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Fellfrosch6

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Everything posted by Fellfrosch6

  1. I was thinking about this in the "Doors" thread in the Rants section and came up with this idea to make things more streamlined. While manually operated doors isn't a major problem, I do feel that if the doors and gates and guards for the Beginner area can open/close automatically, then so should the rest of the doors in RuneScape. Now, I realize that we could have some problems if the doors opened and closed right away like they do now with the Beginner area so here is my proposal: -When nobody is around for a long time, let the door automatically close. (as usual) -When someone walks up to a closed door, let the door open automatically. (like the Beginner area) -When a door is opened, let it STAY OPENED for a set amount of time. Lets call this set amount of time a "closing timer" .(as usual) -To avoid doors randomly closing on people who have already clicked to walk through an open doorway, let the "closing timer" RESET whenever someone walks through the doorway. This way, the automatic doors don't affect the mobility of people in high traffic situations like the Lumbridge Castle doors. I know, however, that this update will affect PVP and door trapping techniques. It will also affect areas with aggressive NPCs such as Bandit's Camp in Wildy where the inability to close doors becomes a problem. So, in order to avoid removing that aspect of the game: -Doors will NOT automatically open/close in PVP worlds, Bounty Worlds and PVP mini-games. -Doors will have the option of being manually operated in all areas with aggressive NPCs. Now, if I haven't missed anything, this should result in automatically opening doors, like the Beginner area, which will accommodate the rest of RuneScape AND avoid the issue of randomly closing doors, in addition to not hampering combat tactics. Thoughts? Suggestions?
  2. I really like this idea! It's very Runescape-like to give a relatively simple item like ash some significance. I wanted to make two little suggestions that could be added to make Firemaking and other skills more useful: Cooking Wood-grill flavoring We can already cook simple meats and fish with a normal fire or stove but Firemaking can make things a bit more...flavourful! Certain foods (e.g., Beef) can be cooked on different types of burning logs and cooking equipment to extract new flavours and buffs. E.g., Using a Steel Grill (A New Cooking Tool made with Smithing) over Oak logs, a dry wood, to cook beef will give the option to produce Lightly-Charred Steak which will heal only 1-2 hitpoints BUT will improve spirits and thereby give 10 free points of Run Energy. E.g. 2, Using a steel grill over Willow logs, a moist wood, to cook beef will give the option to produce Juicy Beef which is more nutritious and will heal 4-5 hitpoints instead of the usual 3. Using the Steel Grill to cook food will require Firemaking levels (appropriate for the type of log being used with the Grill), in addition to the Cooking level required to cook the food on the Grill. This will give more things to do for both skills with genuine improvements. Smithing Temporary Weapons upgrades Wood fires don't provide the same level of heat as a furnace but their relatively cooler temperatures, in conjunction with Runes offer the perfect way to increase the effectiveness of certain weapons (e.g., Longsword). E.g., Warming a longsword over a Yew flame on a Portable Forge (A New Tool made with Smithing...for light touch ups), then sharpening the blade with 6 Air Runes will imbibe the scimitar with the light, swift quality of the wind, thereby allowing for faster (by half a speed bar), and slightly more accurate swings for 10 minutes, at the cost of reducing your Max Hit by 1 point for said duration. The use of the Portable Forge will require Firemaking levels (similar to the Steel Grill example above) in addition to the Smithing level required to empower each weapon. Once again, this improves Firemaking and gives something new to do for the aspiring Smithy. These are just some thoughts I came up with and still have a lot of room for improvement, creativity and balancing. But I still think that it's a start to linking the various skills and giving bonuses to those players who train all skills.
  3. I think there is a glitch with the graphics engine because when entering the Varrock Sewers dungeon, the flicker effects for all of the wall-mounted torches seems to disappear even though I've enabled ALL settings in the graphics console. And as I walk deeper into the dungeon and a new area gets loaded, the flicker effects come right back. It's quite weird and I'm thinking that both of our problems are related.
  4. I know Jagex wants to keep everything equal in terms of performance for all players, but seeing as how sound doesn't really affect the effectiveness of gameplay as much as graphics (For instance, increased draw distance for some players can be a big disadvantage for those who don't have the processing power to see farther, thereby affecting things like PVP), perhaps Jagex could release an extra downloadable sounds pack with music and sound effects of increased quality. That could be one way of offering better sound for players, at least until they can find a way of incorporating it without taking up as much space.
  5. Looking at the photos of the tents and the overall look of the new area, I can't help but think that this might be a new mini-game, just with more of an emphasis on story. The possible evidence for this being a mini-game is the 3 big tents in the 3 colors of the major gods: Red for Zamorak (or Zaros...I'm F2P so I'm really behind on the lore), Blue for Saradomin and Green for Guthix. Something like the Castles Wars teams lobby perhaps? Now, seeing as how big this area is, I would like to think that this place can house a mini-game AND be a quest hub, all linked together. The graphics of the cliffs and such are done really well I think. Same goes for the ruined castle/mansion structure in the center. Also, is it just me or does this area remind others of Icecrown Citadel in WoW?
  6. I've always thought it could go for both. Performance or looks, when you see a good deal something just goes off in your head, haha. Value does include both. It isn't solely performance or looks. It's a balance between both and which aspect is worth more is completely dependent on the buyer and seller. Some people prefer looks. Others prefer performance. Some prefer both and so, they pay more money! :smile:
  7. Hey man! Don't be blaming the economics! :P PS: Just to address the "Bang for the Buck" term that you mentioned earlier, here is the definition of the term: Bang for the Buck value for the money spent; excitement for the money spent; a favorable cost-to-benefit ratio. (Expressed as an amount of bang for the buck.) McGraw-Hill Dictionary of American Idioms and Phrasal Verbs. © 2002 Key word here being Value! Not performance. ;)
  8. Wow, yeah you're totally right! I know when I took my required ECON 201 (yes, 201, not 101) course this semester "bang for your buck" was one of the terms! The term "bang for your buck" does not include looks. That phrase means getting the most performance for your money. Performance has absolutely nothing to do with looks. Performance is performance. My point is that I laugh at people that pay loads of money for an item that, in the case of d platelegs, does not perform any better. If you are taking ECON 201 (I've taken it as well), you should know that the Number 1 principle in Microeconomics that people use to make decisions is the idea that People Face Tradeoffs. In this case, the tradeoff between money and the item. For example, The tradeoff for a slice of pizza (i.e. the price) in many places is $3.50. But, whether this is a reasonable tradeoff is determined by the value of the item to buyer and the seller. For instance, if the Seller needs to sell of this slice to make room for a fresh pizza on the rack, he might be willing to lower the price of the slice. And for instance, if the buyer is extremely hungry, he might even be willing to spend an extra sum of money for the slice. No matter the final price, the slice of pizza has the same functionality. It fills up the buyer's stomach and open up shelf room for the seller to sell more pizza. So a major determinant of price in this case is the Value of the item to the buyer and the seller. This can be applied in the Dragon Platelegs situation. A player who finds the platelegs very attractive looking (an intangible value) will be ready to spend more money on it, even though it might offer inferior stat bonuses (a tangible value) compared to other items. As such, the seller recognizes this as an opportunity for making extra money and raise the price of the item and people who value the look/styling of the item will be willing to pay the increased price. Players who don't value the Dragon Platelegs as highly will simply wait for the price to go down, will try other methods of acquiring said item or might not pursue the item at all. This happens in real life all the time. In fact, Apple, one of the most successful companies of the past decade has thrived due to the fashion value of its products. While their products have innovated the way things work, the major reason people keep coming back to buy apple products, even if the upgrade is minor, is because of how good it looks. As such, Apple can price its products at a costly price point, knowing that there are millions of people who will continue buying their products due to the fashion statements they make. People who don't value the look of Apple products as highly (myself included), will either buy the products during a discount period or not buy it at all. I personally feel that tangibles, such as stats and performance, and intangibles, such as looks and styling, play a crucial role in the determining of price. So I don't think there is anything wrong with Dragon Platelegs being priced so high. It just so happens that there are many people who value the item at such high a price, be it because of looks, performance (or lake thereof), status symbol etc. In fact, the only reason items such as PHats and Santas are so costly is because of their intangible value (i.e. Rarity). If anything, spending millions on an item with no tangible bonuses is even stupider than spending on Dragon Platelegs. But alas, there is a market for it! I guess that's the free market! Well...as free as it can be nowadays on RS! :P PS: I apologize for the wall of text effect... :oops:
  9. Except platelegs don't have any extra perks. Aside from the opinion that they somehow "look better". I laugh at scapers that pay loads of money for gear that's not worth how much they pay. It's all about bang for your buck. "Bang for your buck" also includes looks, not just performance. How much people value performance over looks (or visa versa) is determined by personal preference and in an overall scheme of things, performance and looks are equally balanced when it comes to determining a price. That's Economics 101.
  10. Looks have ALWAYS been a main factor in determining who buys something and at what price it is bought at. Are you going to buy a crappy looking car simply because it can get you to point A to B? Or will you prefer to pay a bit more for something that looks snazzy with some extra perks? It's the same deal with the Dragon Platelegs/skirt. In the end, it's about personal preference and I think most people will always be willing to pay more for something that looks nicer, especially in a virtual world like RS where you can afford to splurge and not have any negative repercussions.
  11. Not too surprised. It's probably for the upcoming RuneTek5 upgrades (Bloom, Particle effects, Skyboxes) and some initial information for Stellar Dawn. But considering that the last time they did this, it only took them about a month before releasing HD, we might be getting graphic updates pretty soon! Maybe before the end of this year! :thumbsup:
  12. Forum Name:Fellfrosch6 RuneScape Name:Fellfrosch6 Name to use on picture:Fellfrosch6 Picture: URL:http://i599.photobucket.com/albums/tt72/surajc6/Random%20stuff/TIPitportrait2.png?t=1257285109
  13. As someone who has played RuneScape since almost the beginning of RS2, I whole-heartedly agree. PK'ing has really turned into a cowardly gong show, with players just trying to find cheap methods of fighting and gaining rewards. It should be about fun! I do think that a PK'er ranking system and a points system to earn rewards (such as combat specific consumables, armour sets etc.) would be a welcome addition as well. It pretty much eliminates RWT possibilities and gives PK'ers something to work towards. The one thing that I think will make this idea hard to implement in RuneScape, compared to other games like WOW, is that RuneScape's combat system is...well, Boring! I do think that while tweaking the Pk'ing is essential, working on revamping the combat system to make the fights more dynamic is even more important for the game's longevity. Standing around and simply slashing away, or spamming one or two attacks doesn't make for an interesting system. But that's another story! I won't hijack your thread! :wink: I agree completely!
  14. To clear things up, Jagex is still working on a Sci-Fi MMO. It's just that it isn't Mechscape. It's most likely called Stellar Dawn and this change in direction was taken due to the fact that the initial version of Mechscape that they thought was going to release this year was sub-par in standards. I found this info on the fansite Mechscapeworld, where Mark Gerhard had a Q&A session with them recently. I don't know if I'm allowed to link other fansites or not, so I'm not going to. But it's on Mechscapeworld. Ok, now about the OP, Why do you think Jagex, MMO veterans, would release a micro-transaction system with their next MMO? Logically, business-wise and Marketing-wise, it makes FAR more sense to give it a monthly fee and add a discount system for people who are members of more than one Jagex endeavour. (e.g., A member of Runescape, Stellar Dawn and Funorb will pay less per month for each item, compared to someone paying for only Stellar Dawn) Besides, historically speaking, Micro-transactions haven't performed as well as the Monthly fee format in the North American market, which is Jagex's largest market. Hence why almost all MMOs played in North America are monthly fee based.
  15. No need to worry about girls, mate! They don't exist on the internet remember? :P
  16. The Mayans predicted it... They obviously thought they were going to last out until 2012 as well. Look how that turned out! :rolleyes: I wouldn't put too much faith in illogical conspiracy BS. On this topic however, if there's anyone here who does believe in this, I want to know your reasoning for it. I'm quite curious!
  17. It has nothing to do with how much it costs to make the music sound more professional. It has to do with the fact that this is a browser based game and that the sound files need to be small enough to load seamlessly on a browser while loading and updating the entire RS world smoothly AND hosting up to 2000 players per server. I would LOVE to have a more organic sounding score but that would make load times a lot longer unfortunately.
  18. Fellfrosch6

    Longbows...

    How so? There's ALWAYS going to be one specifically 'best' weapon. That's how it is by definition. Any attempt to re balance things simply leads to a new clear champion. Not unless you make each type of weapon unique enough through extra bonuses and specials. I think thats the main issue with the weapons and combat. There is only a few weapons that people use because those are FAR superior to the rest. They need to make the different weapons more unique from each other to really offer a healthy about of choice and differences in the combat, IMO.
  19. What made you come up with that idea? No one knows how the addition of free players to the forums is going to affect the forum situation so it is far too early to make such an assumption. Money loss is directly dependent on how the quality of the forums are once free players join the fray. It would increase with more good quality suggestions, discussions and opinions or it might decrease with increased "We Want WILDY!" spam. Also, offering more formatting suggestions such as being able to Bold or Underline your text can be another improvement that will get more forum users on the RSOF.
  20. You are right in that respect. Every group is made up of a few winners and a whole bunch of losers. However, they aren't making decisions of your maturity based on your total levels. Jagex is assuming that being a "high-level" player will mean that you have more to lose. This means they hope you will consider not risking your account getting banned by spamming their forums. Spam may seem bad now, but if they opened their forums to everybody you would see them burn. Ex-players with a grudge, bots, advertisers, anything you can think of, just because they could keep making lvl 3 throw-away accounts. Personally, I used to think it was fair for forums to be members-only, but the RSOF have gotten so ridiculous that I rarely travel there anymore, especially since the GE. That's why I feel that it is a good idea to open up the forums for high level free players only. By high level, I'm saying ATLEAST 1000 total levels. I'm not at that number yet so I won't be able to post there but I still feel that is the best way to move things forward. You brought up an excellent point about opening it up to all free accounts. I think Jagex has also realized this and thats why they are placing the restrictions. I have no issue with the restrictions being placed on the forums. My issue is with the few arrogant members who feel that they are going to be inconvenienced by some extra players joining them in the forums. I can understand the whole "We pay so we should get extra stuff!" mentality but to say that people who don't pay should get absolutely nothing is quite ignorant in the case of RuneScape.
  21. Fellfrosch6

    Longbows...

    I disagree with this comment. There can only be one best item for each item type. But not for an entire style of combat. This is a good point being brought up by the OP and should be addressed by Jagex. the weapon balancing is quite off. Same goes with melee. People only use scimitars, 2h's or whips. Axes, maces etc. really have no point. There is definitely the potential for making each weapon type unique from the other. It would introduce new ways of combat.
  22. I have a simple question. Where is this notion coming from that the moment F2P players enter the forums that it is going to be spammed like crazy? Maybe I'm the only one who has noticed this but ALL of the spam in the RSOF is from PAYING MEMBERS. How can anyone make such an assumption and judgement, saying that members are far superior to free players, when they really have no clue? Everyone at some point was a free player. So when do you go from being useless to superior? The moment you pay 5 bucks? Gimme a break! It doesn't matter if you dish out 5 bucks or not because, like in any grouping of people found around the world, you are always going to have a minority of smart people and a majority of dumb people. This can be seen now with a few members posting sensible topics and the majority of them whining about non-sensible stuff. With 250,000 more players joining the forums, I'd think that ratio is not going to change one bit. The sooner people realize this, the better! @compfreak847: Why so much hate towards free players?
  23. Forget raising the cap. What they need to do is give a use to actually getting level 99 in the first place. Most skills have nothing exclusive to level 99 skilled players and the ones that do are extremely pointless things like being able to smith a Rune Platebody. You usually max out at around level 94 anyways. They need to make leveling more interesting and more rewarding.
  24. I say having a Total Level of 1000 would be acceptable.
  25. On the RSOF, in a similar thread in the "Recent Updates" forum, it has gotten some attention from a Jagex Mod. Methinks it is just more evidence that we're onto something.
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