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Estoc

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Everything posted by Estoc

  1. Enter a house with at least 5 people in it. This is a super challenge? I do that in real life all the time, and I'm nowhere near super.
  2. Inb4 more monsters in guardian rooms + 10% extra xp. Drop rate on wand and orb needs to be multiplied by at least 10 for starters. Having a 1/1000 droprate on a boss that takes 10-20 minutes to kill...what were they thinking?
  3. It's only perfect if your only requirement for a skill is that you can get xp and 99. If you actually want some depth to it, or enjoyment, it's sorely lacking.
  4. Mostly because it's affordable and the first set of armor you'll really have for a while before you can buy a better set. I suppose you could start the scale at 60 with a 5% decrease, but barrows is really dirt cheap and I doubt many people with 60 defence would be interested in endgame bosses. That said, there's no reason to have it start at 70, I'm just waiting for a better idea. A lot of people like soloing bosses, and ports gear would let you do that without a shield. For a 5 man team, you could use any armor you want though, as long as it has more than 5k lifepoints. Higher leveled gear just lets you have smaller teams and/or survive hits more comfortably.
  5. I will cut right to the point. I despise bosses like Kalphite King, where the big advertised threat is interesting, but rarely used. Instead, death comes swiftly on the wings of the Kalphite Marauders or in the blast radius of a magic bubble. Some other issues are as follows: - It's 'signature move' is used far too infrequently, to the point of being a gimmick. - It's 'signature move' mainly acts as a filter to stop soloers so it can retain the much coveted title of 'unsoloable'. - The benefit of teamwork does not scale after you've found a tank and voker. - Runescape handles twitch gameplay poorly. Imagine if you were playing a shooter and, upon seeing a grenade, you had to wait .6 seconds until you could run away. It wouldn't work there, and it doesn't work with Kalphite King's magic phase. - Dying to a stun feels more like tripping over your shoelace instead of being eaten by a dangerous beast. It's just not fun. This thread aims to address these flaws in the way of a new boss concept. The Boss Before we get started, this is about game mechanics. However, reading "the boss" over and over can get a bit tiring and is also very impersonal, so I have decided that I'm going to call him Steve. While I'll leave his aesthetics and lore up to you, I thought I should at least give him a temporary name. Steve is based, like the KK, around a powerful attack. He will begin his attack without warning, which will hit the targeted player for 5,000 damage 5 times with a two second cooldown in between each hit. There are two main ways to avoid this. The first one I'll get into is armor. Any armor starting at level 70 will reduce the damage taken for this attack by the following amounts: ----- Power - Tank -------- Lvl 70 - 10% - 13% Lvl 75 - 15% - 19% Lvl 80 - 20% - 26% Lvl 85 - 25% - 32% Lvl 90 - 30% - 39% This accomplishes a few things. First, money spent on armor will buy you solid protection, not a roll on the RNG. Damage will be reduced based on the quality of your gear. Second, ports gear will have the distinction of being the lowest tier armor that you can successfully out-eat his full special attack solo, while also granting a substantial 12% damage reduction over Nex gear in a team. The second method for dealing with this boss is teamwork. Like the Kalphite King, this utilizes both the provoke and/or barricade ability. Both abilities will get him to switch targets, but they differ slightly in how they work. Provoke - Draws Steve's attention to you, who after a two second cooldown will continue his attack on the provoker, until he has hit the collective team 5 times. Barricade - Steve targets player with lowest health and instantly hits them for 1.5x damage (no cooldown) after which the attack continues as normal. Retaliatory hit is counted as one of the 5 hits in his quota. There are two paths here. You can use barricade to guarantee you won't be hit again, but possibly kill another player. Alternatively, with a well practiced team, you can spread the damage over everyone for a total of 25,000 base damage spread over the team, instead of 27,500 and increased ko potential. Teamwork is rewarded. Bottom line - Steve uses an interesting mechanic often, making for a fun fight. - The attack does not require cutting off all of a player's means for survival in order to guarantee a cheap kill for the boss, while still remaining dangerous if unprepared. - Creates the niche that tank gear has been waiting for. A viable alternative to power armor. - More teammates means less damage taken per player. Kill speed is no longer the sole deciding factor in team size. Questions? Comments? Corrections?
  6. Lmfao, he have you 4 pouches? When that happened to me I just pulled out some hi alches and did the raspberry emote. Just two sadly. Usually they'll tell you to press shift + 5 or something, which I'm assuming activates the teleport. The Tyras helm is meant to redirect your attention away from the pouch. I've had people give me black platelegs and other items.
  7. Was given a lava titan pouch and tryas helmet to get a "cool bobbing head glitch". Sad thing is, they'll just hop worlds to find another victim.
  8. Runespan with less afk and lower xp rates. Not impressed.
  9. My point was that it's like trying to predict the next card drawn. You either have to take a random guess, or make a very obvious pick such as "it won't be 2 of spades". One single card added won't greatly alter your chances of being correct, but it only gets more difficult the more you have.
  10. Related =/= relevant. Saying that RS will end someday, and that that ending will involve less people playing the game, is like saying that eventually [car X] will go out of production. It doesn't really add any new information. Now, if you knew something about when this will happen, or under what conditions precisely, then it would be good to post that. Life has a 100% mortality rate etc.. So far we've concluded that the game won't die if/when it stays profitable, that the game still is profitable, that the development team has grown (costing more money) and that user online counts have been dropping. This suggests that a lot more money is being earned per player than previously. We know that the amount of money earned per player has to reach a ceiling somewhere, so this strategy of less people paying more money is not sustainable. However, it doesn't have to be - at this point, staying at this level is good enough. So the question is, are user numbers dropping to the point that they can't afford to support the game anymore? Not any time soon, I think. Thats where my post comes in by the way. I said they will eventually cut staff when players are cut to a certain extent. So that they can keep up their profit. From there on theres a long cycle that will go in repeat. Right now, the micro transaction money is just a boom. it'll last a few years maybe. But the player base is declining meaning that money will also go down. Oneday it'll reach a certain point that money per player would drop due to it not being worth spending money on a game that has very little compition and support as it used to. If anything you backed up my statement. You only stated that Micro payments slowed it down by a few years. For now jobs are higher. Thats only because they're at their peak of Micropayment cash. Its all down hill from here unless they turn the tide and admit their mistakes that drove alot of players away, whilst gaining a method for new players. But what about all the unforeseeable variables such as: Another mmo closing causing an influx of new players New management altering their plans More microtransactions making the profit per player higher More direct advertising like they've done in the past with miniclip Runescape coming to mobile devices The farther into the future you get, the less predictable things become. It comes to a point where the only reliable things you can say are so obvious that everyone already knows it.
  11. And people become justifiably confused, especially when they are both about "something happening in the future" and it is not explicitly stated which subject the op is talking about.
  12. Because that's what the discussion is about. It's "Runescape dying?" not "How will Runescape die?".
  13. Was surprised to see this make it to top mods on the nexus.
  14. I'm going to assume this is fake until we get JMod confirmation that this really happened. http://www.reddit.co...nt_this/cbpkcfg Which honestly should suprise no one. Skype timestamps can be faked, so can rs screenshots, and this event happened well before he actually was announced publicly. If the guy reported him like they said they did, if there was any validity to those statements, he wouldn't have been promoted. I mean, c'mon. It's easy to make him a target because by all reports, he's a bit of a dick. But this is just stupid. Wait a second. This guy (so wrecked) is the one who did the whole 07scape "poll" thing, right? And they're making him a Jmod now? Is this true? Edit: Just found out it's true from multiple friends. Someone needs to call Durial and offer him a job as it seems making a lot of fuss and having your name known is enough to get modded nowadays.
  15. Personally, I'd be marking my calender for next week.
  16. The only problem is that the people with the knowledge and data to back up their claims are comparatively few compared to the general population. The only thing Runescape players have are their observations which, as has been proven time and again, is often not enough to get an accurate conclusion.
  17. Can you answer these questions? How many players and bots were active 'back then'? How many players and bots are active now? Is 'dying' defined simply as a population drop? Are bots leaving the game defined as a population drop? If your answers begin with "I think", then you are judging Runescape's health as the pre-industrial world judged the shape of the earth. You are forming a conclusion with a view that is, at the best of times, extremely limited.
  18. Players, for the most part, have no idea what they have planned for the year. They could easily blame the lack of updates on rs3 and come out ahead with a few updates in reserve for next year. Rushing to make up for delayed updates might be the morally sound thing, but that's not necessarily the Jagex thing.
  19. Just make sure you have a lot/can make a lot of extra money, as you cannot 'cash in' your drops until you finally make the crossbow. Personally, I wouldn't bother as it's very susceptible to bad luck, and you will pretty much need to earn most of the money required to outright buy an ascension crossbow in the first place, in order to pay for keys+dcbow and supplies.
  20. What they need to do is get new players looking at the game, then get them hooked. How many games have you played where you quit because something gave you low xp? How many have you quit because of inflation? These are problems for people who are already established customers, not newbies with a huge world to spend time exploring.
  21. If you're asking if overloads are still relevant, they are. Not as game changing as they were, but still good.
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