state, so do that, only change it to be about Runescape, and make it funny. Also, be sure to make vicious attacks on your opponent, preferably in a silly way. Meta-jokes would work well here..."If elected, I vow to bring back the Wildy," or "My opponent is a safer, rusher, pjer, and/or def n00b," might be the platform of someone running for Chief PKer or something, for example.
     
     
    6. Parodies of famous real-life ads
     
    Think of a well-known real-life ad. Think of a Runescape something-or-other similar to it. Parody the original ad. Which ad? I don't know. Maybe one of those "Foreverything else, there's Mastercard" ads? Maybe a "Trix are for kids" ad? You all watch TV. You see commercials all over the place. Pick one and shamelessly rip it off. It'll be great.
     
     
    7. Any item in the entire damn game
     
    Seriously. You could make an infomercial on ANY item. Allow me to click "Random page" on the Runescape Wiki. Let's see...Skin Paste. Okay, we could do it, but maybe that's a little risky, so let's try another one. Brawing gloves. Easy. You start by advertising that they give double xp. You go on to advertise other uses: oven mitts! Sock puppets! And so on. Okay, another one. Snakeskin armor. Again, easy. This time you might emphasize the quality of the snake leather from which it was crafted--none but the finest swamp snakes of Mort Myre could produce leather of this quality! Why buy expensive dragonhide armor? Get your set of snakeskin armor today! Call now and receive an Amulet of Glory absolutely FREE! Okay, how about another? Green gloop soup. Let's just extend this to all Cave Goblin food. Make it an ad for the fine dining of Dorgesh-Kaan. Take the viewer on a tour of the caves where the ingredients are collected. Demonstrate how they are harvested by killing some frogs, cave slimes, wall beasts, and so on. Show a shot of them placed on a table like a banquet. Add a clip of customer testimony.
     
    This [cabbage] is easy. I could do it for any item. Seriously, comment on this post. Give me an item. I will give you an ad for that item. I mean it--post some in the comments and I'll prove it. Not hard at all. It's not going to win any points for originality, though.
     
     
    Anyway, there's some quick brainstorming on ideas. I got loads more of these too. And I could write out full scripts, too. Trouble is filming and editing an actual video. I have pretty much no idea how to go about that, haha.
  13. Troacctid
    Well, it's the end of 2009 at long last! A time for reflecting on...what? What do you mean "It's January 10th"? So what if it is? A guy can't write a year-end review unless he does it in the first week? Jeez!
     
    Troacctid's Top 10 Updates of 2009
     
    Now before I start, I should explain that I'm only going to list headline updates. Smaller updates, though they certainly have an important impact on our gameplay, are just too hard to sort through without the risk of missing some. Or perhaps they simply deserve their own list...
     
    Also, this is my list. There's no point in pretending to speak for the entire community. Obviously the choices will reflect the biases of my personal style of play. I welcome debate, but if you want your stuff in a different order, make your own list.
     
    Now, commence the Top 10 list!
     
    10. The Curse of Arrav

     
    What is it?
    In this portion of the Mahjarrat quest line, the player uncovers some important secrets about the mahjarrat and undermines the evil necromancer Zemouregal's control over Arrav, the legendary hero of Varrock.
     
    Why is it on this list?
    I liked it. The Curse of Arrav is easily one of my favorite quests ever. Sure, I wasn't crazy about that bit with the digging. Infiltrating Zemouregal's hideout, however, was pretty sweet. I discussed it in a previous entry already. Nothing makes you feel like a master thief quite like an extended cutscene detailing all the security measures in place to stop you. There have been other quests that revolved around the "stealing priceless artifacts" thing, but none of them pulled it off this well. It was fun.
     
    Additionally, the information from this quest gave us story buffs Zemouregal's Notes, which give us info on all known mahjarrat. This information has become the basis for a great deal of storyline speculation.
     
     
    9. The Reopening of Runescape Classic

     
    What is it?
    Back in November, Jagex temporarily reopened Runescape Classic to new players. Runescape Classic, as you probably know, was the game's original incarnation. Until this update, only those who had played it back in the day could still access the Classic servers, and only if they remained active. However, all members could log in during a special two-week period and gain permanent access to new Classic servers. A similar period of Classic reopening is slated to occur every six months or so from now on.
     
    Why is it on this list?
    Well, it was pretty significant. Runescape Classic has been closed off for a long time. I tried it out for myself. The basic mechanics are the same, but it's like a completely different game. This update gave the rest of us a chance to see for ourselves a part of the game's history. Do people play Classic very often? Probably not. But now we can.
     
     
    8. Mobilising Armies

     
    What is it?
    Mobilising Armies is a minigame. It was released in July after an unusually long time in development (release was postponed seven months!) due to technical issues; it does things that the game engine had never done before, such as completely changing the interface during gameplay. The game has the player control squads of elves, dwarves, and goblins to battle other players in a real-time strategy setting. Alternate gameplay modes include assaulting a castle in Siege mode, stealing treasure in Hoard mode, and rescuing TzHaar in Rescue mode.
     
    Why is it on this list?
    Now, you might be thinking, "But troacctid, Mobilizing Armies sucked. It was riddled with bugs for the first week, it's boring, and it was pretty much an all-around failure." I would agree with you. But there's no denying it's had a significant impact on gameplay. Or at least, it's had a significant impact on my gameplay, and it's my list. As much as the actual minigame was lame, I can't ignore the addition of a very useful bank and teleport location, both of which I use every day. Any part of the spirit tree network is now easily accessible within seconds through a mere ring of duelling, and there's a bank right there. And as someone who chopped eucalyptus to 99 woodcutting, you can bet I appreciated the location they chose for it.
     
     
    7. Ardougne Achievement Diary

     
    What is it?
    October saw the release of the latest Achievement Diary, this time for the Ardougne area. Players who explored the area, trying out all the different content around Ardougne, could complete a list of tasks. The reward: an Ardougne Cloak. This was the first diary to feature Elite-level tasks, with requirements as high as level 90+ in some skills.
     
    Why is it on this list?
    This one earns points simply because of the usefulness of the Ardougne Cloak. It has the highest prayer bonus of any cape, a +6 stab attack bonus, unlimited teleports to a prayer altar and a bush patch, and a great teleport to the Ardougne farming patch. That's on top of the more specific bonuses such as free pure essence or increased Thieving success rates--with really high levels, gloves of silence, and the cloak, you can actually gain a 100% success rate pickpocketing some NPCs, including Master Farmers at level 93 Thieving.
     
    The addition of the Elite tasks seems to have been generally well-received, and its success will influence future--and maybe even past--diaries. (Jagex suggested that new Elite tasks might be added onto existing diaries at some point.) And although some of the tasks seem arbitrary--a rune crossbow?--it's still great to get some high-level content.
     
     
    6. Run Energy Update and Resting

     
    What is it?
    In June, the entire run energy system saw an overhaul. The Rest feature was added, allowing us to sit down and restore run energy more quickly. Musicians were placed in strategic locations for even faster restoration. Finally, the Agility skill now has a much greater effect on your run energy restoration as well as your drain rate. Energy potions and similar items were tweaked to retain some of their previous power level.
     
    Why is it on this list?
    Few updates this year have had the same impact on our play that the run energy update had. We run everywhere now, all the time. The once-ubiquitous super energy potion has become a relic of the past--or at least, it has for those of us with half-decent agility levels. :wink:
     
     
     
    Click here for Part 2
  14. Troacctid
    Troacctid's Top 10 Updates of 2009
     
    PART 2: THE LONG-AWAITED SEQUEL
     
    Okay, here we go. My top five. Part 1 can be found here if you missed it. Now...ready? Here we go...
     
    5. Forgiveness of a Chaos Dwarf

     
    What is it?
    The third installment of the Rise of the Red Axe quest series, released in September. In Forgiveness of a Chaos Dwarf, we were asked to investigate mysterious disappearances in Keldagrim and ended up *spoilers I guess* revealing the secret evil scheme of the Red Axe mining company to invade the city with an army of mutant chaos dwarves. Released along with the quest was the long-awaited dragon pickaxe, which is dropped by chaos dwarves that can be fought after completion.
     
    Why is it on this list?
    This quest significantly impacted the mining skill and...well, pretty much the dragon pickaxe sums it up. The dragon pickaxe is something we've been waiting for for a very long time, so it was exciting to get it at last. True, I could say the same thing about the very unexciting dragon platebody...but the pickaxe is actually useful. It's worth noting that it won "Favorite new item of 2009" by a landslide. But of course, that's not all this quest has going for it. Along with the quest release, we got an update to the mine cart system: mine carts are now completely free to use, and, more importantly, a new mine cart was added underneath the Grand Exchange trapdoor, making it much, much more convenient to travel to Keldagrim. Also, the Keldagrim North Mine has become a personal favorite mining spot of mine--it's easily the best spot in the game for mining adamantite and non-concentrated gold...for what it's worth, anyway. But that's me. Finally, this quest began a record-breaking streak of actual high level updates that lasted all the way up to Halloween. Wow. And most of them--with one notable exception--were excellent. Forgiveness of a Chaos Dwarf was also the first quest to showcase Jagex's new (at the time) Developer's Blogs, giving us a play-by-play account of its development and setting a precedent for future quest...blog...things.
     
    While many of the year's previous updates had a lukewarm reception, Forgiveness marked sort of a turning point. Until then, the best updates of the year had an "About [cabbage]ing time" feel to them; I feel like this was the first jaw-droppingly sweet update of 2009.
     
     
    4. High-level Herblore Potions

     
    What is it?
    In early October, the herblore skill received a long-overdue update: powerful, high-level, untradable potions. These new potions use already-made potions as a base, adding another herb to enhance the effects of the original potion. Super antifire potions can make killing even the toughest dragons a walk in the park, while Overloads are pretty much the ultimate power-up.
     
    Why is it on this list?
    It completely overhauled a skill in dire need of an overhaul. With the high-level potions, herblore transformed overnight from a useless skill to an incredibly potent advantage in any form of combat. Few skills were in quite the hole herblore was in before this update, its only function to grind out experience at a heavy monetary loss while providing no tangible benefits for the effort. While other skills had similar dilemmas, herblore was probably the worst, costing the most and doing the least. Now, thanks to the new potions, herblore actually has a point.
     
     
    3. Living Rock Caverns

     
    What is it?
    In August, a new issue of Postbag from the Hedge was released. At the end was the following cryptic clue from the Chaos Elemental:
    [hide][/hide]
    Players quickly noticed that the letters to the right of those underlined in blue could be rearranged to spell "fishing" and those to the left of the red underlined letters formed "mining." From this, the community deduced that updates to fishing and mining were on the way. However, another puzzle remained unsolved: what was the significance of the rock musicians? All the names on the left belong to dead rockers. All the ones on the right are names of living rockers, except for that last one, "Caverns," which doesn't seem to make sense. The title "All in one place" probably refers to the Cavern Club, where each of the musicians had performed at some point. But what did any of that have to do with Runescape?
     
    As it turns out, in September, we got the "Living" "Rock" "Caverns," where mining and fishing can be trained "All in one place." And a massive GROAN was heard throughout the land of Runescape.
     
    Seriously though, the Living Rock Caverns introduced some new high-level mining and fishing training methods.
     
    Why is it on this list?
    Simply put, this is what all high-level updates need to look like. The Living Rock Caverns revitalized fishing and mining, stagnant skills that had few uses and, with the exception of runite mining, were poor moneymakers. Now, rocktails have given fishing an actual moneymaker that doesn't suck, and concentrated ores have given mining a viable, high-level training method that doesn't suck as much as granite. Notice that the high-level content here is both a training method and and incentive, unlike the agility or woodcutting updates, which merely provided faster experience without any real rewards. Furthermore, the Caverns' training methods are not unbalanced--because of the high levels needed to train there, it's impossible for rocktails and concentrated gold to replace conventional training methods; you still need to train at monkfish for a long time before you hit level 90. As if this wasn't enough, the area itself is creative and unique. Living rock creatures prowl the caverns, and you need to defeat them and use their remains as bait. However, in order to retrieve the bait from their corpse, you need to mine it. And so mining, fishing, and combat are elegantly tied together: you need combat to kill the monsters, you need mining to get the bait, and you need fishing to use the bait. Each step can be done independently, too--nothing stops you from trading with other players to buy and sell the living minerals, and even if you don't have the 73 mining to extract said minerals, the other drops are still pretty nice. Since each step is efficient on its own, the Living Rock Caverns are a DIY'er's paradise.
     
    So, the Living Rock Caverns are creative, fun, useful, well-balanced, graphically pleasing, all-around cool, high-level, and they fill an important need. An exemplary update in every way I can think of.
     
     
    2. The Temple at Senntisten

     
    What is it?
    The Temple at Senntisten is another entry in the Mahjarrat quest series. Where Curse of Arrav played like a direct sequel to Defender of Varrock, this quest played a lot like a direct sequel to Desert Treasure. I've already described it in detail in my review. The quest deals with Azzanadra's efforts to restore the titular temple and re-establish communication with the banished god Zaros. The reward is a set of Zarosian "curse" prayers that act as an alternate, more aggressive "prayer book." Curses are higher-level than their typical prayer counterparts, but more powerful, including Deflection prayers that act as protection prayers but reflect damage back at the enemy; Leech and Sap curses that drain the enemy's stats; and the powerful Turmoil curse that greatly increases your melee abilities based on your opponent's levels.
     
    Why is it on this list?
    Partly because of its impressive rewards and partly because of its impact on the storyline. Curses made it much more appealing to train prayer where previously it was typical to stop at 70 for Piety. The potential rewards are pretty sweet for those willing to commit to the leveling required. Stat draining is particularly helpful against bosses. The prayer update was not as necessary as the herblore update or the upcoming smithing update because the prayer skill was far from useless to begin with; however, high levels in prayer make a lot more sense now than they did before, and that's definitely a good thing.
     
    What clinches it is the obviously monumental shift in the storyline that gives us story buffs jitters at the mention of it...
    [hide][/hide]
     
    And my #1 Update of 2009 is...
     
     
     
    Happy new year, everyone.
  15. Troacctid
    I bet you thought I was done after the Top 10 Updates of 2009. Nope, there's more! It's time for the Bottom 5 Updates of 2009, the five updates I thought were the worst from the past year. Remember, this is based on my opinion, so if you don't like it, go make your own list. Or comment. Or both.
    Troacctid's Bottom 5 Updates of 2009
     
    5. In Pyre Need

     
    What is it?
    In April of 2008, players voted in a Guaranteed Content Poll on a new type of summoning familiar to add to the game. The winner of the poll was a phoenix. Eight months later, Jagex unveiled In Pyre Need as the first update of 2009. In this quest, the player is asked to aid a dying phoenix in a ritual to restore its power. As a reward, we gained access to a new Distraction and Diversion in the Phoenix's lair: every day, we can revisit the phoenix to spar with it for the chance to earn some of its feathers, which can be used to create summoning pouches for summoning a phoenix. On rare occasions, a phoenix egg can be found in the lair on the way out, granting the player a new pet phoenix.
     
    Why does it suck?
    It just doesn't really do anything. Sure, we can visit once a day, but the rewards aren't very good for the time it takes. Sure, we can summon a phoenix, but it's not that big an improvement over other familiars of the same level. The pets are cute, but there's not really anything to do with them besides show them off. And the quest itself was stupid. Why was it a quest? The daily event has you fight your way through the cave and battle the phoenix at the end; the quest has you run through the cave without fighting and talk to the phoenix. What's the point? Why not just skip straight to the Distraction/Diversion?
     
    Pretty much, I don't like this update because it didn't add anything of value to the game. Other updates can get away with that, but I'm taking off extra points because this was a Guaranteed Content Poll result that could have been cool and wasn't.
     
     
    4. Display Names

     
    What is it?
    In October, members were given the ability to change the visible name of their account up to once a month. That's pretty much it, I guess.
     
    Why does it suck?
    It's annoying. Initially I praised the update, saying, "While it's not a hugely significant change, and things are a little hectic the first week as everyone is changing names at once, there's really nothing to complain about, and I think it improves the game." As time passed, however, it became clear that it would be hectic every week. Players who changed their names had a little icon showing their previous names, but the icon can only be seen if the player in question is on your friends list, and it goes away after a month. Pretty soon I would be looking at a list of names in my clan chat and recognize none of them. The intent of the update was to let players with lame names change them to something different, but due to wishy-washiness and whims, it ended up being a nuisance to me.
     
     
    3. Mobilizing Armies

     
    What is it?
    Mobilising Armies is a minigame. It was released in July after an unusually long time in development (release was postponed seven months!) due to technical issues; it does things that the game engine had never done before, such as completely changing the interface during gameplay. The game has the player control squads of elves, dwarves, and goblins to battle other players in a real-time strategy setting. Alternate gameplay modes include assaulting a castle in Siege mode, stealing treasure in Hoard mode, and rescuing TzHaar in Rescue mode.
     
    Why does it suck?
    "But wait!" I hear you cry. "You already put Mobilizing Armies as one of your best updates of 2009! What's up?" Yeah, I put Mobilizing Armies on both lists. That's because part of it was great, but the other part was stupid. The real-time strategy minigame itself is boring. You don't get any experience for playing it, and unless you spend excessive amounts of time building up your rank, you can only access the crappy, useless low-level rewards, so the only incentive to play would be if it was fun, except for two problems: first, it isn't all that fun; and second, there are good rewards--once you reach rank 300, you can access the most powerful rings in the game. So now if I want those nice items, I have to slog through a minimum of 25 hours of a lame RTS. The interface, which they probably spent months programming, is still clunky--you can only select one squad at a time, your camera control is poor, and you can only use quickchat to communicate with the other players. I consider the minigame a failure. It probably would have been better as a Funorb game.
     
     
    2. PvP Drop Change

     
    What is it?
    In June, PvP worlds were changed. The drop tables were drastically altered, with items such as abyssal whips, barrows items, dragonfire shields, and dragon full helms being removed from the tables because of complaints that such items previously only available as rare drops from certain monsters were being devalued and little reason remained to battle mithril dragons, abyssal demons, and so on. In their place, a variety of ancient artefacts--essentially large sums of pure cash--were added to the drop tables.
     
    Why does it suck?
    The ancient artefacts solved the problem with whips and dragon full helms and stuff, but it created a new problem: massive inflation. With huge amounts of new gold entering the game from PvP drops, just about every item starting rising in price. Take a look at Runescape Wiki's Common Trade Index:
     
     
    Notice the spike between June and July? That's this update. It caused turmoil in the economy.
     
    To make matters worse, the artefacts are far more common drops than their more expensive predecessors were. With more consistent payouts, it became even more profitable to abuse the system by trading kills with friends, so much so that other moneymakers paled in comparison. This led to even more massive amounts of pure cash entering the economy, further compounding the problem. While Jagex made more patches to the system to fight such abuse, and the economy is much stabler half a year later, it's hard to deny that this update really [cabbage]d things up big time.
     
     
    And the #1 worst update of 2009:
    [hide]1. Woodcutting Rebalance

     
    What is it?
    On September 23, the woodcutting skill was overhauled, with several new training methods being added. Arctic pine and hollow trees were improved to give better experience, new special logs were added to teak and mahogany trees, ivy crept up Runescape's walls, and the sawmill opened its doors to part-time labor, paying woodcutting experience as wages. These new methods vastly improved experience rates.
     
    Why does it suck?
    Woodcutting needed an update, but this was not the kind of update it needed. For a long time, woodcutting has been a poor moneymaker without much reason to train it. The ideal fix for woodcutting would focus on high-level incentives for training with decent experience as a bonus, like the previous week's Living Rock Caverns, which was essentially perfect. Instead, what we got was faster experience and no incentives, making this a stellar update for...well, nobody! Nobody benefited from the woodcutting rebalance except for people looking for an easy skillcape. It's not as if woodcutting was ever a difficult skill to train...it's one of the simplest in the game. You get a hatchet, you click on a tree, you get logs. Repeat. And it wasn't as if the experience was slow to begin with--sure, it wasn't the fastest skill, but it wasn't exactly the slowest either.
     
    I'm not the type to complain that woodcutting is "meaningless" or something because of this update. It was just as meaningless before the update. And that's the problem. Here we have this long-awaited high-level woodcutting update, and it changes NOTHING. Oh wait, I'm sorry, it makes it easier for even more players to get to a high woodcutting level so that they too can wait for a real high-level woodcutting update to come along. At least the extended agility courses gave some nifty weight-reducing clothing; the woodcutting rebalance didn't even pretend to give some sort of reward.
     
    I thought Jagex had things down after the Living Rock Caverns, but then the next week came around. Apparently they got lucky the first time, because if the woodcutting rebalance is any indication, the development team responsible completely missed the point and have no idea why people want high-level content in the first place. Jagex: if you're going to obsolete my woodcutting guide, I don't mind, but could you at least do it with a good update? Please don't give us any more crap like this!
    [/hide]
     
    That's my Bottom 5 Updates of 2009. As a bonus, allow me to offer a short list of the best minor updates of the year, in no particular order:
     

    Menageries
    Pathfinding bug fix
    Price checker
    Chatbox spam filter
    Extended logout timer
    Separation of f2p and p2p bankspace
    Summoning interface upgrade
    Special bar percentage display
    Grand Exchange mine cart
    Removal of doors in Edgeville Furnace and the Blast Furnace
    Remembering clan chat on logout
    Remembering run status on logout
    Ability to queue high alchemies and other spells
    Adventurer's Log
    Allowing familiars on balloons and canoes
    Adding the Ava's Accumulator effect to Castle Wars and Soul Wars
    Fishing Trawler activity bar
    Lumbridge fishing shop
    Access to the forums for high-level free players
    And of course, numerous bug fixes.
  16. Troacctid
    Kuradal's Dungeon: It's KuraDAL. Jeez.


     
     
    Before I start my review, let me make this abundantly clear:
     
    KURADAL. With an A. Her name does not rhyme with "Duradel." It's DAL. As in "Dalai Lama."
     

    Kuradalai Lama: Freeing Tibet and kicking Abyssal Demon butt.
     
    Okay. Now that we have that settled, let's talk about KuraDAL's new slayer cave. Located in the Ancient Cavern underneath Baxtorian Falls, Kuradal, daughter of Duradel and our newest slayer master, has captured a variety of rare creatures and trapped them in her cave for her pupils to fight. What's interesting is that players can only access the cave during one of her slayer tasks--no camping off-task allowed. This solves the age-old dilemma of "I need to kill steel dragons and the spot is crowded with n00bs who don't even have them as a task." So far so good.
     
    In addition, monsters in the dungeon have a fairly common drop of a Ferocious Ring. Ferocious rings contain 5 teleport charges to Kuradal, disintegrating after the last is used up. When worn, they increase all damage against monsters in Kuradal's dungeon by 4! That's pretty damn sweet.
     
    Kuradal herself, of course, is also a slayer master requiring 75 slayer and 110 combat. She has a really great task list (the full list can be found here), assigning the Shilo Village standbys such as iron dragons, waterfiends, dust devils, black demons, aberrant spectres, bloodvelds, and so on, but she omits some of the less popular tasks, most notably warped terrorbirds in favor of warped tortoises. She also assigns some new monsters. Living rock creatures, for example--a very nice task to receive. Oh, and how about JAD. That's right, we always joked that slayer masters should assign you to kill TzTok-Jads...well, now they do. Kuradal assigns TzHaar creatures as a task, and when she does, you have the option of killing the mighty TzTok-Jad for a hefty 25k bonus slayer xp on top of your fire cape. Can I hear an AWESOME?
     
    My thoughts
     
    I really like Kuradal. Looking at her task list, there's very few tasks I don't like. Suqahs, hellhounds, and kalphites aren't my favorites, as they all have pure crap for their drops, but at least they're fast xp. And steel dragons aren't a task I personally enjoy, but with the new dungeon and ring to kill them, I don't mind so much. And the new ferocious ring has a pretty awesome effect.
     
    Now, I don't slay very often. In fact, I don't even have 75 slayer. But this update really makes slayer more worthwhile to train. On the surface, it doesn't give the sort of rewards we're used to expecting at high slayer levels--new monsters with unique drops--but it subtly improves our slayer tasks. It's not blatantly obvious, but Kuradal's task list has more profitable monsters and the monsters in her dungeon give faster xp in both slayer and your other combat skills, increasing the viability of slayer as a method for training combat.
     
    High-level slayers may be disappointed that the update focuses on the training aspect of the skill without offering significant rewards. That's a fair sentiment, although I might point out that the ferocious ring makes a very handy teleport to waterfiends and mithril dragons. Still, even though this new area may not offer much for those who have already mastered the skill, it drastically improves training for those who have not, and it does so in a well-balanced, interesting, and elegant manner. (Unlike September's godawful "woodcutting rebalance" which basically said, "Hey, let's add random new training methods that give super-fast xp and no rewards.")
     
    Bottom line
     
    I approve of Kuradal. You may even see me noshing on a wild pie or two to get a task from her.
     
    Free Tibet!
     
    (To give credit where it's due, that screenshot is from the RS Wiki; I just added the Dalai Lama head.)
  17. Troacctid
    Folks, it's no secret that I am not a Thanksgiving person. Sure, I'm thankful for a lot of things. Friends, family, freedom, love, hot chocolate, apple pie, ice cream, cookies, internets, material possessions, five-dollar footlongs, digital watches, modern plumbing, all that jazz. But let me be frank for a moment. Thanksgiving is lame. What, so some European settlers got together with the local indigenous tribes and had a party back in the 17th century, so we celebrate...for some reason...by inviting relatives over to eat foods that we probably wouldn't touch any other time of the year and that are completely different from the foods that said 17th-century folk ate? If we're supposedly duplicating a historical event, why don't we eat venison and corn at Thanksgiving dinner? And what makes their party so special? It's not like it led to some lasting friendship in which the two cultures respected one another as equals and did not commit any genocides. Nothing really came of it. We don't have a national holiday for, say, the discovery of the polio vaccine, and that was a lot more important to our history.
     
    It's not even especially good food. Sure, there's some pumpkin pie, and that's okay. But...stuffing and cranberry sauce...? Yeah...okay...and then we have yams, which admittedly aren't so bad, but really not worth fussing over. And of course, the turkey.
     
    Now, I'm sort of a vegetarian...I mean, I'll eat meat, but only if it's so fried, battered, and/or smothered in sauces that you could have swapped it with a hunk of cheddar cheese and I wouldn't be able to tell the difference. So maybe this is just me. Or hell, maybe my dad is just terrible at cooking poultry. But I hate turkey. I loathe it. I wouldn't eat it if you paid me. Well, I wouldn't eat it unless you paid me. And even then I'd drown it in mustard first.
     
    The worst part is, we always have a humongous turkey for some reason, so every year we're left with a week's worth of leftover turkey, which, as I believe I mentioned already, I detest. Invariably, my dad will take the leftovers, cook them into some fowl-smelling soup (no pun intended...well, okay, yes, pun intended), and offer it up as dinner every night until Hanukkah...because why would anyone bother to cook something new that I don't hate when there's plenty of old food that I do hate? Naturally, that leaves me with a good week of Hot Pockets and Rice Krispies for dinner.
     
    Hopefully you can see why I'm not a big fan of Thanksgiving or of turkeys in general. Even the wild turkeys that occasionally wander around my neighborhood don't seem do much besides waddle around making annoying clucking noises while you're trying to sleep. So you can probably imagine that I enjoyed having the opportunity to mercilessly pummel turkeys to their painful deaths with heavy, blunt objects during this year's Thanksgiving event.
     

     
    Revenge is sweeter than any pumpkin pie. :twisted:
     
     
    On an unrelated note, I saw New Moon this week. There's really not much to say about it except that it was, like the first movie, very faithful to the book, so if you liked the book, you'd probably like the movie, and if you hated the book, you'd probably hate the movie. The main problem I had was that it was full of copious uncomfortable close-up shots. Not to mention excessive fanservice. "Mmm, yes, I'm so ridiculously good-looking that the camera can't shoot me without going into slow-motion. Ooh, yeah, zoom in a little on my pecs, yeah. Keep drooling, fangirls...I'll probably take my shirt off sometime in the next five minutes." (Ironically, the fanservice probably makes it even more faithful to the book.)
  18. Troacctid
    Remember all those little changes to the game that we all forget about, but couldn't live without if they suddenly disappeared? It's almost time for Thanksgiving, so to take note of what we take for granted, it's time for another installment of Upgrade Watch! Now with title banner!
     

     
    See, cuz Burgh de Rott needs to be upgraded...right? ...Yeah...anyway, moving on.
     
    October 26
     
    The week of Halloween brought us Web of Shadows, a typical short-and-sweet holiday event with a cute toy as a reward--in this case, a new pet, Eek the Spider. The spiderweb cape is kind of lame, but Eek is fun. I'd say Halloween met expectations this year without exceeding them. More importantly, 26 October 2009 brought some important small changes to existing content.
     

    Ex-members will now find that their smaller f2p banks can now distinguish between free and member's items, solving the long-running problem of having one's bank held hostage when a subscription ends! I have more than one friend who will gladly appreciate this fix, which was a long time coming and has now finally arrived. :thumbup:
    The bank screen now resizes itself to fit your game window! Yes! :thumbup:
    Potions can now be split from 4-dose into 3-dose by the herblore person in Nardah.
    Pineapples and watermelons no longer have that annoying left-click "Eat" option that you can never use anyway.
    Single items are no longer withdrawn from the Grand Exchange in note form by default.
    The PvP drop system has been altered to reduce drops received from killing players that have recently killed you or vice-versa in order to reduce the use of "76king" system abuse.
     
    November 09
     
    This week's headline update was the expansion to Champion's Challenge, which gave us Banshee, Mummy, Aberrant Spectre, Leprechaun, and Gnome champions with which to tussle, as well as Banner Carrier imps to show off the champions we've defeated. This in itself qualifies as an upgrade. I approve of the Banshee and Spectre champions--if we're going to be killing thousands of monsters, the least Jagex can do is make them monsters with good drops, and these ghosts definitely have good drops. Mummies, eh, not quite so much, but they drop Ancient Staves, which isn't so bad I suppose. The Banner Carrier is a fine way to allow players to show off their achievement, elegantly solving what has widely been considered the greatest problem with Champion's Challenge. I approve. :thumbup:
     
    This week also saw an unusually large number of bug fixes and other minor updates, so let's look through them:
     

    Several new haircuts were added for both genders. They look pretty nice. For some reason, this was included in the headline alongside the Champion's Challenge update, though. :huh:
    Vials, eyes of newt, raw bird meat, and empty baskets/sacks can now be bought in noted form via item packs. These items had been suffering from a shortage because of the recent shop update; now there's an oversupply because they're so easy to come by. A very significant update for the economy.
    Falador Castle now has a prayer altar--useful for PvP and for f2p training, I suppose!
    The gate at the Blast Furnace has been removed! :thumbup:
    Price caps on bone bolts, mithril seeds, and white boots have been loosened.
    Familiars are now allowed on balloons, canoes, and magic carpets! About time! :thumbup:
    A new stepping stone has been placed in the eastern side of the river in Shilo Village, requiring 74 agility to traverse. :thumbup:
    Slayer masters now have a right-click "Get task" option.
    Items worth more than 500k now have a confirmation before you can alchemize them. That should save some headaches. :thumbup:
    Slayer gems have a right-click option to check the number of kills left on your task, which can be used even during combat.
    Plank make, Enchant, and Superheat spells can now be queued the same way as Alchs!
    Gargoyles have a left-click option to smash them when they're at low HP! No luck on rock slugs and desert lizards though.
    The Fairy Ring Log now has an auto-dial feature. Click on the entry in the log and it'll be dialed into the fairy ring for you.
    There's now an extra ladder and doorway for getting into Yanille. I never bothered to find out exactly where they were placed, but I'm sure it's in a handy location. (Is it in the Watchtower or what?)
    Lots and lots of bug fixes.
     
    November 17
     
    This week's headline update saw the release of some new high-level combat spells for the Modern spellbook, a change in the way magic boosts work, and a major change to the way multiple runes are crafted. There's plenty to say on those updates, but I don't feel like being the one to say it right now, so I'll leave that to others. 'Course, there's still the little things:
     

    Extreme potions are now allowed once more in safe minigames such as Castle Wars. I honestly have no idea why they were banned from those places in the first place. I can see that they might have been overpowered in dangerous PvP, but safe minigames? Where's the harm, right?
    Your run mode setting is now saved when you log off! YES! :thumbsup:
    Ava's Device can be shown to Lanthus in order to add its effect to your cape while playing Castle Wars! :thumbup:
    Bones to Peaches/Bananas now works on bones up to big bones, handy for people who like using B2P for food. I'm not one of those people, but I'm sure they're out there.
    You can toggle Ava's Device's production of junk items now.
    The Pharaoh's Sceptre now displays the number of charges in its name.
     
    And that's your Upgrade Watch for the past month or so. Hopefully, your Runescape character will have no shortage of things to be thankful for this year!
  19. Troacctid
    It's no secret that questing is my favorite aspect of Runescape. It's not just the rewards earned--it's the story. Lots of players never truly explore the storyline of Runescape; for me, it's one of the game's greatest strengths. So this week, I've compiled a list of my 10 favorite quests based on their story.
     
    SPOILER WARNING.
     
     
    10. Grim Tales
     
    Grim Tales doesn't offer much in terms of substance, but it has a lot of style going for it. I really enjoyed climbing a beanstalk to conquer a giant and shrinking down to miniature size to battle giant mice. I found the dialogue amusing as well. The Q is silent!
     
     
    9. The Great Brain Robbery
     
    This quest has it all. Zombies, pirates, mad scientists, brain surgery, werewolves, giant monsters, and scuba diving. I don't know what else you could ask for. The Barrelchest is pretty damn cool, the redemption of Dr. Fenkenstrain is almost heartwarming, and brain surgery is surprisingly comical in the context of zombies.
     
     
    8. Dream Mentor
     
    I always enjoy the occasional fourth wall joke. Cyrisus was a favorite character of mine because of the way he was the only NPC that was really just another player. Cyrisus was one of us: he had a bank account with all sorts of common items stored away, he went adventuring on quests, and he trained his skills to high levels. Battling manifestations of his subconscious fears and anxieties actually made for exciting boss battles. The concept was nothing new--A Soul's Bane had already been there and done that--but the execution was far better. And after the quest, he remained an exciting character: he went out on his own and battled boss monsters, Bounty Hunted, and took down TzTok-Jad. Basically, he was what we call badass. In memory of Cyrisus, Dream Mentor makes my Top 10 list.
     
     
    7. Swan Song
     
    I'm a fan of the Wise Old Man for many of the same reasons as Cyrisus. In fact, pretty much exactly the same reasons as Cyrisus. I guess I just really like teamwork quests. My favorite part of this quest, though, was raising the army of skeletal mages to fight the sea trolls. Now that was awesome. And I like that you can still use the bone seeds to summon more skeletons after the quest is finished.
     
     
    6. The Chosen Commander
     
    This quest actually deals with some fairly serious themes. To what extent is violence justified? How much free will do we really have? And it all culminates in a battle against Bandos himself. This is a pretty epic quest.
     
     
    5. Cold War/Hunt for Red Raktuber
     
    The penguin storyline is a very lighthearted take on the evil world-domination plot. While the espionage and antics are comical, as the storyline progresses, well...it's still pretty comical. Cold War doesn't really have the creepiness of the Sea Slug quests, the darkness of the Myreque quests, or the mystery of the Glouphrie quests. But you know what it does have? It has octopus hats. It has penguin mafias. It has cowbells. It has talking polar bears and dwarves in penguin suits and penguins in sheep suits. I don't know about you, but comical is fine with me.
     
     
    4. Darkness of Hallowvale
     
    The first two Myreque quests are relatively boring. So there's a few humans who live in a cave in a swamp trying to survive. Yeah, yeah. What are they doing there in the first place? Why should we care? There's no real villain to get you worked up--they're screwed, but they aren't screwed because they're oppressed, they're screwed because they live in a crappy neighborhood.
     
    Then you visit Meiyerditch. And oh my god, it's truly horrifying.
     
    There's just this atmosphere of futility and despair. All the humans are ghostly pale because of all the blood that's been drained from them. They're kept in disgusting slums and harvested like cattle, or else enslaved in underground mines and worked until they collapse from exhaustion. And it's not just that--there's so much detail. You can see malnourished puppies wandering the slums. There are bucket spawns that you can't even pick up because they smell so disgusting--possibly the closest thing to a toilet you'll ever find in Runescape. There are leaves and dust that blow in the wind. There's the sheer number of vampyre sentinels patrolling the skies of the city, if you can truly call it any kind of city--besides an atrocity.
     
    Darkness of Hallowvale makes me want to kick Drakan's vampyre [wagon] from here to Isafdar.
     
     
    3. The Curse of Arrav
     
    I really love the Ocean's Eleven-type theme of this quest, where Ali the Wise explains the traps and obstacles you'll be facing as you attempt to steal one of the most heavily-guarded prizes in all of Runescape. (See, why couldn't we get that sort of thing for Path of Glouphrie? Could've avoided the whole death-trap business at the end.) The corridors are full of human-detection traps. You can sneak through the sewers, but there's an electric current that zaps you to death as soon as you touch the water. And even if you get through those, the zombies patrolling the inner corridor will catch you and raise the alarm. If you can sneak by the zombies, you still have to get through the combination lock, which will set off sleeping gas if the code is entered incorrectly. After that, the floor of the final room is crisscrossed with magical laser beams that roast you if you touch them, and on the other end is Arrav's heart, which can't be removed from the pedestal on which it sits without killing him. Your task? To steal the heart and use it to break the spell on Arrav and set him free from Zemouregal's mind control.
     
    Good luck. :mellow:
     
     
    2. My Arm's Big Adventure
     
    My Arm's Big Adventure has probably the best cutscenes the game has ever seen. First you get to watch wistfully at a scene where a set of full dragon and an abyssal whip are lying on the ground, with left-click options to pick them up, even. And you can click on them. And if you do, you get yelled at for not paying attention and the scene starts over. FRUSTRATION! Then you get to watch a troll wreak havoc in Tai Bwo Wannai Village. Then you get to see the Drunken Dwarf knocked off a cliff, a scene known to elicit cheers. It's not epic, but it's epically hilarious, and my pick for the funniest quest in Runescape.
     
     
     
    And, coming in at #1...
     
    [hide]1. While Guthix Sleeps
     
    I wouldn't be surprised if you saw this coming. While Guthix Sleeps is the quest. Lucien is the power-hungry villain. Infiltrating the Black Knights' secret hideout was infinitely more exciting the second time around, and the deadly conclusion is one of the game's most dramatic moments. But what really does it for me is unlocking the ancient secrets. When I descended down the chasm into the ancient Guthix temple, at first it was no different than exploring the Underground Pass, the Haunted Mine, or the dungeon from Legends Quest. But where those dungeons were creepy largely because of the haunting presence, the Guthix temple is spooky because it's so empty. It really feels like it's been untouched by anything for thousands of years. And coming up to the Stone of Jas was awe-inspiring--the scale, the glow, the magical sheen...its power is just obvious. And then the Balance Elemental, which is IMHO one of the coolest monsters in the game. And finally that cliffhanger at the end, just dangling the dragonkin in front of us.
     
    While Guthix Sleeps is a truly epic quest. Parts of it may be underwhelming (catching a wild broav to sniff dirty laundry?), but the climax is worth it. For sheer pwnage, While Guthix Sleeps is my #1 favorite quest.[/hide]
     
     
    Agree? Disagree? That's what the comments section is for, people. Have at it. :razz:
  20. Troacctid
    Ardougne Achievement Diary: My Runescape character went to Kandarin and all I got was this lousy cape

     
     
    The new achievement diary is out, and there's only one question on everybody's minds: how the bloody hell are we supposed to pronounce "Ardougne"? (Rhymes with "Des Moines." You're welcome.)
     
    By and large, what we have here is standard Achievement Diary fare. Most of the tasks are straightforward. There's some that are fairly simple, such as teleporting to the essence mine with Wizard Cromperty, and there are some that are rather obscure, such as getting a civilian to throw a tomato at an army recruiter. As with the Falador diary, the tasks span a hefty portion of the continent rather than just the titular city. Be prepared to run all around the southern half of Kandarin as you check items off the list.
     
    Rewards
     
    This section contains reward spoilers, obviously. I'm going to list the rewards and comment on their relevancy.
     
    [hide=Easy task rewards]
    Teleports to the Ardougne Monastery. Seems useless at first glance because there's very little in the area that's exciting; however, this is the closest teleport to an altar in the game. There are also 6 iron rocks just outside the Monastery, making it a fine location for banking iron ore with a Ring of Duelling. It's the best way to get to Larry/Chuck to cash in penguin points. It's right near the bush patch. It provides quick access to the Tower of Life for Creature Creation, which has been vastly improved with the other diary rewards. And it surpasses Edgeville as the closest fairy ring to a teleport without a slayer ring. So...not bad! :thumbsup:
    Improves Thieving success rates in Ardougne. Although Ardougne is known for its Thieving resources, it's actually not a great place for training Thieving, so this is not a particularly impressive reward; however, for the lower-level players (because there are plenty who do thieve here), it may be an attractive reward.
    Twice as many death runes when trading in a cat. Anyone who raises cats can earn a very modest profit in death runes once the cat is fully-grown. Increasing the reward is nice for those who raise cats on the side while they train other skills, but largely irrelevant to players with decent summoning levels, who will pretty much always prefer a familiar. Still, again, it's well-suited to lower-level players.
    Some Creature Creation drops become noted. Before this update, Creature Creation was a lousy minigame with no notable rewards. But now that the unicorn horn drops come noted, it can actually turn a decent profit. I'm still not likely to play the minigame, but I approve. :thumbup:
    Free prayer boost in Castle Wars. Not much to say here--useful if you play Castle Wars, useless if you don't. I like that you don't need the cape to get the bonus--it's just automatic.
    1k xp lamp. A cherry on top. [/hide]
    [hide=Medium task rewards]
    One teleport to the Ardougne farm daily. This is now the fastest way to reach the Ardougne herb/allotment patch, surpassing the Fishing Guild teleport. I can't think what else it would be used for, though, with it being pretty much right next to Skills Necklace and Combat Bracelet spots already. Still, it speeds up farming runs, which is good, even if you do more than one a day. :thumbup:
    Improved pickpocketing success rate in Ardougne. It's okay. I hear thieving from Paladins is decent cash, and I know some people like to pickpocket guards and stuff for training, but blackjacking is still going to be more efficient.
    Craft extra runes at the Ourania Altar. Although only a marginal boost, this can add up, so all Ourania runecrafters ought to get these medium tasks done. :thumbup:
    More noted drops from Creature Creation. Yup, fastest unicorn horns in the game, not half-bad for profit, and breathes some life into a dead minigame. Cool, cool.
    100 free pure essence a day from Wizard Cromperty. Pure essence has been hovering around 200 gp lately, so that's a good 20k or so. Not bad, I suppose. This is the sort of thing hardcore DIY players enjoy because it lets them obtain resources at a low opportunity cost without compromising their principles. For the rest of us, it can be filed away as another of those daily things.
    Toggle Ring of Life teleport to Ardougne. Pretty much useless. :thumbdown:
    Extended immunity from attacks in PVP worlds after pulling the Ardougne Wilderness teleport lever. Also pretty much useless.
    7.5k xp lamp. Everyone loves cherries! [/hide]
    [hide=Hard task rewards]
    Improved thieving and pickpocketing everywhere in Runescape. A solid reward. This one actually comes in handy even for blackjacking, I think.
    Magical traps will teleport you to the Ardougne north bank instead of some other place. I don't know which traps the reward is referring to here, but this is probably useless. :thumbdown:
    Even more noted Creature Creation drops. See above.
    150 pure essence from Wizard Cromperty daily. I gotta say, this is loads better than the Seers' Diary reward. Not only is pure essence worth more than twice as much as flax, you get more of it, and it's closer to a teleport. Very solid. :thumbup:
    Ability to change the Watchtower Teleport to drop you off inside Yanille's walls. Yes! This makes it so much more convenient! It also pretty much makes it totally unnecessary to have a house in Yanille. This was one of those little things that mildly frustrate you, and now it's fixed! :thumbup:
    28k xp lamp. A nice big cherry on top of the hard task rewards. :thumbup: [/hide]
    [hide=Elite task rewards]
    Unlimited teleports to the Ardougne farm. Very nice for those of use who do multiple herb runs in a day. (Many of us do.) Also, as a side note, with the teleports being unlimited, this is the fastest way in the game to cut magic logs--not that you're likely to want to cut magic logs if you've got the stats to earn this reward.
    Experience lamps. The chunk of xp you get from these lamps is massive, and it had better be with requirements like 93 summoning. Apparently it's a total of 200k xp in stats that are 85+. I think it should even be higher.
    The Elite rewards aren't especially exciting--lots of players don't need unlimited teleports to the Ardougne farm, and while 200k xp is great, it's nothing particularly special when it's in a stat that's level 85 already. This is good--it wouldn't be fair to have them give a significant advantage when so few people can realistically obtain them.[/hide]
     
    How this update affects you
     
    With the Ardougne Cloak 1, you can use the Monastery teleport to speed up bush runs. With the Ardougne Cloak 2, you can use the farm teleport to speed up herb runs. This is a good update for farmers. Every 70+ farmer should be doing poison ivy runs to at least the Champions' Guild and the Monastery now, because they're both super-close to a teleport (Ardougne Claok/Combat Bracelet) and it's a good ~1k experience per seed with a nice profit.
     
    Thieves will probably enjoy the thieving boost from the Ardougne Cloak 3, and perhaps from the others as well.
     
    The pure essence gives us a new daily event which is fairly profitable and pretty quick. It may be worth grabbing an Ardougne teleport to go talk to Cromperty once in a while, maybe snatching a gem from the stall on the way and making a quick detour for the Jade Vine afterwards.
     
    Anyone who visits Yanille will benefit from the faster teleport, whether you collect your sand from Bert every day faithfully or simply drop by every now and then to visit the Magic Guild or whatever.
     
    Bottom line
     
    This has everything I expect from an Achievement Diary: small but useful rewards for players of all levels. While there isn't much about this update that's earth-shatteringly awesome, it's still solid. Thumbs-up! :thumbsup:
     
     
    In other news: Upgrade Watch!
     
    Players often forget about the minor changes Jagex makes that add up to improve the overall experience of the game. I'm dedicating this section to documenting some of those upgrades that we take for granted.
     
    [hide=Bits and Pieces this week]Arhein in Catherby now sells noted pineapples and seaweed. About time! Buying out his stock daily is about five times as fast now. A plus!
     
    Tiny elf crystals can now teleport you to the Temple of Light. Great news for slayers, who can now kill Dark beasts much more efficiently. It also makes it possible to actually craft deaths through the Temple of Light, although I'm not sure if it's any better than the Abyss. Probably not.
     
    Mithril dragons can no longer interrupt you in a single-combat zone--an annoyance that was apparently a bug this whole time.
     
    Duel tournaments have been tweaked and rebalanced in various ways. The system should function better now.
     
    Your progress will now be saved if you disconnect during the Fight Caves minigame. Woohoo!
     
    The chat window is resizable now, so you should be able to better follow long conversations. Personally, I like it small, but to each his own.
     
    Charges on teleport jewelry can now be combined.
     
    The infamous "redbarring" graphical glitch, in which a monster's HP bar appears completely empty even when it still has a few points of HP remaining, has now been fixed! Man, that was a hassle--glad it's over with at last.
     
    Finally, I feel that some of the new Ardougne Diary rewards fall into this category of Bits & Pieces Upgrades, namely all three of the new teleports and the noted drops from Creature Creation.[/hide]
     
     
     
    ~troacctid
  21. Troacctid
    PVP Worlds initiate new drug testing policy
     
    Following the recent Overload Scandal that has shattered the confidence of PVP fans, the Runescape PKing Council has officially banned the so-called "extreme" potions from all player-vs-player combat activities in the interest of fairness. With the new policy, players will be tested for Special Restore, Super Antifire, Super Prayer, Overload, and Extreme Attack, Strength, Defense, Ranged, or Magic potions before being allowed to participate in any PVP game. The ban will not apply to combat between players and monsters.
     
    The change comes on the heels of the exposure of several Major League PKers, including Mod MMG, who in 1998 broke the PK record by killing 70 players in one season, as having used performance-enhancing potions. Mod MMG declined to comment, saying "My lawyers have advised me that I cannot answer these questions without jeopardizing my friends, my family, and myself." Added Mod MMG, "No, really, if I answered these questions, other PKers would come and kill my friends, my family, and myself."
     
    Fiara, guardian of the Fist of Guthix, introduced the policy. "I've been pushing for a long time to ban all performance-enhancing potions." said Fiara. "I've already banned all potions from the Fist of Guthix, but until now, Mandrith, Nomad, and the others wouldn't listen to me. They're still soft on the lesser potions, but at least they've done away with the worst of them. These new ones are incredibly dangerous for the PKers who use them. Just look at the damage an Overload potion does to the user's digestive tract!" Fiara then produced the digestive tract of a slain PKer to demonstrate that it was, indeed, irreparably damaged, prompting reporters on the scene to nod in agreement, back away slowly, and/or vomit.
     
    Player response to the new policy has been mixed. One disappointed PKer said, "I really wanted 2 use the new pots 4 pvp, but at least i can still use them on the kbd." But not all were so disapproving. "I think this change is for the best," said one player who requested to remain anonymous. "Players with the ability to brew these potions had an unfair advantage. The rest of us just can't compete without potentially damaging our long-term health. I heard Extreme Strength potions can cause uncontrollable aggression, for example--I wouldn't want to expose myself to that sort of thing."
     
    "Who said that? That's ********! Who said that? Tell me who said that so I can Slice & Dice them!" said Andrew Gower, known by fans as A-Gow. Gower denied using Extreme potions to illegally improve his PKing.
     
    The new policy is effective immediately.
  22. Troacctid
    Why potion-making is now an extreme sport, and how it affects your wallet!

     
    High-level Herblore Potions
     
    "This week, high-level herbalists will find a variety of new, untradeable potions at their disposal, including extreme combat boosts, complete protection from dragon-fire, and a gut-wrenching overload potion."
     
    I've complained for a long time that high herblore levels are useless because the skill stops short in the low 80s, long before it maxes out, and experience afterwards has no bearing on gameplay. Well, this week's update aims to fix that. In fact, this is the third update in a row that is aimed at high-level players, coming on the heels of the Living Rock Caverns' fishing and mining update, which I believe was excellent, and the woodcutting rebalance, which I believe left something to be desired. How did Jagex do this time with herblore? It's time for some content evaluation!
     
    This update introduces nine new potions for high-level herblorists, spanning levels 84-96. The full list is in the game guide, and can be found here. Okay, new potions--so what? They'll be just like all the other potions--mass-produced for level-ups then dumped on the GE with a loss of value, more money-losing potions...right? Wrong!
     
    None of these new guys are tradeable! That means if you want to use them, you have to actually have the requisite level and make them yourself. This is a big change and a very important one, because it creates the incentive to train that herblore skill. Is it worth it? Hmm. Some of the potions are more useful than others.
     

    Super antifire potions provide full immunity from dragonbreath, enough that you can wield a two-handed weapon like a Godsword, Zamorakian Spear, or Verac's Flail when battling dragons and not worry about the massive damage you'd normally take without the proper shield. It doesn't say how long they last, but since the higher-level dragons like Mithrils are significantly faster to kill with two-handed weapons, there is a definite increase in performance, although on lower-level dragons, the ingredients for this potion may be too expensive to justify its use.
    Recover special potions have a unique ability to restore your special attack meter by 25% per dose. This is a huge advantage in high-level combat situations. There's a delay of 30 seconds between each use, which is an important balancing factor, but it's still incredibly brutal with some weapons. The dragon dagger (or Vesta's longsword) is the obvious one, because it takes 25% to activate, so you can get in 5 specs in a row--pretty deadly. However, it's also great with a Zamorak Godsword (which has 60% drain). Doubling up on the special attack can give a full 40 seconds in which your opponent will be a helpless ice cube. Ouch!
    Extreme magic potions, unlike regular magic potions, provide an actual damage boost of 40% to your magical attacks. That's pretty significant and very deadly. However, it has little application outside of PvP combat.
    The other Extreme combat potions, as well as the super prayer potion, have a similar problem, in that the lower-level, tradeable versions are just fine for most purposes. The added effectiveness is good, but probably not worth all of the millions of xp you need to use them.
    Finally, we have the UBER ULTIMATE OVER 9000 DOMINANCE OVERLOAD!!! potion, which puts you into UBER ULTIMATE SUPER SAIYAN DOMINANCE OVERLOAD MODE!!!, boosting your combat stats as high as they can possibly be boosted and keeping them there for five minutes straight. Of course, the UBER ULTIMATE POWER OF DESTRUCTION OVERLOAD!!! has a backlash effect that hits you for five chunks of 10 damage after you drink it, but in the meantime you get UBER DOMINANCE OVERLOAD!!!, which you have to admit is pretty awesome.
     
    Yes, I think the incentives are pretty strong. The best ones, in my opinion, are the first two. I'm sure many people will train to level 83 or 84 for recover special & super antifire potions. (Remember, you can temporarily boost your herblore level with a Greenman's Ale.) Plenty of hardcore mages will go for 90 herblore to get the extreme magic potions. I think only the hardcore herblorists, though, are going to go all the way to the OVERLOAD!!! potion. However, I can now definitively state that there is a now strong reason for training your herblore level, and that the skill has been mostly fixed.
     
    What's left for herblore? We still need training methods that don't involve spending lots of money to process ingredients into far more potions than anyone will ever need. High-level herblore is solidly fixed. However, all herblore levels still need new training methods to make the skill more accessible to players without massive piles of cash to burn.
     
    Speaking of cash to burn, let's talk economics. How is this update affecting our economy?
    Economic effects of the high-level herblore update
     
    Expect a huge influx of demand for herblore training ingredients. All herbs are going to rise quickly in the short-term. Similarly, expect a huge influx of supply for most potions. Potion prices are going to drop in the short-term as the market becomes flooded. True, lower-level potions are now inputs to the untradeable high-level potions as well, which will increase demand; however, the huge loss involved in creating potions that can't be resold will relegate them to being created solely for personal use, which is not likely to significantly drive prices.
     
    Over time, prices will grow farther apart, making herblore more and more expensive to train; however, as it becomes more expensive, fewer people will train it, bringing the prices back to more reasonable levels. This is similar to what is currently going on with the skill, except that it should occur on a larger scale now that the experience gained is more valuable. What we've got is a permanent increase in demand. The world of herblore will never be the same.
     
    How can you capitalize on this? First off, don't bother trying to train herblore right now. Wait for the rush to subside. We've been waiting years for these potions, and I think you can wait another week or two. As we speak, I'm sure merchants everywhere are buying out the GE's entire stock of every kind of herb and second ingredient to flip them for a profit on Friday. When they've all sold what they've been stocking up on, the price will peak and crash. Then start training your herblore.
     
    Second, when herb prices go up, farmers make more money! If you haven't been farming herbs, now is a good time to get started, because your profits are going to increase. My profits are going to increase! I like this update more every minute! Similarly, herb-dropping monsters like chaos druids are more profitable to kill.
     
    Third, gathering secondary ingredients is going to increase in profitability as well. Those of you with low levels who need cash, now is a good time to collect snape grass and red spider eggs, grind blue dragon scales, and so on.
     
    Because of these economic ripples, a high-level herblore update is beneficial to low-level players as well! That's trickle-down economics in action right there.
     
    Of course, as prices continue to increase, the folks training herblore will buy fewer supplies, and we'll end up with steady fluctuations as the laws of supply & demand do their thing. Once a stable price curve develops, it will once again be pretty safe for solo merchants to invest in herblore-related items.
    Bottom line
     
    This update is great. For rich endgame players, herblore is now useful! For poor intermediate players, high-level herblore ingredients sell for more money! Even those in the middle will find themselves earning more from farming and slayer. And from a game design standpoint, it does a great job of completing a skill that was sorely lacking in relevant content. Thumbs-up all around.
     
    Final note
     
    This update also included a forum upgrade: avatars based on your in-game character. They shall be reviewed separately.
  23. Troacctid
    Druids discover revolutionary new potions!
     
    Famed druidic herblorist Sanfew revealed today the recent discovery of several new potion recipes.
     
    "Well, I was working on a cure for baldness, as usual. I was experimenting with phoenix feathers to stimulate the hair's rebirth, but the heat from the feather kept boiling the water I put it in." said Sanfew. "I had the idea to try an antifire potion as a base, but my young apprentice Jojo mistook it for an ordinary antifire potion and took it with him to the dragon lair south of here to gather dragon scales. I ran down to stop him, and caught up with him on his way back to Taverley without as much as a scorch mark on him!"
     
    Jojo, age 16, had experienced enhanced resistance to dragonfire.
     
    Said Jojo, "Yeah, I forgot my anti-dragon shield, so I borrowed one of Sanfew's antifire, uh, things. I was expecting to get like maybe at most a couple burns, but they were just wailing on me with their fireballs and it like didn't hurt at all. It was pretty sick."
     
    Added Sanfew, "I hadn't explored using completed potions as a base for new potions since inventing my Sanfew Serum cure-all because of the inherent volatility. After all, a completed potion is a beautifully balanced thing. To recklessly disrupt that balance would be an affront to Guthix. These new recipes should only be attempted by very skilled herblorists confident enough to mix the ingredients with care. Under no circumstances should my Extreme Combat Potions be mixed together--the result would be incredibly dangerous."
     
    When asked if he had been successful in his search for a cure for his baldness, Sanfew replied, "Alas, no. The phoenix potion made me grow feathers instead of hair. But I will continue my research."
     
    The new potions, which include a variety of drinks to temporarily boost combat ability, were made available to high-level herblorists yesterday, and because of their volatile nature, the Bank of Runescape has declared them Class-B Untradeable Substances.
  24. Troacctid
    When I found out the new Tip.It Forums were going to include a blogging feature, I was ecstatic! Okay, that's a lie. I was mildly intrigued. Okay, that's also a lie. I pretty much didn't care at all. Blogs are boring.
     
    Then I thought, "Hey, you know, I'm kind of hungry. Maybe I'll go eat a banana." So I went to the kitchen. We were out of bananas.
     
    Then I thought, "You know, I'm an opinionated person. I really oughta blog about my opinions."
     
    Actually, that's not entirely accurate. For added accuracy, please read that sentence again, inserting "about online gaming" where relevant. Please refrain from inserting juvenile phrases such as "...in my pants." or "...about your mom." or "...that's what she said." Get your own thoughts to screw around with, okay?
     
    The point I'm trying to make here: Tip.It has a blogging feature. And I'm using it. To blog. About Runescape. And about blogging about Runescape.
     
    I'm sure you'll find it very entertaining. I try to write the way I talk. Actually, that's a lie too. I try to talk the way I write. Actually, that's also a lie. I write the way I would talk if I wrote everything down before I said it.
     
    Which brings me to Runescape.
     
    Actually, that's also a lie. I wasn't planning on talking about Runescape at all in this entry. This entry is just about how I have a Runescape blog and plan on using it to discuss Runescape. It's more of an exposition thing. Hmm, exposition...Ever see "Urinetown"? There's this whole opening number titled "Too Much Exposition" where the characters break the fourth wall and sing a musical number about pay toilets. It's better than it sounds. You should see the play sometime. Or at least illegally download the soundtrack.
     
    I probably should have stopped at the banana. I feel like I'm belaboring. Look, I'm just going to write another entry now. Go read that. It'll actually have substance, I promise. ;-)
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