Everything posted by Quyneax
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Buying equipment
Claws aren't very useful if you don't do GWD bosses/Nex/pvp. They shine versus the highest ranges of defence and at places where you spend a ton of time waiting for respawns, everywhere else the damage per hour gain is tiny.
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The Evolution of Combat: BETA discussion
Apart from the rules... people do that already. And just because every game has it, doesn't mean RS needs it. Every other game out there doesn't have tick-based combat.
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The Rich get Richerer | 294m/2147m
Football is life. Simple as that. Baseball is weird and boring, imo. Can't watch it because it bores me too much. (American) Football is good. n0, it's not. Always those stupid stoppages every 10 seconds. Gets reallyyyyyyy boring. Football is 90mins, with no breaks or anything like that (apart from the halftime break, of course). Makes it so much better. I agree with this. But snooker is still better :D.
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Buying equipment
^That post is for slayer in the most efficient way only, which means not maging or ranging at all except cannon + familiar. You kind of need to tell us your priorities. If I thought you wanted to be a pure mage, I'd definitely recommend an Armadyl battlestaff. If you wanted to be more of an all-rounder, I'd recommend a fury and stuff instead. In general, as all-rounder roughly on 40m budget + a good amount of time & dg tokens, the items you 'need' are: [item=9075] [item=7404] [item=7402] [item=7531] [item=7532] [item=4309] [item=6674] [item=9897] [item=8799] [item=7074] [item=12240] [item=10640] [item=2006] [item=7075] [item=10637] [item=1557] [item=7070] [item=11664] [item=4452] [item=4675] [item=11804] [item=4386] [item=12044] [item=12042] [item=9044] [item=10597] [item=10778] [item=2237] [item=10763] [item=4432] [item=10581] [item=9911] [item=11867] [item=9915] [item=2298] Idk probably went over budget there but still :P. Pick your priorities, glaivens for example aren't that great (but then again that's only because ranged mostly sucks). If you really want to spend lots of time you could get imbued rings, adding imbued archer's/seer's and stuff like that. I didn't add dragonhide legs because I was assuming void/cannon for ranged, not slayer or bossing.
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Ammo for Kree
Yes there has. Its better than ccbow I cannot find this proof, I've found one video saying that it is better, and one saying that it is worse. Edit: Have found more posts on RSOF saying that royal is barely equal to CCB for arma and since 2 more item slots are required for kc when using royal, that CCB is better. It depends on your ranged level. If you normally take a long time to kill Kree because of a lower level/no overloads or whatever, royal will get better.
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Questions about Glacors and leech curses
If killing glacors, there's roughly three options: Melee glacytes: wear berserker (i) > switch to row after glacytes die > switch to berserker (i) after glacor dies. Mage glacytes: wear row Mage glacytes: wear seers' (i) > switch to row after glacytes die > switch to seers' (i) after glacor dies. Magic accuracy is not terribly important due to the base 80 damage per hit, but strength bonus is fairly crucial.
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The Evolution of Combat: BETA discussion
It's true it's just a matter of gameplay. But let's consider that in the current fast-paced turn-based strategy that RS is, the only ways to make apm worthwhile are switches (prayer, equipment, spells, attack styles) and movement (which requires only a click every now and then). Personally I like being an army. Without gear switches, I would not like bosses like tormented demons. Simply because duoing them is really annoying. Your claim that it'd be 'in a positive manner for the most part' is baseless. Imo you shouldn't consider the current .6 s ticks as lasting .6 secs. Like D&D rounds which are played in 10+ minutes, even though they last 6 secs nominally, but of course the other way around. When you go on a DKS trip, it's not 5-10 mins banking to go slay 400 kings in a couple of hours. It's a long trip through the caves, ending in a day-long stalk through the deep lair where you kill each king. A dks trip would take weeks in a story (with years in between them, to give the kings time to respawn (from regular dags)). Similarly, nobody kills 60 tds in an hour. Each stage of the fight takes minutes if not hours, each spawn is a long, fiery process taking days. Going into the Guthixian Temple in a story means days of no sleep to kill one or two demons, after which you slowly crawl back to the light above, showing a trophy torn from the demons body (aka dragon armour/claws). Also, prayer does not have this setup, because there's one better prayer book (curses, especially with the combat overhaul introducing Anguish and Torment but also now). Magic kind of has the choice, but only for mages. Without switches, everyone in the wilderness except SoA/Ancient mages would have vengeance. Big choice there.
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Best melee XP?
Waterfiends have better charm rates than slayer... you mean better slayer xp rate. Slayer is a horrible waste of time unless you want slayer xp. Waterfiends are probably the best straight-up melee+summoning xp. Sentinels are by far the best in pure melee xp/hr, but almost require defence-lowering specials to reach the maximum xp/hr.
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Slayer Help
Summoning. Not that they are 'good' per sé, but that's what you use them in. No good for omelettes.
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Ammo for Kree
Well he did write he's soloing... I don't think dragonstone is worth it. However royal crossbow may be, not sure, especially since you don't have ccbow (+45 ranged attack is a really big deal).
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Limestone mines?
Limestone mines, there's two iirc. One near the Odd Old Man along the road from Varrock to the Temple at the river Salve, one near the Arangar Pass into the Elven lands which requires considerable maze-navigating (and 56 agility).
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Q
Definitely. Quests are supposed to take care of that but their level requirements never reach high enough. If certain areas of the game required more levels (à la polypore dungeon, resource dungeons, even woodcutting requirements for the Brimhaven dungeon!) that'd be a good start. Less boring means more random and more apm imo. Combat is interesting because you need to change input based on output. For skills like cooking, you don't need game output, just a timer. On the other hand failing to smith an item would be pretty annoying XD. I also think making lots of quests and minigames providing boosts is the way to go. E.g. balance each skill to be 200-300 hours of pure grind individually, but the fastest way to comp cape requires only 1800 hours (with 18 skills).
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Why has RuneScape turned into just making money?
My answer is: it isn't ;). The release of Nex made it more attractive to have 1b+ gp in equipment, as opposed to a (couple of) hundred million for just Bandos + Armadyl + Ahrim's. Staking and dicing in general makes people care less about money.
- Druv's goals and achievements - 80M RC
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Nex and summoning
Yes, not many, and both are very sub-ideal. Raw, rock lobs. Including moneymaking, waterfiends w/ iron titan (of course, you need 95 summoning). Bork with Varrock elite & row is comparable to all of these. Glacors are also great if you want a bit of cash.
- Hello, I'm the Doctor! Back and ready to be a noob again!
- The Rich get Richerer | 294m/2147m
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Q
Crossbows actually fire further, slower and with more power than longbows (the way they are used in RS), so I put them at the longest range/highest defence. Longbows as used by the English in the Hundred Years war were en-masse volley weapons, as opposed to crossbows as direct-fire weapons (French) which may have led to people thinking longbows fire further. But originally, longbows were used to fire straight (by the Welsh iirc), and on your own there's basically no reason to try a volley :razz:. Anyways... yeah, different ranges would be good. Javelins and throwaxes can just be high-damage slower varities of throwing knives. You'd get a system where each weapon has 2 properties to consider: range and accuracy/speed tradeoff. You have three stages of defence a weapon is effective on (roughly), being shortbow - longbow - crossbow with ranges 8, 10, 12 or something, and two ranges, long (previous) and short: knives/darts - axes - javelins with 4, 5, 6 range. E.g. weapons suited to higher defence have longer range (and lower speed). You could also make short-range weapons for use against high defence but that's not very necessary imo (maybe a fun slayer drop :P). Thrown weapons are also usable with a shield which can make them attractive, especially for a boss like Armadyl where range isn't useful but defence is. Rapid mode kind of has to go, for ranged, as there's really no reason to not use it ever in the history of the universe, plus it's terribly unbalancing for darts compared to crossbows. Just defensive and offensive fighting for each style, giving appropriate xp, maybe an in-between-point with 2/3rds combat style xp and 1/3rds defence xp. Slayer in general has the power to turn stuff around, making fast, low-damage weapons with high accuracy, or slow, inaccurate weapons with high dps.
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Frosts Setup
Nobody's advertising it at 3m/hr anymore, that's just oudated (it used to be closer to 4m, just after release). You can just go with void deflector/barrows gloves/dragon boots/glory/fire cape/tokkul-zo for banking. That costs maybe 300k in all. Tokkul-zo gets you close a bank+fairy ring which is very convenient.
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29th May 2012 - QBD + Diamond Jubilee
Bigger budget = better in this case :P. You can buy quality QA up to a point.
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Q
I agree 25 skills is a lot/too much, but imo farming is quite different than the others anyway :P. Processing skills need to be adjusted to the tiers I mentioned earlier, so you can make the basic equipment from tier 0 through 10. And you can make a second set of basic equipment obtained through monster hunting. High-end equipment for each tier would be quest/minigame-unlocked or dungeoneering-based, or dropped by monsters you couldn't realistically defeat at that tier (so higher level mhers can equip lower). I'd make woodcutting, mining etc. a way to train strength/agility as well. Making melee dependant on attack (renamed to melee?), ranged/magic on themselves of course. That way you sort of equalize the combat styles. You can also merge strength+agility as they are extremely close anyway, but I wouldn't add hp (maybe you can give some slight collateral hp xp gain for endurance-based agility courses or w/e). Woodcutting/mining and smithing/crafting/fletching/construction can be merged too (that one crafts skill would be massively important though). Woodcutting and mining are different but both mostly involve swinging things at big things to make smaller things (you could even eliminate them and make them 100% strength-dependant). Farming is quite different because it's a lot less physical and a lot more based on theory (what plants need what compost/soil etc.) so I'd like to see a more elaborate system of different plants and composts (and plant cures and soil types, while we're at it). But you could add herblore to farming, Legends Quest even uses herblore instead of farming (because it's that old :P). Cooking/firemaking can be merged too. Runecrafting, magic and summoning have a ton of overlap but I don't think you can merge them. Summoning points obviously need the 10x multiplier that prayer/hp get. I'd like to see prayer being less 'dump money > afk altar' and more about actual mhing. Maybe increase the xp from bones to be equal to slayer xp gained if you immediately/quickly bury the bone (requires about 1000 different types of bone but ok), and reduce the xp multiplier from altars/ecto by 100-200%. I'd also like to see prayer-based spells or familiars even, as well as summoning-based spells and prayers (auras can become spirits summoned into your body rather than externally as a familiars, yes?). Fishing+hunter is a good combo as well imo. Looking at smith/craft/fletch/con, that looks waaay too broad. I'd be in favour of splitting it in a fine arts kind of skill and a more building/large works skill. You could even require both to make better equipment, allowing people to sell 'crude' armour to be worked into finished. That leaves us at: melee, ranged, magic, hp, prayer, summoning and defence combat-wise. One or two general crafts skills, slayer, dungeoneering, one cooking skill, hunter+fishing, one gathering skill, runecrafting, plants+herbs, agility+strength. Thieving doesn't really fit with anything as it's much finer motorics than agility but also totally different from fine arts or hunter traps or w/e. 18 skills only :P. @Fix soaking: someone made a point on the thread about the release of soak, iirc, which was basically: armour stops things, then at a certain point it just breaks and lets everything through. E.g. soak should block all or a lot of damage up to a certain point and (nearly) nothing after that. Which I agree with, hence my reverse soak system. Lp boosts would make armour much more attractive anyway. Making no more 7 tick weapons would help a lot too, lol. 4-5-6 tick for low-med-high def sounds about right, you can use maul instead of 2h as well for crush (mace-hammer-maul/dagger-longsword-spear/scimitar-battleaxe-2h sword/shortbow-longbow-crossbow/wand-staff-2h staff, the last high-def option is two-handed each time except for ranged). Halberds and polearms in general would be awesome, you can make a long hammer/axe/spear roughly equal to the high def option, and a sighted crossbow for ranged + some staff for mage. The only thing you'd want to be fighting with a long-ranged weapon has so much power that a low-def weapon doesn't cut it imo (corp/Zilyana/Graardor and stuff). Short-range high-dps magic would be nice too imo, just fire surge 4 tick at 4 squares with a wand, regular 5 tick at 8 squares with a staff, 6 tick at 12 squares with a 2h staff (with appropriate magic strength boosts of course).
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Q
This. No qualifications :(. I'd redesign the game for free if it meant the removal of SoF tbh but yeah... The hardest part is actually making it interesting. Current RS has all sorts of random points where the best method changes (like, not every 10 levels). In dungeoneering, only slayer provides some in-between spice to the tiers. So you'd have to make some skills (or lots of D&Ds/quests/minigames) like that... I'm thinking slayer, dungeoneering (rewards), all quests... but yeah, balance. But it'd be so good to have quests just give xp for 1-3 levels rather than a random 20k xp at level 70 >.>. Yeah... nothing to say about that lol. The fantastic thing is, this has been the problem ever since rune 2hs became fairly common (first 99 smithing party@@@) and the addition of weapon speed did basically nothing... except make it more complicated (remember cls vs. rapier thread :D). I've considered getting a month of members after the combat rework to get to grips with that + runespan, QBD etc. because it's annoying to give advice about things you haven't done yourself (even if you have reliable sources). The combat rework video looks really good.
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Did you quit because of the Squeal of Fortune?
I quit because of buyable spins more specifically. But that was the last drop. The effigy nerf and removal of f2p hiscores were important as well, as well as general stupidity by jmods.