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canadiansmurf

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Everything posted by canadiansmurf

  1. Is the magic secateurs yeild increase noticeable? The magic watering can sounds good, less bank space used. :thumbup: Too bad the new monsters drop so many gold charms, I'd rather have fewer better charm drops. Also the martin farmer quest portion seems like it would have made a good farming d&d.
  2. ^ This I agree. Also this new skill is f2p which has pushed lots of people to skip purchasing members. They have also angered and alienated many of their customers by doing 2x exp and other stupid updates that make 99s easier.
  3. I"m dungeoning on my pure with combat level 40. It only shows up on highscores for dungeon. Nothing else. I'm 28 rc so that might show up eventually if I level to 30 rc. The char is around rank 2.2k.
  4. It's true. Apparently killing dinosaurs makes you lose points = negative experience. Lots of players know this but I"m not quite sure how it started check rsof?
  5. Woah, that's epic. Expect a nerf tomorrow morning. That would suck... >.<' If it is intentional though, hell I'm gonna go get my thieving up there then haha Overall the quest and mini-quests afterward were quite fun. :) Nice to be able to "build" a guild. O_O I wonder if this is a prequel to building stuff for clans...! XD Naw maybe too far of a leap but you never know right? Then people would accuse them of copying other games. Everything good gets nerfed. When will people learn to not say out loud when the exp is good for something.
  6. Yep, I think salve eels were over 200 xp in thebeginning; Just another example of just how poorly integrated Dung is to the rest of the game. Many pages ago, training of the other skills was one of the cool points about Dung. HA FREAKING HA. The developers keep finding new ways to distance Dung from the rest of RS. I fully expect all the runes to be renamed in Dung 2.0, and for any skill you train in the hole other that Dung to give negative XP. /sarcasm To be fair, it's easy to see Jagex would like Dungeoneering to be easier if you HAVE the other skills, not to be the place to train the other skills. What they're likely doing is monitoring XP gain in all other skills while in the dungeon. If something pops up as leveling pretty high in a dungeon, they'll investigate and see if it's unbalanced. As time goes on, expect to see XP nerfed as players unintentionally reveal to Jagex the exploits. PS: I really like the Tier level for the fires. That's something Jagex should implement with firemaking skill in real Runescape. I'd cook on a Magic log if it reduced my shark burn rates at least 2 per load. At the moment spending time in the dungeon nets me negative experience and negative coins. The experience for most skills is so badly nerfed that it's a joke. There is no point in training rc at the dungeon it's nearly impossible. Even a new character will barely level now with how badly it's been nerfed. Runes should just directly be sold by the trader. Fishing was a nice little bonus as there is such limited stock the fish run out quickly and some maps don't even have fishing spots. I liked seeing that while I spent time in the dungeon (who willingly spends time in a dungeon anyhow?) I was at least compensating for the poor dungeon exp by levelling other skills a bit. And when the skill/minigame came out wasn't one of it's selling points that it will integrate skills AND allow new ways to level existing skills? Anyhow I just hate that basically I'm getting negative experience and negative coins while levelling dungeon. In the time I spent dungeoning I could have been earning gp and levelling other skills at a decent rate. Some of the dungeoning token rewards are interesting but at the moment I think their true cost is far too high. I don't see how it would have been difficult to implement a cash loot reward system after killing the bosses that is directly deposited to your bank. As it is most boss monster drops aren't that great. So many other skills earn you gp, this skill is such a neutral skill that almost loses you coins because of opportunity costs. This minigame/skill is so distant from the rest of rs it's like a self-contained bubble, complete with untradeable rewards.
  7. what? i get like 135 xp per salve eel 153 xp per blue crab and those 2 both fish at a rate comparable to fly fishing. at lower levels, yes the xp is horrible. but fishing tier 8+ fish is great xp Yes but did you fish today???? There's been a nerf! I don't know about members fish but f2p had a nerf today. Giant flatfish old exp 63 new NERFED exp 35 short-finned eels old exp 81 new nerfed exp :angry: 45 You can verify these old fishing exp values by double checking tip.it sucks they nerfed it. i was levelling fishing nicely.
  8. DId anyone else notice fishing exp is nerfed in the dungeon? :thumbdown:
  9. No support. Members were not abusing the f2p game. They were being smart. The f2p dungeons ARE easier. I agree that the 90 combat rule is clumsy it should have applied to anyhow with 75/80/90+ in magic range or melle stat's in f2p. Or which ever cut-off jagex chose as being higher level. This doesn't punish anyone. There are only a few items for sale to free to play. You can get those tokens and you don't have to train further unless you like the skill. Stop whining, you got a whole new skill (minigame). Jagex won't be changing this. For any skill that both members and f2p have it is much faster to train it in members. Dungeon batch 2 will probably be all members anyhow.
  10. I agree with you. It is a lot of recycled content. There are several little pieces of silver here and there that shine. I like the gatestone teleport. Why not make it a magic spell that we can set for anywhere in the RS map. I like the combined useful spell book why not have that unlock at level 99 magic. I like the ring. That type of ring would be useful for clan type events or just when people team a monster as well. +1 to the unlimited trade within the dungeon +1 to teaming with strangers who are actually reliable and thoughtful i've met some more people by doing this rs tends to be so unsociable this forces interaction plus now if there is someone i dont' like i just bail early on in the dungeon The graphics for the armour in the dungeons are nicely detailed and make the aboveground armour look worse in comparison. What actually would have been fun and innovative would have been to make all mini-games tie into a single minigames skill Why not? If I want to play castle wars I should be getting experience in the minigame skill. All tokens and drops like tokul could have been tied into this skill as a universal currency. All existing rewards and clothing for various minigames such as pest control, BA, soul wars and all others could have been rewards linked to collecting the universal token. That would be more fun then builiding a whole skill around what is essentially ONE miningame.
  11. It is content geared for F2P more it can't be that great. Now if they only surprise us with one more real new member skill this year it would be nice. :wall: It is a mini-game and it's pure marketing to call it a skill. It isn't a coincidence that mini-games were renamed activities. Hopefully the next skill in the year 1013 won't be a minigame so they can be forgiven. Personally I think they are just bored with creating Runescape. They should create a new game, oh wait they are. I sort of agree with Queltar. They are insulting RS players by tacking on a flimsy veneer of a skill to a minigame. But really who cares? If you like the new content use it, if not avoid it. There are a bunch of skills I never level. You won't like every piece of content. And jagex will never admit that this is a minigame even though it is.
  12. Technically that isn't that true. Some doors can't be accessed if your skill isn't high enough like 104 rc. :blink: But you can always finish the dungeon to reach the boss and complete the floor. Who cares if you miss a small percentage of bonus exp? I'm doing this skill on a new pure with no skills who has levelled a little bit along the way because of shared exp. However dung doesn't require skills it just requires you to combat melle or range. I can rc mind runes if needed for the final boss. I can cook fish I buy from the smuggler. That's about all the skill that is required and only if I am soloing a floor.
  13. Currently I'm on floor 26 level 53 on my dungeon pure character. I'm curious as to what happens once you unlock floor 35 at level 69? Do you just reset and keep replaying it? It will be so repetitive having the same puzzles and boss monsters and monsters to kill........................................................!
  14. I range in the dungeons and my main complaint is that there are NO safe spots for magers/rangers. There should have been some put in place but I've found maybe a handful of safe spots most dungeon rooms have 0 safe spots. This doesn't make all classes equal. If I'm eating I might as well be using melle. Mage is free to level at FOG. The rewards from that minigame are easier to obtain and can be sold to other players. There are also some good unique rewards for skilling such as rc gloves. There was even FOG mage robe rewards. The dungeon "skill" has great graphics for the armour too bad those weren't released as rewards. I like minigames and I like dungeon but I don't see myself levelling it past 75. I would be bored of it despite how good the rewards may be. Reset is already annoying me.
  15. It's ironic that the bone crusher probably won't be allowed into the dungeon where monsters drop bones. On an unrelated note what boss in f2p drops an air staff again? I got my pure to lvl 50 (I've mastered reset now) and want to bind the air staff.
  16. My f2p homeworld is already emptying out of dungeon players or they are all at floor 1. I prefer playing in a team and often end up playing with strangers depending on when I have a chance to play. Lately its taken long to get a team started though as fewer people are doing the dungeon skill. What is the non-official dungeon skill worlds? Does anyone know? It would be better to have a dungeon skill world so that games can be started faster. Also are there any good dungeon cc's?
  17. Money saves time... so that we can collect more little gold coins... to save more time? Or something like that. At least tokens will be tweaked.
  18. Only thing I can say is don't do 5 man teams, after about 3 man teams the bosses get ridiculous and just isn't worth doing. i thought you could stand between the boss and the dead bodies so it can't heal Try blocking that fatass from his lunch when he's hitting constant 300+ on you. If you are standing in front of the food the monster just rotates between attacking you and the other player. The monster can't eat. You don't have to move to attack him. If there were only one player it's impossible with two its difficult but possible. Easier with five of course.
  19. Yes because if it were timed then it would be a 100% mini-game.
  20. That's a good logical conclusion; however, if you agree that dungeoneering as it first came out had minimal exp rewards that were not enough to 'actively train' these skills then why is it necessary to lower these further? Dungeoneering is trained by exploring through dungeons and utilize your skills to survive. You need these skills in order to be successful, so some marginal compensation is due. 1/10 was adequate. 1/50 is not. I agree with ninane. 1/10 was perfect. Not too slow and definately not too fast. It seemed like it was generous exp at lower levels but at level 50 it isn't even fast at all. I can see elemental runes being nerfed to 1/50 however the combat runes like chaos+ should go back to 1/10 exp! Another problem is that you can only bind 125 runes or arrows at once to your account! What is the point of this? It's ridiculous. I can easily use 1k+ runes especially if it is a big map chosen. I want at least 1k-10k runes or arrows to be bindable.
  21. ty blade i will just wait til the weapons are redeemed by players who get that level... i just want to know if all those hours to level this skill is worth it considering you will be getting an untradeable item whose true cost is 100's of millions vs the time i would have spent doing profitable skills or activities... and then you have to pay to recharge some of these items on top of it... Okay infamous... I wrote this before the bug happened... check the time stamp... Of course that much rc exp isn't okay but that was a glitch that happened today. The original rc exp given yesterday was fine.
  22. With shilo gloves gem mining is still pretty fast... and there are pack yaks.... and those gem rocks dont' exactly give good gems consistently so many opals and jades I guess the coal bag is alright for superheating... but it doesn't use less coal exactly.... Infinite free water runes =/= Water staff lvl one gives infinite free water runes Not exactly the same but close enough jus sayin... And in the hours and hours it takes to even get these rewards the way the tokens are given out you could outright buy addy bars who cares about smelting them. You could even buy gems. You could even easily just buy water runes if you did other skills that actually earned gp... Why is it that pest control gives me gold but this skill / minigame doesn't even do that! I want some loot as profit.
  23. This is far too complicated. Why didn't jagex just simplify the skill? This prestige reset just seems like a way to keep the exp gained in the skill down. As it's not intuitive. My first guess would have been to not reset prestige. All of these complicated rules for a skill remind me of a... Mini-Game.
  24. I don't understand the new dungeon skill. I'm fine with levelling it like a mini-game like castle wars. There I don't get any profit either from playing. But this is a skill. I get some exp in dungeon per hour its not very much though. Some combat / mage / range xp depending on the style of fighting I pick. I didn't think the rc exp was overpowered but now it's so nerfed it's not worth it. I see that there are rewards that cost a lot of tokens, I'm sitting at about 1k tokens so there's a long way to go to get the items. But in terms of other skills profit per hour by the time I get enough tokens to get those new items their actual cost will be so high. My question is are the new item rewards worth their true cost in time and the fact that I gain 0 profit along the way obtaining the items?
  25. I actually like this skill. My goal is only to get level 30 in this skill though and currently I'm at level 7. I wish the drops gathered during the game such as coins remained with your char outside of the dungeon. Even pest control is more lucrative than this skill atm! Or at least continues on the next level of the dungeon picking stuff up like food every dungeon round is too boring. Actually starting it is confusing. It should be more clear. Also why is there a 2 minute cooldown after the final boss fight? There's an option to end dungeon but it doesn't seem to speed things up. There's small glitches like the trader sells hammers but not chisels.
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