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Youmu

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Everything posted by Youmu

  1. This is why player 1 must try and fix the other 4 players' mindset. As long as even 1 person in the floor knows what they are doing you shouldn't be getting 2 hour floors. "Dragging them down" to what is considered the accepted style of gameplay? There is a reason dungeoneering clans only advocate rushes, because it is better in all cases. The only times where I did do what you mentioned would be before I found said clans, and times when I would do joke floors with my friends (the clear alls still took only 30-40min). It is because of people who think their way is best that is hurting dungeoneering as a whole. This isn't a matter of subjectivity, Erewhon. People get unhappy at ones who skill or clear non-gd's, and for good reason too. I know I sound fairly elitist but I'm only stating the truth. I don't get mad easily at said people but others could rage hard. And by the way, I still get under 30 minute dungeons keying for randoms :P
  2. Hmm, multiple characters in one account maybe? Say you got your main (one you use the most), then a pure, a skiller, a summ tank or something else. They would all fall under the same account and you can choose which one to play as. Obviously stats won't be shared but banks, achievements (completed quests/tasks) and such would. That way you wouldn't have to make a 2nd bank, or repeatedly doing quests, or whatnot. Jagex should still seriously change the Shield of Arrav and Heroes Quests... given the current state of the RS community it's hard to find someone that's trustworthy.
  3. Using a dungeoneering bot will get you what, 6k xp/h? You can't team either. But anyways, that's not the point of this thread. The point of this is to stray away from the lazy ways of dungeoneering that is hurting it as a whole (botting, leech flooring, non-rushing in general). Many people are striving so hard to keep the spirit of dungeoneering alive, and it seems like a fair amount simply don't care. Also Everto, last time I checked, frozen floors don't tick off warped. :P
  4. Tome of frost is just better for general non-combat use. Like, say if you're training with spell splashing or teleports, tome of frost + another elemental staff helps conserve money + inventory space (the amount is negligible, but still). Magical blastbox is definitely the better combat item though. Don't have a blastbox bound so can't say anything about fire blast. With good people I usually finish my larges in around 10-15 minutes, sometimes even less if we get lucky. However, it usually involves myself dying a lot, so xp gets decreased by quite a bit. Say, like 10k per large instead of the usual 20k or so. But it doesn't really matter anyway as I'm not very concerned with deaths at all. For general ranged use, shortbows are better xp/h. I'm aware of longbow sight's increasing speed ability as well, and it's pretty useful. And yes, the ferret hunter room can indeed be completed in f2p.
  5. It's Not A Super Effective Critical Hit!
  6. I would like to know as well, can't seem to find the function anywhere. (Though I would most likely never use it...)
  7. So that makes 3. You should totally rename your blog to include Greens/LTK in it.
  8. This is actually a very good idea and I would love to see this implemented. People will then start doing larges on the other themes :thumbsup: A lot of people? When 3/4ths of the people who visited this thread says they like to plow through dungeons rather than taking a longer time to finish, that is a pretty good representation of people wanting to do the "power" way. If you think that doing everything in a floor is your preferred method of play, then go with what you like. However, the problem is that when efficient players are teamed with inefficient players and the latter refuses to adjust their style, it is the efficient players that are getting hurt (as stated by an earlier post in the thread). Keep in mind that if people do make an effort, I would be happy with it because it shows they are willing to show initiative (something a lot of randomers lack). What do you mean "without any real interest in the wider game"? The dungeoneering metagame is already pretty damn wide, you should see some of the research projects DGS is involved with. If anything the metagaming view is much, much wider than the casualist view. I do consider for those that have different gameplay styles, but think of this as a movie production. Sometimes, you can't always get what you want. Either you make an effort to accommodate to the team, or you continue to not listen and drag everybody down. In my opinion that is worse than what you claim is "impatience". What we are aiming for are players who are willing to step out of their comfort zone and know how to rush floors, solo and team. They don't necessarily need to be good, because face it, who is born with natural talent? Practice makes perfect, and therefore some work is required to become good. @Gwasha: It was actually only made around half a year ago, but only lasted for a few days before dying...
  9. Did you merge Greens's blog yet?
  10. Stop leaving my blog in the dust :(
  11. When their dungeons take up to 2 hours long, you kind of wonder why they take 2 hours... and the reason is obvious, they do unnecessary things like cooking food, making armor, and clearing deadends. Randomers are just too damn scared/defensive to give a damn, and it's mainly because they are misinformed. When no one gives a [bleep] about deaths and just blaze through the dungeon like tomorrow, deaths become irrelevant. A 15-minute large, -20% mod with 6+ deaths (you don't get penalized anymore after that point) will always be better than a 2-hour large, +10% mod with 0 deaths. There's no denying it. Let's use some numbers: Assuming case A: 15min large, -20% mod, 6 deaths. Let's say this large you got 40k for it. Assuming case B: 2h large, +10% mod, 0 deaths. Let's say this large you got 110k for it. For case A, assuming you can complete 3-4 larges in an hour & with the same penalty scenarios, you would get 120k-160k xp/h. For case B, assuming the same +10% mod and 0 deaths, you would get 55k xp/h. I think it's pretty obvious what most people would go for. (Fun fact: If you 0-prestige case A, it would still be better xp/h than prestiged case B!)
  12. I just noticed some people are members+ and some people are simply members. WHAT DOES THIS MEAN@@@@@@@
  13. I too am one of those people that pay full attention to the game. I find that if I do other things I get too distracted to pay attention to RS.
  14. This is exactly the kind of mindset that randoms need to steer away from. Who cares if you die? It's not like its' the end of the world. I personally never eat in dungeons and don't give a [cabbage] even though I die like 7 times a large lol. Sure, you might want to pick up some food drops in case you're low health. But that doesn't mean going to the fullest extremes (making full sets of armor, cooking full inventory of morays + worldbearer). If you are going to do so make sure it doesn't slow the floor down. Most of the time it does, which is why it is frowned upon. Problem is how are we supposed to convince to the general masses that deaths are beneficial and not as bad as they seem?
  15. So it's been nearly a year and a half since the skill's release. All of the current dg clans that had a reputable title in some way (3bo, dg family, udg, no quitters, dgs) have all changed majorly, in fairly negative ways. Leech flooring encourages people to basically buy their way to whatever dg level they would like, and not learn anything in the process. The "teaching" mindset that was once present is now gone and dungeoneers are expected to meet requirements and perform to par before even allowing to visit. And yet, still, the random worlds of 117/148/7 are still largely the same as before. Even the main worlds where the dg clans are run are starting to deteriorate in quality, because of people from the random worlds wanting to join "pro" floors. Quality control is a big issue when running a clan on a non-official world. I feel that we need to all shift gears and put our focus back into that "teaching" mindset that we all had before. Those people that still cook food when you yell "gtgd"? Instead of getting all pissy and threatening to kick/ragequit, try and prove to those people that gtgd'ing is always the better choice. Yes, the experiences of dging with only people that we know are more enjoyable and go by much swifter. But someone has got to appeal to the clueless masses out there that are still getting hour-long dungeons. What can students learn without a good, patient teacher? Just to use an example, I knew how to pro dg because I was taught by a ranked member of dg family, who was willing to take the time to teach me the tips and tricks of pro dging. Without these kinds of people, how would you all pro dgers become what you are now? That is why I was willing to take my own step, start my own dg chat, and help out the masses still clueless in world 7. Dungeoneering will become a dead skill very soon, I fear...
  16. I can run you through the basics if you want, just join the chat or PM me (private always on) and I'll dungeoneer with you :thumbup: Before you're level 69 dungeoneering it is always best to use any experience items on dungeoneering, to be able to access all 35 floors. Also, get 35 runecrafting at the very least, and try to get to 54 as soon as you can.
  17. Howzat. Messed up gates an awful lot though. Could have been around 3 minutes faster tbh. 50 rooms in potential 64 squares, is this the smallest large lol?
  18. Also my first fully opened large: Messed up gating quite a lot. Was 50-roomer so had potential to be really fast, but alas.
  19. A li'l random conspiracy theory... Ever noticed that almost all staff members who know about/are involved with DGS/Grimy's site and/or the separation conflict, are now retired? :blink:

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