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Grimy_Bunyip

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Everything posted by Grimy_Bunyip

  1. 19 and 21 min medals respectively For the record, these medals are for times you broke. IE nikce, 20:10 sadly translates to 21:00 :P I might add more medals in the future for other times. It's just a little time consuming to do. Chances are 23/24/26/27/28/29/30 min medals will come when I have the free time, or I can find a peon willing to do the work for me. and once again, when someone breaks 18 mins, you should actually msg someone ranked so we can pretty up the 18 min medal.
  2. crossed weapons were considered they're come out pixelated and cluster[bleep]-ish you really can't tell what that is when you shrink it down.
  3. New DGS medals Photobucket's having trouble with the uploads, so it'll be a while before a few of the buggy medals work themselves out. But! here they are! What the medals indicate: The icon in the background obviously describes the Floor Plan you earned the medal on. The ring indicates you were the keyer of the floor. The Primal Full Helmet indicates you were a DPSer (You must earn berserker, as well as either battlemage or sharpshooter.) And the time indicates the time you broke. A dark outer ring indicates you died some time during the floor. You must screenshot the winterface in order to earn a medal. You must also have a ranked DGSer in your floor, to confirm your medal. Floors done outside DGS do not count, as we cannot have a rank confirm them. We made the decision to not issue special medals for variations of berserker + battlemage/Sharpshooter, and It's too easy. If you get It's too easy, you will get the same medal as if you had gotten berserker + battlemage and vice versa. The more, prestigious medals might receive graphical upgrades (IE become animated) in the future. But right now that is not a huge concern, as i'm pretty sure nobody will have a 18 min or lower medal for a while.
  4. i'm averaging 27.12 mins as of now, with the DG teams I've used thus far. less with teams I've dg'ed with a lot, more with people im less comfortable with obviously.
  5. put a comma between people's names? got an error message did you try with and without spaces? guess that means u need no spaces then :P nope still not working.
  6. put a comma between people's names? got an error message
  7. ^^ yeah i'd pay $15-20 easy if jagex made enough changes that i liked.
  8. there is no absolute proof of this, but as there are different advantages to either weapon(t11 mages on one side and lower def on the other). If there are hexes on your team, i'd definitely say baxe is better than you are pro at flashing, but otherwise a 2h is slightly better or equal for melee dps, but most people do lose mage dps with 2h. promethium 2h is still 6.4% better than primal battle axe on forgotten rangers tier 11 assuming perfect turmoil flashing, and 13.4% better on tier 11 mages assuming perfect turmoil flashing. But I'd find it pretty ironic that one would be willing to turmoil flash an entire floor just to save themselves the trouble of equipping a surgebox. everyone should always be turm flicking anyway. It's basically a must. Switching to csb with 2h requires staff, second flick csb, second click autocast and second click quickswitch, that all in 3 different tabs. Baxe is around 9% better against no defense and is always a better crush weapon, anyway. This doesn't really pertain to me prayer flashing an entire floor - it's about the difference in DPS for Baxe and 2h at baseline with turm flashing. Add in neck, t10 zerk and gaunts, and you understand why I am concerned that battleaxe might become a better option than 2h. I'd really like to know this. I mean yeah, the numbers would argue in the battle axe's favor assuming all the above. It's much more important to have +10% on zombies/skeletons if all it costs you is 6%-13.4% on the rarer forgotten rangers/mages, who have fewer hitpoints. But that's not the main reason I recommend the 2h. I recommend the 2h precisely because takes so many damn clicks to switch to a celestial surge box. It trains good APM, which helps you elsewhere. starcraft 2 players train APM by spamming the screen needlessly when they have nothing to do, then fill that in with useful clicks later on. I don't want players getting complacent with their click rates. The battle axe, is ultimately a specialist weapon. Very few people have blood necks, and are willing to turmoil flash every monster every floor. if you are, you better damn well be getting battle mage and berserker every floor you DPS. The thing is, I simply don't trust people to bind a baxe for that reason. The much more prevalent motives for binding the primal battleaxe seem to be the ease of maging and the collector's value of having a tier 11 item over a tier 10. but that's the bottom line. if you're a baxe bound, you're the player focusing on the lower defense monsters. Which translates to a battle axe player being able to outberserker a 2h player of equal accuracy because in a perfect team the 2h player will always try to be fighting monsters he will have [cabbage] accuracy on. If you're not getting berserker over 2h'ers nearly every floor(except against other battleaxers), then that just means you bound the primal battleaxe to reduce personal APM load, over actually benefitting APM. if there were a few more hex binds in DGS though, I would have no problem with assigning all mages to battle axe to have a good distribution since all hexers go with 2h's. but I'm pretty sure that's not the case at lower levels. It's a lot harder to convince a player to break a primal battleaxe for a prom 2h, than the other way around. Hence I'd prefer to keep the cc's default stance as pro 2h.
  9. there is no absolute proof of this, but as there are different advantages to either weapon(t11 mages on one side and lower def on the other). If there are hexes on your team, i'd definitely say baxe is better than you are pro at flashing, but otherwise a 2h is slightly better or equal for melee dps, but most people do lose mage dps with 2h. promethium 2h is still 6.4% better than primal battle axe on forgotten rangers tier 11 assuming perfect turmoil flashing, and 13.4% better on tier 11 mages assuming perfect turmoil flashing. But I'd find it pretty ironic that one would be willing to turmoil flash an entire floor just to save themselves the trouble of equipping a surgebox.
  10. DGE had very sophisticated program that would automatically record the locations of keydoors on a map, when you right clicked a key door. The program would automatically read the name of the door once it was right clicked, look at the world map, and record then draw the relevant key door on a map for you based on that. but DGE is dead and I wouldn't know how to access that program anymore. I have some code, it's really basic and I'm not even sure I plan to use it in the long run.
  11. preferably, but no. The biggest factor is that, I want a huge clump of data at a time. For example, my forgotten ranger/mage tier 11 data has about 150-200 Hits+Misses
  12. Guys! support the DG Accuracy Project! If you got data, please contribute :P this is way too big for me to do myself. if you get data, dont forget to include your attack level, your attack style, and attack bonus (including shadow silk hood's -2/+6)
  13. Guys! support the DG Accuracy Project! If you got data, please contribute :P this is way too big for me to do myself. if you get data, dont forget to include your attack level, your attack style, and attack bonus (including shadow silk hood's -2/+6)
  14. That would be so game-changing I'm not sure the community would be able to handle it. IMO. A lot of people enjoy grinding. Myself included. Still, it's certainly something to think about in Stellar Dawn/TransformersScape/MMO#4. Personally, I think a new random event every update would do wonders for the system. Oh, and make it so that if you log out you will be teleported somewhere random. When you log back in, you'll be there. i'd like to interject, that I'd love if the game moved in such a direction. grind loving gamers be damned :P
  15. Dungeoneering bots exist. But last i checked up on them, they were still unable to distinguish guardian doors from non guardian doors. And subsequently clear every monster from every room. The reaction time is also very slow, and the bots typically need a delay of about 5 seconds before the bot can decide which monster to attack inside a room. And the bot was, thus far only coded for GD's and a handful of the puzzles. And it only worked on solos. a dg bot is definitely possible, but I sure as hell wouldn't want to be the one to write it. but yeah botting is a fundamental problem with runescape, just being so repetitive. I'm just weary of the fact that, a lot of RS players probably enjoy the repetitive nature of runescape. if you make a lot of things less boring and repetitive (and bottable) you may actually run the risk of alienating the customer base.
  16. But, the difference is those are man hours devoted to making game content. It's not like jagex made dungeoneering with anti-botting in mind. They made dungeoneering with the mindset of making something really fun. The antibotting just came naturally, as a result. Sure, it cost a lot of man hours. but the point is it didn't cost the extra man hours they wouldn't have spent anyways. This is an excellent point. However, is there a way to apply such an idea to stop existing bots, or is this mainly a way to reduce/slow botting for newly-created areas/skills? this particular method is for new areas, the tools idea would be for old content
  17. But, the difference is those are man hours devoted to making game content. It's not like jagex made dungeoneering with anti-botting in mind. They made dungeoneering with the mindset of making something really fun. The antibotting just came naturally, as a result. Sure, it cost a lot of man hours. but the point is it didn't cost the extra man hours they wouldn't have spent anyways.
  18. It'd be a set of tools. Bots would adapt, but with sufficiently many tools, the player could also adapt. Like I said, Cwars barricades could work. Not all bots would know how to walk around it. Flowers already exist, and work on hunter bots Perhaps a bucket of paint, to forcibly recolor an object (yew tree, etc). an ID scrambler (no idea how that would work, or if it would work, but ppl are talking about it :P) perhaps a tool that could spawn a a lvl 6 smuggler (would be bad for skiller pures) fake resources that punish players if they try to harvest them that's a few ideas. Honestly I haven't thought about it too hard. The point isn't the fact that each of these tools can be compensated for. it'd be the fact, that the botters would be forced to compensate with all these tools, for anything they wanted to bot. The name of the game, is laying down overhead costs on the botter. Ultimately, the best way to deal with bots in my opinion, is to make bigger, denser updates. Dungeoneering for example. It could probably be botted, eventually. But how many hours would it take to write a script for a dungeoneering bot? A lot. That cuts down the # of players willing to write the botting scripts, and subsequently makes the isolation and banning of the few botters, a much simpler and less time consuming job. Just hound the single individual who was willing to invest hundreds of hours into writing such a script. Then, cuz there's only so many people in the internets willing to make that kind of investment. DG isn't really botted because the overhead cost, of making a dungeoneering bot, is just so obscenely massive.
  19. you'd be naive if you think it's any different in any other dg groups though :P
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