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Saradomin_Mage

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Everything posted by Saradomin_Mage

  1. only the collection portion is 33% slower :P blah wait wait yep there goes my math
  2. think i've done about 26 hours of divination since it came out, sometimes i just want to jump out of my chair and scream lol just got to the level 70 spot though so all the crowds are gone again and it's peaceful ... for now.
  3. The Missionary begins his career with a reputation for violence, and continues that trend as he explores other frontiers, only to have a change of heart later when he reflects on his actions. That parallel?
  4. By forcing players to play through the lower levels, they're able to collect feedback, and even if they don't they are still able to monitor current gameplay and see how the players are doing. They've been watching XP rates recently on Divination and apparently everything is going fine by their standards, and we're getting XP rates around that which they expected. Whether or not they subsequently act on feedback or not is entirely different, but now they have actual data on player rates compared to their testing equivalents. My point here was that there will be players who get through the low levels of a skill by actually training that skill, be it out of interest or the lack of desire to metagame. Improving the early level experience (not to be confused with XP) of a skill gives off a better impression/feel to these players. Dungeoneering looked extremely poor in 2011 when the fastest way to go from level 1 to 30something was simply to spend all your bonus XP on it, so the lower levelled experience was revised to give a better play experience.
  5. I think they disable bonus XP and what not intentionally to force players to play through the lower levels of content in their entirety in order to collect better feedback on first impressions, common grouses and the like. For instance, the Frozen floor experience and XP rates were greatly adjusted and improved after a lot of player feedback on their initially impressions on Dungeoneering, with XP rates being doubled for the low levels and bosses tweaked to be less difficult. If everyone had just TOG'd through the initial stages, Dungeoneering's starting levels would still be a slower and more difficult grind. The XP race for first to 99/200M will only last briefly, but the initial experience will be something that everyone will have to take a part in, and by getting feedback on how to improve it they can benefit a lot more people positively.
  6. My brother just claimed his like an hour ago though. Do you already have the aura? Activate it and do the 10 skills, should allow you to claim the book. If you don't have the aura then you might not be able to reclaim it.
  7. Speaking to Xuan should allow you to claim the book.
  8. Realised I made a typo, fixed it.
  9. The whole DG is not a skill thing has been done to death already that it's best to just ignore those comments now Already had people calling Divination a minigame too, real big wtf right there.
  10. Them fleeting moments of glory. Oh well, better to have and lose than to never have at all :P
  11. >New skill will be rich in lore >Get fortune cookie phrases instead
  12. Patch Notes [hide]Graphical: A tree in Lletya has regrown its missing central section. Some tiling on the bridge outside of the Observatory has been fixed. The gate to the farmers field north of Ardougne has been realigned. The Barbarian Assault Command Centre has had a lick of paint. A certain set up of a barrel room in Dungeoneering no longer has it's critical path blocked by mapping. Players and NPC's will no longer float in certain spots of the Wilderness Lava Maze. Players will no longer see the first floor of the house north of Edgeville bank floating slightly above the ground floor. Blocking has been added to rocks outside of the Slayer Tower. The whirlpool bridge by Barbarian Assault is no longer misaligned. Clive's bunk bed should no longer clip into the wall in Varrock castle. The Living on Borrowed Time emote has had its animation fixed. The tops of the yew trees in Edgeville are no longer hidden by the ‘Remove Roofs’ option. Some tiles near some rocks east of the Clan Camp no longer teleport the player. The world map now displays in Jiggig Dungeon. The windows in a house in Taverley are no longer misaligned. The gangplank to the ship in Brimhaven is now connected. A height map issue near the Edgeville small obelisk has been rectified. A black knight in the Black Knight Fortress' chapel no longer clips with the seats. Dawn no longer clips through the cage during the cutscene in The Death of Chivalry quest. The model for the jailer in the Black Knights' Base in Taverley Dungeon has been updated. Bob's Axes and Roddeck's house have had graphical fixes. A statue in Lumbridge is no longer cut off by the ‘Remove Roofs’ option. The painting in a house on the South-west of Ardougne no longer clips with the wall. Some graphical issues have been fixed for magic trees. Skills, D&Ds & Minigames: The barmaid no longer teleports to her patrons in the 'Last Orders' random event in Player-Owned Ports. Players can no longer walk away from the spear trap in Pyramid Plunder and be knocked back inside chests and urns. Some elite clue locations around the Black Knight's Fortress are now reachable. It is no longer possible to place a cannon inside the Herblore Habitat. JMod clones on the Battle For Lumbridge battlefield will now correctly lose their adrenaline when the player uses Natural Instinct. Quests, Challenges & Achievements: Dulcin's journal, The letter from Lord Daquarius and the Handwritten message from Death of Chivalry can now be stored in the Player-Owned House bookcase. Some camera transitions during The Death of Chivalry have been smoother. Players accepting Saradomin's teleport offer at the end of Death of Chivalry will now be told about rewards they may have missed before returning to the Monastery. Player can now use Zilyana's gift on the Skull of Remembrance to replay Saradomin's regret chat after completing Death of Chivalry. The Frozen fountain in the Enakhra's Lament quest can no longer be killed by ranged weapons. A reference to the Sherpa near Death Plateau has been tweaked to refer to Freda instead. A spelling mistake in a dialogue in The Fremennik Trials quest has been fixed. A conflicting lore issue in the Wanted! quest dossier has been fixed. A lore inconsistency with museum display 33 in Varrock Museum has been corrected. A bug that stopped players from being able to complete Rune Memories if they had a follower has been fixed. Using a plank on the rocks in Royal Trouble no longer causes the rock to become invisible. Several debug messages from the quest Some Like It Cold have been removed. TokTz-Ket-Dill can now be damaged with magic when its shell has been cracked. An issue that was preventing the puzzle in the World Wakes from being completed has been fixed. Talking to the male slave about the mine door entrance in The Tourist Trap quest now describes the entrance as metal gates, rather than wooden doors. The instructions for making the rope and arrow to rescue Sophie in Taverly has been made more clear. Looting the engraved sarcophagus and secret urns in rooms 7 and 8 of Pyramid Plunder will now count towards daily challenges. Other: Nex will now display her prayer switches on the combat overlay faster. The darkness caused by Nex's shadow phase now fully envelops the player's screen, rather than just the Minigame HUD. Familiar special moves now function correctly when used from an action bar slot. The keybind for quick-heal now works as intended. An area on the grassy embankment near Goblin Village no longer teleports players off the cliff. The purchase limit on rocktail soup has been relaxed. Desert strykewyrms no longer stop attacking player randomly. Hovering the mouse cursor over monsters in cutscenes no longer displays their lifepoints. The water talisman now points towards the correct location of the water altar. The Skill Advance Guides for Attack, Ranged and Magic have been updated to correct information about salamanders. References to shark soup in Quick Chat and the Grand Exchange have been removed. A couple of typos in Explorer Jack's dialogue have been corrected. Players and NPCs can no longer walk inside the pillars of the watchtower near Varrock's east entrance. When creating armour and weapons, the stats on the 'more info' screen now display the correct value and colour. Music is no longer interrupted when closing the Gear interface. The listed coin cost from making a superior scrimshaw of cruelty has been removed. The Dwarf Multicannon no longer targets Clan Avatars in areas it shouldn't.[/hide]
  13. Don't normally snipe but this guy was too rare to pass up :P
  14. First thing I thought of was RS
  15. After swindling tons of people, including an incident in which he disguised himself as a horse, the Convict still wasn't caught. He's merely on the run to avoid a complication in which some woman he dumped took her own life, and her father happens to be an extraordinarily influential figure. For a "regular" adventurer, thieving skills couldn't get you out of that kind of pick. The Biologist travelled to Hanto to get all kinds of ingredients for making explosives. Once her work is done, she declares Hyu-Ji as "the most flammable laboratory in the world". That's nothing short of a feat of herblore (before you say that herblore isn't about making explosives, super fishing explosives). You could argue that the slayer skill is about being able to identify and exploit weaknesses in a creature's defences, as without a sufficiently high level you are unable to hurt certain monsters at all. By honing your craft, you become able to identify patterns and spot potential points to strike, while an untrained warrior wouldn't have a clue. In a sense the slayer skill is akin to the Assassin's craft. Runecrafting also is not strictly related to the crafting of runes, though that forms the bulk of the skill. It also extends to infusing items with power obtained from a power source, such as staves in Daemonheim, the chaos wand in What Lies Below, the cosmic machine in Elemental Workshop IV, or using the rune glue to complete the device in The Prisoner of Glouphrie. We know that the Occultist used to practice her art by drawing occult power from sacrificed creatures, which would act as a power source in a similar manner to the rune altars. The Missionary. Beats me. What does the Whaler know about other forms of fishing? Well, when was the last time anyone mined a rock before getting 99 Mining from warbands?
  16. Who the [bleep] came up with Papa Mambo as an option anyway?????
  17. Get the raider chainbody to add another spike arc thingy
  18. What do you know, maintenance cancelled.

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