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Grimy_Bunyip

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Everything posted by Grimy_Bunyip

  1. No idea, I'll test when I get the chance.
  2. we already know the staff has +20 magic attack, defense and +15% magic damage. The question really is if it has any other special effects. And goliath gloves aside, they just have their stats + the boost to hand to hand. Don't think I know anybody who's gotten goliath gloves yet. still waiting on news about that nomad -> special mode hotfix mod emilee was talking about.
  3. Or maybe a hand cannon shot :mrgreen: ?? == does anyone know approximately how long the gloves last? Good point, I shall try this next time I get a crossbow. doesnt work, only bolts. any news on if the logout update today was the hotfix emilee was talking about too?
  4. line them up I deal with dessous teleports so you want to kill him first. Afterwards I usually deal with fareed second. He's safespotted so I don't need to worry about ice gloves or anything like that Then it's a choice between dealing with kamil or the prayer draining guy. You can range safespot the prayer draining guy so, you don't need to deal with that. Alternatively you can take out kamil first, and try to claw out/steel titan spec out the prayer drainer's second form.
  5. I don't get it... me neither, the audio's kinda shitty, so i'm just doing my best here. In most games if you can sneak up on your opponet and get a stealth attack on them you will either kill them outright or do a large amount of damange with a single blow (higher than even a crit). well yeah, but i dont get what was being said about combining skills
  6. I don't get it... me neither, the audio's kinda shitty, so i'm just doing my best here.
  7. Questions for mod chris L Two questions 1st: When you said we'd have a hotbar for the new skill, how would that look, because you showed it in HD but I don't play it. Mod chris (not chris L) interrupts and says: To answer that in short, the graphics team hasn't desgined it yet, but i've drawn it in microsoft paint. The company's new cheap to buy me photoshop. basically the bar will be at the bottom of the 3d view in fixed screen, and it's semi transparent. 2nd: This one is for you (chris L) Because you are the slayer master. Would it be possible, when combining skills, to have silent killing for slayer? chris L: Silent killing? like stealth killing? Yes Chris L: Yes i love this kind of thing. [blah blah jibberish] Chris L: Yes, you reminded me. I love this kind of thing, I'll do it next! Chris L: maybe. Player: On the player ports, would we be able to ride boats from port to port to get around runescape? and to our citadel? Chris L: but the citadel is in the sky. Player: yeah but theoretically... [laughter] Chris(not chris L): Actually, one of the things im working on right now, is like a global transportation hub. There's lots of transportation. Teleports, rings, balloons. I want a place, think like a train station. You teleport to this train station, then you can have access to every form of transportation in runescape from there. Player: I've personally not done a lot of quests, because it unlocks slayer monsters that are not nice to kill that I would then need to block. Will there be something in the game that lets you block quest monsters without having to use your block slots? Chris L: Its an interesting question, i am aware of the situation. Um. The obvious answer is probably to get a list of these monsters and make them more attractive if they're on the slayer table. Or potentially take it off the list or if it's never going to be used at all. A lot of this is just legacy problems. Player: Could you release a new combat skill? like prayer which is 12 combat levels, that way we'll be an even 150? Chris L: Thats up to mod mark, thats not planned. Player: with the magic armor, is there a new concept? since it's all skirts. Except splitbark legs. Chris(not L): The magic rework will include some new armor. We'll keep the old armor. But the new armor will have bolted on plates, and runes, or forcefields on it or something. Player: Are there any skills you want to make? or in development? Chris(Not L): There are no skills in development, sailing definitely won't be a skill. Personally I'd like to see an enchanting skill. [blah blah] There might be a new skill in development starting next year, but that's a maybe. Player: The elf storyline. How long left is it? Is it good or bad news we're looking to. And is anything happening to tutorial island? Chris L: there are no plans for tutorial island. But we might use it for something else later. Like the end game, for some reason. As for elves, I got dangerously close to working on it this year, but i got pulled on to various other projects. Most are on this list [powerpoint]. i read the story boards, they've got some really great twists. I really want to make the new quest. It'll bring the city back. It'll be a big update. Potentially a day's worth of question. You know, bigger than while guthix what? I want it to be a big update that will bring out a lot of the lore of the game. It is on the radar, definitely. Player: Do you plan to have any big boss battles? Chris L: I always plan big boss battles. Player: Have you considered having a seduction skill? Chris L: I think of the legal requirements of the game prevents us from doing that since we're designing for little kiddies... one of the things our lead designer mod mark wants us to do, he's very keen on psionics, and telepathy, this might be happening as part of a much much much further evolution of the combat triangle. He'd like to see the combat triangle evolve into a combat pentagon. Psionics being one of the new points. This is just something he said randomly one day when he was getting a coffee. But it's definitely something he wants to do.
  8. sailing thing isnt a skill. Not sure what it is. Not sure even mod mark himself knows. but the name "player owned port" seems to imply construction. http://forum.tip.it/topic/303930-future-of-runescape-combat/
  9. "will there be bank shortcut where you can withdraw an entire costume and equip it?" "I am actually working on that right now. So Yes"(Mod chris) "Will there be any more bandos armor? There isnt a helmet or shield "it's not impossible, but it's unlikely. Perhaps a goblin storyline, not the cave goblin storyline. but theres no plans, but it's certainly possible." "will we ever be able to look up?" "When our graphic designers make a table, they make the entire table then delete all the polygons on the bottom. So if you could look up, you would just see through everything. So I'm going to say we're not going to let you look up in runescape im afraid." "You can look up if you use a cheat engine..." "Ok... [awkward silence]" "will there be hotkeys? "Yes, part of the combat rework will be an action bar. And you'll be able to bind keys. 12345, wasd, whatever you want to the action bar. And all these new abilities will be in a sort of like spell book. You'll be able to drag your abilities into the action bar. Your food, your prayers, your spells. So yes."
  10. Biggest glitches video: "is there anything in the live game that you'd rather not be there?" "Trouble Brewing" "What's the biggest bug?" "when we released the city of dorgeshuun, you could sell a piece of cheese to the merchants for 600m gp" "but fortunately only one person found that out and told us immediately. He was even so nice he gave us the money back." "Personally I'd like to see a skill, like an enchanting skill, that lets you make your equipment better. It kinda steps on the toes of smithing, but smithing is a skill that really shouldn't be there. I'd like to see a skill like that. but there's currently no skills in development"(Jmod) "What do you think of giving mage weapons special attacks?" "Leaning on what we were talking about yesterday, one of the things we were hoping to do was instead of special weapons, so instead when you level up your skill [blah blah abilities talk read the future of runescape combat thread" "We want players to focus less on specific items, and more on their skills" "when is the dragon kiteshield coming out?" "The dragon kiteshield is not in development, i have no idea when it is coming out. I imagine our lead designer mod mark will suddenly wake up one day and decide to put it in the game" "The 64 by 64 monster, how high will it be? How will we see the damage bar?" "As of right now, you need to use special developer commands to see the health bar" "In soul wars, Can you make the ramp up to the obelisk 4 wide" "It's certainly possible, one of the things we really want to do, is have 2 versions of soul wars. The current soul wars, and a team based version, that is much smaller, where you pick a team of 10-20 people and challenge another team, and it's instanced. Then we might look at making the ramp smaller. But we definitely want to look at a smaller soul wars game so it's less laggy" "Will there ever be mounts? Because even at 99 agility, you run out of energy pretty easily" "I agree (This is mod chris E speaking, and he thinks run energy is a stupid idea) But I'm not in a position to do anything about this. Originally the issue was we couldn't put players on a mount because of image clipping. But we resolved that issue through z-buffering. Now it's a technical limitation of how fast you can move. Due to latency, you will look fine on your own screen, but on other players screens, it will look like you are teleporting around. It's something we definitely want, it's something we're working on, but it's not something we can do yet. And I can't promise it will come into the game." "will there be more quests where you help the bad gods?" "Probably yes." mod chris admits to not knowing much on the matter. "Can we redecorate our armor? can I dress my torva up in a princess outfit?" "Erm, Technically yes we can do this, but mod mark doesn't like players disguising their power. So if you're running around in a princess outfit, but you actually have full torva on, I don't think mod mark would like that"
  11. On POP/Sailing: you build a port It's like kingdom of miscellenia. You have a bunch of people working for you. you try to attract different kinds of captains. They will go out and find rare resources, which you will use to craft top end equipment for the game. mod mark defines top end as "from lvl 85 all the way to 99" You need to pay the captains "lots of money" The captains will bring the resources back, and you will use your "finishing skills" to make the new equipment. this is a very early design concept. note that Mod Chris L wants all gear above nex to be untradeable. Dungeoneering Sagas 2012 "There is an incredibly powerful force at the bottom of the dungeon" Bilrach has a very good reason for being in Daemonheim. im gonna do my best to transcribe the audio again... but once again this is a pain between the shitty microphone on the livestream and mod mark's accent. "The sagas that we've developed recently, these bite sized stories we've developed within dungeoneering. Ultimately, those sagas are going to introduce you to Floor 61. Now floor 61 is where this powerful force is. Anyone got an idea who that might be?" Audience: Zaros "Who?" Audience: Zaros "Zaros? Maybe? Anyone else? Anyone else beginning with a Z?" Audience: Zamorak "Well... [audio cuts out here, i think he said (there you are!)]" Audience: Applause
  12. But the photos clearly says "Kalphite King" and Bounty Hunter Returns whoops, sry, I'm always in a rush to get this info out earlier :P bounty hunter returns involves an epic weapon "falling from the sky" when you kill people in BH, they keep all their gear EXCEPT the epic weapon. and you run around pking each other to get the epic weapon. ^^ sounds kinda stupid imo.
  13. http://www.runeforums.com/topic/2053-day-2/ ^^ many videos and updates. Magic slayer dungeon for november Player kits for Bronze-Dragon Armor Queen black dragon Redesigned kalphite queen graphics Bounty hunter update? Player owned ports (Like sailing, only not quite) Runescape olympics (Like the special olympics, only not quite)
  14. First Fully Voice Acted Quest http://www.youtube.com/watch?v=g5Vv6yOcPQs&feature=channel_video_title
  15. you should get 100 elemental runes or 5 catalytic runes.
  16. it's recorded, but i put some of the details on my own forum, just as an incentive :P
  17. Did I deny that the dragon battleaxe was flawed? No. Did I deny the fact it's not the best weapon to use? No. Did I ignore all the advice people were giving me? No. Sure, I might have defended the dragon battleaxe, but I never once said it's the perfect weapon. I said it's my favorite, there is a difference. Wow, I just can't leave this thread alone. nope, but you suuure blew a trivial conversation out of proportion.
  18. Don't you hate it when people ask you for advice, but then it turns out they're not really interested in you're advice, just defending their own opinions?
  19. I did my best copying the session into text form. So don't beat me up if I took some shortcuts in rewriting the dialogue. There are 2 Jmods are the info session. One is Mod chris L, and another IDK the name of. But the second Jmod does most of the speaking in the session. He sounds like a really smart guy. I actually like him now, wish I knew his name. Things that will be kept in the future runescape combat system: You will be able to click on a target then AFK, but it will come at the cost of DPS. The combat triangle will stay in some shape or form Must be easy to learn. Free to switch between the 3 classes whenever you want. Mod Chris L on future updates ideas (Not guaranteed): New abilities unlocked at, for example, higher strength/attack/defense level. You would put these abilities on a hotbar. Jagex is not sure how weapon special abilities will translate to the new hotbar. But they want to preserve the mechanic that unlocking new weapons will unlock new special abilities. Mod Chris L does not want magic spells to deal fixed damage (IE fire surge -> 280 damage) Things Jagex cant do: Jagex delete skills. Range and Mage must use ammo fletching and runecrafting must still be useful. Suggestions & Answers: Suggestion: Can Jagex make armor weight affect your weapon speed? Response: Technically possible to implement, it seems like an added penalty for armor, that I don't like that very much. What we will do however, is balance it so that all 3 sides of the combat triangle have the same DPS. Suggestion: Couldn't hear, something about a new skill Response: We can't make a new skill for just range and magic. If we release a new combat skill, it has to be one that can be used by all 3 classes. Melee, Magic, and Ranged. We can't tell our players. You're a ranger, you need to train another skill to be a max ranged combat level. That's not fair on them. Melee and magic and ranged will still use the same skills they do today All 3 classes will need to train their defense. We're not going to force you to train your defense. We're going to heavily encourage you to train your defense. Okay? So what we do. You got your action bar, your new spells, your new abilities. You unlock new abilities by training your defense. Lets say you train your defense level to 90. You get this new ability, you put it on your action bar, you press it, it reduces all damage you take by 100% for 10 seconds or so or something like that. So if you don't train your defense, you will be at a huge disadvantage. Suggestion/Question: Could you split magic into the skilling and combat magic skill? Response: We can't suddenly say, you trained your magic level to 99, but you log in and you can't use your new skilling magic. We can't change this anymore. Question: Why can't we have more armor like split bark, with lower magic accuracy, but higher melee defense? Response: Lets say the new items, or your rune plate, or your dragonhide, will be restated. We're going to move away from putting offensive stats on armor. We're going to put a greater emphasis on your weapon slot and on your offhand slot. Magic armor is going to be strong against melee, because that's how the combat triangle is designed. We're just going to say something like, it's magic armor, it has magic runes on it, it's got forcefields or whatever, they're going to make you really good at defending against melee. Question: F2p is underpowered, can you give us free stuff? Answer: I'm sure andrew would just say subscribe, that's how you get free stuff. The culture between free to play and members is getting a bit blurred. Something in the pipeline, but we won't talk about today. But the idea is, free to play is like, i hesitate to call it an intro. Sometimes it's been called an intro. Sometimes it's been called an entirely other game. I hesitate to call it either. We can do f2p updates, but unfortunately, but the crux of the matter, updates are funded by money. And generating an update for f2p doesn't generate as money as p2p. So while we can give you stuff from f2p, the higher ups generally want us to not give stuff to f2p. So we can do it but it's probably unlikely Question What about giving f2p snares, which is 10 second hold Answer Spells like the snare, we'd convert them into abilities. So as you level your magic, you'd unlock new spells, as well as abilities. And one of these abilities would be a snare. We want a snare, we want a snare early on. We don't like the idea of safespotting. We don't want to prevent you from safespotting, but it's not really great gameplay. So we want mages to get a snare early on. Question: Will you still have negative offensive bonuses? so ranger's wont wear melee armor? Answer: Like I said, We're moving away from offensive stats. Positive offensive stats. But we would have negative offensive stats on armor. So there will still be hybrid, because we know people like to hybrid. So there will still be opportunities to hybrid. But our main items. Our rune platebodies, are going to have much much higher negative penalties for non melee attack. Question: If you have inventory slots taken up by runes, and melee is wearing their weapons, is there anything in that area for mages to carry their runes? Answer: Something released for dungeoneering, unfortunately mod trick isn't with us anymore. He made the spell boxes. Which kinda suck really. Mages still have to carry runes, but we might give you an off hand, which cancels a certain kind of rune. As well you got your main hand, which cancel out another type of rune. New abilities as you level up. Say, at level 10, you get a new ability. You press it, and you next spell cost no runes. Question: Waterfiends, you gotta wear dhide or karils, if you don't wanna get hit hard. But they're only weak to crush weapons. How are you going to balance that? Answer: Monsters will get rebalanced. When you click a monster now, it will tell you what a monster is strong against, and when it is weak against. We want to encourage you to do it. To use the stronger attack style. For now you can lean on slash, and forget about it. We want this for all creatures now. All creatures will be rebalanced, They will have strengths, they will have weaknesses. You will have to play to those strengths and weaknesses to win. Waterfiends are just horrible from my point of view, because whoever made them didn't know what they were doing. They give far too many charms. Their combat system is completely messed up. .... Charms are fun. [awkward silence] Question: Now that you have absorption, how about negative absorption Answer: Okay um, I don;t know much myself. but i don't like absorption at all. It's just uh, too complicated. And when it does work, it doesn't do it enough. personally, I'd like to just see it gone. What we do see in pvp, is that people do too much damage. You whip out your dragon claws or your armadyl godsword, you bust out your special, bam bam you're dead. We can't have things like that. We're probably gonna get rid of damage absorption as it exists right now, because it sucks. We're going to release life point boosting for armor across the board. Right now, only a few armors boost life points. We're going to put it on everything. We want players at max level to have, 2 to 3, maybe 4,000 life points. We want to increase that ceiling so we can have more interesting combat. Question: we have 4 elements for magic. Wind, fire,air water, can you make them do slightly different things? like fire -> damage over time water makes u run slower Answer: Absolutely. Problem with magic is that it's been around since classic. And runescript in classic was horrible. So unfortuantely that's why mage is what it is. So what we'd like to do is make everything more interesting. We'd like to give fire a damage over time ability. or you do a wind, wind could slow down a person's run speed. all sorts of interesting things. Question: [audio break out] Higher end bow, like higher range strength Answer: Like I said, the combat triangle isnt balanced In this new system, hopefully everything is balanced. Lets say a manic guy is running around with an abyssal whip. Your ranger is using a magic shortbow, off the top of my head. We want to boost the power of range and magic so it matches the power of melee. The damage chart we showed earlier... [fumbles with powerpoint] there's gotta be a better way to do this [fumbles more with powerpoint] there we are, so, as we see, we got melee sitting at the top. [blah blah pointless stuff he said already] Question: Are you able to change run speeds? Answer: What we can't do, because of a technical limitation. We can't change run speed. Run speed doesn't exist, it's a cheat. It's you going 2 squares at once, and you skip over the tile in between. We can't make you go 3 tiles at once. We can make weight a greater impact on your run energy, but i don't like run energy [video cuts out in the middle of Q&A session]
  20. Things that will be kept in the future runescape combat system: You will be able to click on a target then AFK, but it will come at the cost of DPS. The combat triangle will stay in some shape or form Must be easy to learn. Free to switch between the 3 classes whenever you want. Mod Chris L on future updates ideas (Not guaranteed): New abilities unlocked at, for example, higher strength/attack/defense level. You would put these abilities on a hotbar. Jagex is not sure how weapon special abilities will translate to the new hotbar. But they want to preserve the mechanic that unlocking new weapons will unlock new special abilities. Mod Chris L does not want magic spells to deal fixed damage (IE fire surge -> 280 damage) Things Jagex cant do: Jagex delete skills. Range and Mage must use ammo fletching and runecrafting must still be useful. Suggestions & Answers: Suggestion: Can Jagex make armor weight affect your weapon speed? Response: Technically possible to implement, it seems like an added penalty for armor, that I don't like that very much. What we will do however, is balance it so that all 3 sides of the combat triangle have the same DPS. Suggestion: Couldn't hear, something about a new skill Response: We can't make a new skill for just range and magic. If we release a new combat skill, it has to be one that can be used by all 3 classes. Melee, Magic, and Ranged. We can't tell our players. You're a ranger, you need to train another skill to be a max ranged combat level. That's not fair on them. Melee and magic and ranged will still use the same skills they do today All 3 classes will need to train their defense. We're not going to force you to train your defense. We're going to heavily encourage you to train your defense. Okay? So what we do. You got your action bar, your new spells, your new abilities. You unlock new abilities by training your defense. Lets say you train your defense level to 90. You get this new ability, you put it on your action bar, you press it, it reduces all damage you take by 100% for 10 seconds or so or something like that. So if you don't train your defense, you will be at a huge disadvantage. Suggestion/Question: Could you split magic into the skilling and combat magic skill? Response: We can't suddenly say, you trained your magic level to 99, but you log in and you can't use your new skilling magic. We can't change this anymore. Question: Why can't we have more armor like split bark, with lower magic accuracy, but higher melee defense? Response: Lets say the new items, or your rune plate, or your dragonhide, will be restated. We're going to move away from putting offensive stats on armor. We're going to put a greater emphasis on your weapon slot and on your offhand slot. Magic armor is going to be strong against melee, because that's how the combat triangle is designed. We're just going to say something like, it's magic armor, it has magic runes on it, it's got forcefields or whatever, they're going to make you really good at defending against melee. Question: F2p is underpowered, can you give us free stuff? Answer: I'm sure andrew would just say subscribe, that's how you get free stuff. The culture between free to play and members is getting a bit blurred. Something in the pipeline, but we won't talk about today. But the idea is, free to play is like, i hesitate to call it an intro. Sometimes it's been called an intro. Sometimes it's been called an entirely other game. I hesitate to call it either. We can do f2p updates, but unfortunately, but the crux of the matter, updates are funded by money. And generating an update for f2p doesn't generate as money as p2p. So while we can give you stuff from f2p, the higher ups generally want us to not give stuff to f2p. So we can do it but it's probably unlikely Question What about giving f2p snares, which is 10 second hold Answer Spells like the snare, we'd convert them into abilities. So as you level your magic, you'd unlock new spells, as well as abilities. And one of these abilities would be a snare. We want a snare, we want a snare early on. We don't like the idea of safespotting. We don't want to prevent you from safespotting, but it's not really great gameplay. So we want mages to get a snare early on. Question: Will you still have negative offensive bonuses? so ranger's wont wear melee armor? Answer: Like I said, We're moving away from offensive stats. Positive offensive stats. But we would have negative offensive stats on armor. So there will still be hybrid, because we know people like to hybrid. So there will still be opportunities to hybrid. But our main items. Our rune platebodies, are going to have much much higher negative penalties for non melee attack. Question: If you have inventory slots taken up by runes, and melee is wearing their weapons, is there anything in that area for mages to carry their runes? Answer: Something released for dungeoneering, unfortunately mod trick isn't with us anymore. He made the spell boxes. Which kinda suck really. Mages still have to carry runes, but we might give you an off hand, which cancels a certain kind of rune. As well you got your main hand, which cancel out another type of rune. New abilities as you level up. Say, at level 10, you get a new ability. You press it, and you next spell cost no runes. Question: Waterfiends, you gotta wear dhide or karils, if you don't wanna get hit hard. But they're only weak to crush weapons. How are you going to balance that? Answer: Monsters will get rebalanced. When you click a monster now, it will tell you what a monster is strong against, and when it is weak against. We want to encourage you to do it. To use the stronger attack style. For now you can lean on slash, and forget about it. We want this for all creatures now. All creatures will be rebalanced, They will have strengths, they will have weaknesses. You will have to play to those strengths and weaknesses to win. Waterfiends are just horrible from my point of view, because whoever made them didn't know what they were doing. They give far too many charms. Their combat system is completely messed up. .... Charms are fun. [awkward silence] Question: Now that you have absorption, how about negative absorption Answer: Okay um, I don;t know much myself. but i don't like absorption at all. It's just uh, too complicated. And when it does work, it doesn't do it enough. personally, I'd like to just see it gone. What we do see in pvp, is that people do too much damage. You whip out your dragon claws or your armadyl godsword, you bust out your special, bam bam you're dead. We can't have things like that. We're probably gonna get rid of damage absorption as it exists right now, because it sucks. We're going to release life point boosting for armor across the board. Right now, only a few armors boost life points. We're going to put it on everything. We want players at max level to have, 2 to 3, maybe 4,000 life points. We want to increase that ceiling so we can have more interesting combat. Question: we have 4 elements for magic. Wind, fire,air water, can you make them do slightly different things? like fire -> damage over time water makes u run slower Answer: Absolutely. Problem with magic is that it's been around since classic. And runescript in classic was horrible. So unfortuantely that's why mage is what it is. So what we'd like to do is make everything more interesting. We'd like to give fire a damage over time ability. or you do a wind, wind could slow down a person's run speed. all sorts of interesting things. Question: [audio break out] Higher end bow, like higher range strength Answer: Like I said, the combat triangle isnt balance In this new system, hopefully everything is balanced. Lets say a manic guy is running around with an abyssal whip. Your ranger is using a magic shortbow, off the top of my head. We want to boost the power of range and magic so it matches the power of melee. The damage chart we showed earlier... [fumbles with powerpoint] there's gotta be a better way to do this [fumbles more with powerpoint] there we are, so, as we see, we got melee sitting at the top. [blah blah pointless stuff he said already] Question: Are you able to change run speeds? Answer: What we can't do, because of a technical limitation. We can't change run speed. Run speed doesn't exist, it's a cheat. It's you going 2 squares at once, and you skip over the tile in between. We can't make you go 3 tiles at once. We can make weight a greater impact on your run energy, but i don't like run energy [video cuts out in the middle of Q&A session]
  21. Be the judge: Jagex sifted through 13,000 suggestions on the RSOF of those, they were narrowed down to 110 by Q&A Of the remaining 110, they were reduced to 20, then 5. The winning 5 suggestions were: Of these 5, only 1 will be released in game. You probably realize by now which one won. Player Owned Greenhouse - for 85+ construction, links farming with construction. - Serves as item storage as well as multiple farming patches. - includes a disease free farming patch Customizeable Agility Course - There is a random loot chest at the end of a course - You create obstacles as you go, to get to the reward chest ASAP - You may need to need to chop trees to build new courses - Angry beavers will run around the agility course, destroying agility obstacles you build - Requires 85+ agility and construction - The best agility xp in game. Statues of Gielinor - Mostly Smithing, Crafting, Construction, and a tiny bit of Magic XP + weekly Badges - You walk into Varrock, and you see a very shiny statue, and a little guy hammering on the statue. - An imp appears, raid the statue, steal all the shinies. - You must hunt down the imp and the reward - You will be timed, and rewarded xp based on how quickly you finish the statue - You will win xp, in addition to a random weekly badge. - Example: Mining Badge + herald cape = Mining Herald cape = Xp boost when mining, that lasts the entire week Altarless Runecrafting Minigame (Winner) - fast paced puzzle based game, where you need to combine runes. - rewards include bonus xp when running altars, if you choose to still run altars in spite of the new minigame. Big Game Hunters D&D - Hunting area filled with giant chinchompas? I can't really hear what he's saying off the live stream. ideas the lost, might enter the game further into the future. custom agility course barely lost to altarless runecrafting. So I'd imagine that's a likely candidate for a future update.
  22. Jackpot, I just found a bunch of livestream videos :D
  23. my guess was just off :P Jagex didnt just pick the top 50% of each group. We know the decaying avatar is one of the bosses now, even tho it didnt make the top 50%.
  24. I'm tracking down whatever runefest information I can atm. As best as I can considering I'm not there. Putting all the info here: http://www.xp-waste.com/post14354.html#p14354 The runecrafting concept is found in this brief interview: altar-less runecrafting Puzzle based Combine runes to get the best xp Best xp for runecrafting for lvl 70+ Possible Rewards: Combine pouches Never pay ZMI banker Upgrade Wicked Hood Releasing Summer 2012
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