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Jabawoki13

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Everything posted by Jabawoki13

  1. 03/03/10 - What Constitutes the Change? (Developers Blog) Why have we made this change? We have often felt that the early levels of RuneScape are quite tough to understand and learn, and have been consistently working on improvements to the initial part of the game for the last two years or so. One of the things we realised from play-testing our game was that new players hit quite a lot of zeros while training combat, and zeros are boring. We wanted to give more excitement to the early parts of the game without making it easier. Equally, when a new player was hit by a monster, they only had 10 hitpoints to absorb that hit. The minimum damage we can do to that player is 1, which was 10% of their total hitpoints - a hit too big for someone learning the game. With this change, we can allow low-level player to take hits more appropriate for their level, and deal small amounts of damage instead of seeing so many zeros. Why change the name of the skill? The term 'hit points' is a term associated with typical pen-and-paper roleplaying games. Traditionally, its a mechanic that allows a player to track how many hits they can take before they die. When we realised that our hitpoints mechanic needed to be changed, we didnt want to confuse our players by using the same term to describe something else, so decided to remove the old term completely. Are there any other benefits to the change? We can start to use the skill itself in quests and skill updates. The problem we had with the skill being the same at the total hits a player could take was that we could never really affect the skill itself. This change allows us to add things like Constitution potions, which could increase your maximum life points but not actually heal you, or add a weapon that drains your opponents Constitution stat as well as doing damage to them. It really opens up lots of new design opportunities that were previously unavailable. If you have any ideas on how we can use the Constitution stat, please let us know on the Suggestions - Skill forums. Is this the new skill you were talking about? No! We are still working on the new skill; this is not it.
  2. 03-Mar-2010 - Improving Success when Smelting Iron (Free and Members) Previously, when smelting iron ore, there was only a 50/50 chance that it would result in an iron bar (the rest of the time it would just be lost). Now, that success rate has changed so that, at level 15 Smithing, you will succeed 50% of the time, and from level 45 Smithing onwards, you will succeed 80% of the time (gaining an extra 1% chance of success per Smithing level earned in between). Free players are more likely to have interest in this update, as members have access to rings of forging, a limited-use item that grants 100% success when smelting iron, but this change benefits everybody. Mod Hew RuneScape Content Developer
  3. Patch notes 3/3/10 The following small fixes and adjustments have now been made to the game. If you spot any further bugs in-game, please use the Bug Report feature ('Submit a Bug Report' under the 'Help' drop-down menu of the website). Graphical Fixed a problem throughout the game where animations on NPCs high in the air (such as aviansie) now appear to hit them correctly. Marius Giste's chathead now matches his actual head. Quests Fixed an NPC in the Restless Ghost quest who wasn't dealing any damage. Miscellaneous Removed a duplicate message when fighting/the Vyrewatch notice you. Ensured that some of the map locations in the Familiarisation area aren't blocked by shards. Corrected some inconsistencies in the Adventurers Log. You will no longer be attacked when viewing the crop circle on Mos Le'Harmless. Fixed a problem with the overload potion between logouts. Added the new implings to Quick Chat. When the RuneScape applet is not in focus, the flashing caret in the chat box is hidden. Using a cloth to clean dye off of abyssal whips is now consistent no matter which way around they are used.
  4. Mod Ash - QF code 15-16-298-60500114 There'll be a newspost along presently, after the game update countdown begins. Your life points will be based off your Constitution stat x10. So 99 Constitution will give you 990 life points. Food and damage are basically x10 up from what they were before. This isn't actually the big technical update that's taken all day to release. But I guess it's the bit of the update that you'll notice most when you're playing. ----------------------------------------------------------- Max hits are up x10 too. All damage and healing is, roughly speaking, up by x10. The point was actually to get more flexibility for adjusting things up a bit and down a bit, not to radically change the behaviour of the game. At the moment, so many of the combat calculations end up being rounded to the same number because hitpoints only went up to 99 (and much less for most players). I look forward to the newsposts coming out with full explanations of the day's updates ----------------------------------------------------------- So, I think your constitution lvl will stay the same as your hp lvl now, and every level you gain will give you 10 life points. Also, he says this isnt the technical update...this could be Shattered Heart, or something else...
  5. All food heals 10x more than before (sharks at 200 and shrimp at 30 for example) So, im guessing that the max constitution/life points lvl will be 990
  6. Looks quite interesting, i wonder what the further rewards are... Ive noticed theyre going to change Hitpoints to Constitution
  7. Woodcutting - 13th March 2009 Did 70-99 on yews/magics, made 20 mil gp, before the noob ivy came out. Since I got 99, almost 2x as many people have it now :sad:
  8. He changed his name i believe (i think hes 3rd)
  9. Ive killed 5000 goblins without one, ive killed lots of others that drop them and havent got one...its all random I wouldnt mind getting one though...just to unlock the final music track
  10. [hide] I also scoped out the tunnel used to get into west ardougne that is used in... Biohazard I believe? (maybe it was plague city?..) The results were both satisfying and interesitng. From what I can deduce, about a screen south-west of the biohazard tunnel is a cave with some type of squishy gloop in it. [hide=Ardougne West Sewers] From here you can see a whole lot. What's that, to the south-east?.. A cave with bubly slime! (I'm thinking there's a possibility that this is the earth altar). [/hide] Im not 100% sure, but I think the cave with the bubbly slime is the entrance to Underground Pass
  11. Brimhaven. Why I dont use any of the others Rimmington - Explorers ring tele Taverley - Falador tele, might change when I do summoning for bonus xp weekend Rellekka - Lyre Polliniveach - Slayer ring Yanille - Watcvhtower teleport inside Yanille
  12. I used smooth sc for a long time a while ago, they're quite good. They are on world 39
  13. If it works, Ill be planting trees/fruit trees the day before, then check the health on all of them to get about 2.7x xp Then I'll be using most of my charms to get quite a bit of Summoning xp, probably blues and crimsons first.
  14. Another developer blog. Hi! Im Mod Mark. Hopefully, you recognise my name from the forums or from my Clan Chat in-game (everybodys welcome), but if you dont, Im the Lead Designer and have worked with RuneScape for seven years. I wanted to take this opportunity to chat about something Ive often seen being discussed in game, especially recently: quest difficulty levels. One of the most challenging parts of designing content is deciding how difficult something should be. We try to ensure that we have a real mix of content on our release schedule, some of which we want to make hard to complete. Doing this isnt easy. If you want a quest to be challenging for a player with the minimum stats required for it, then it isnt going to be as big a challenge for players whose stats are much higher. But then, if the player has a higher level account than the quest was intended for, why shouldnt they breeze through it? They earned the stats, so they should be allowed to one-hit a boss if they really want. One option is to make puzzles that have nothing to do with an accounts stats. We do add those quite often, but in many different formats. Some might be more traditional, like a sliding tile puzzle, whereas others might be more complex like the one in Mournings Ends Part 2, where youre interpreting a 3D light puzzle across several floors. Of course, some people find these sorts of puzzles very easy, whereas others will quickly dive for the QuestHelp and spend their points on being given a solution. With our Grandmaster quests (GMQ), we want to challenge the avatar (the character you control on the screen) AND the player. This means using lots of the techniques described above, often combining them and removing the ability to brute force content. By that I mean making sure the challenge cant be bypassed with prayers or lots of cash. Were trying to give the player a different kind of experience than they are used to, and hope that the player has a real sense of achievement when they have completed it. The things that difficulty does NOT incorporate are length, storyline and game knowledge. I simply do not believe that a difficult quest has to be long or story heavy - far from it. Our first GMQ (While Guthix Sleeps) was quite long and plot heavy, whereas our more recent GMQ (Nomads Requiem) was quite short and plot light. Future GMQs will also vary wildly, with some being giant, behemoth-like, plot-waving extravaganzas and others being considerably smaller. Regarding game knowledge, both of these GMQ contained very different sorts of puzzles and challenges: one required lots of Quest Points, whereas the other required that you knew how to play a minigame and to plan well for a tough fight. These are very, very different prerequisites indeed, and we intend to continue to release a range of GMQs appealing to different types of players. They do share many traits too. For example, both quests feature monsters that modify attacks based on player combat strategy. Both quests offer access to new top-end gear, both cosmetic and practical. Both quests hugely penalise the player for not paying close attention to whats going on around them. As far as skill levels are concerned, we generally feel that all GMQs should contain multiple skills over level 70, with slight tweaks on that depending on if its what we consider a hard skill (like Slayer) or an easy skill (like Woodcutting). It also depends on what the top quest requirements are at the time of launch - for example, right now, we have some skills with a top quest requirement of 75 (like Ranged, Magic, etc), whereas others are only as high as 45 (Summoning). Therefore, if a quest needed a Summoning requirement, its more likely to be a 45+ Summoning requirement than a 75+ Summoning requirement. This means that, right now, GMQ level requirements are quite low, but they will continue to rise as we release higher and higher-levelled quests. One day, I would love to see a quest with multiple level 90+ skills, but we have to fill the gaps up to 90 first.
  15. I actually voted for Lunar Staff, as it was the only one I use often. I dont even see that many Dark Bows in game anyway, but I suppose it might be good for rangers
  16. Last Tuesday, we released a poll that asked you to decide on the item that Commander Connad would next offer to recolour, in the same manner as the abyssal whip. Today, that poll has finished and we are happy to announce that the dark bow has been chosen by you to receive different colour options! You can expect the dark bow recolouring options to be released in a future game update. If you would like more information about how you will be able to recolour the bow, and how you will be able to change it back, please visit the Barbarian Assault page of the Knowledge Base and read about how it is done with the abyssal whip.
  17. Hi There's some locations that are missing of the list. Sun, sand, freshly-picked fruit and pretty music. - This is Catherby, by the fruit tree patch. I spoke to a tree within sight of people going over a log. - This is the Tree Gnome Stronghold, by the agility course and spirit tree. With patch, castle, dock. - This is Etceteria In the ground beneath the garden where creatures burrow - The Mole's lair, under Falador Garden There might be some more though
  18. I did deaths in abyss, made quite a bit of money buying pure essence and selling the deaths. Im only 71 rc so i cant use the biggest pouch
  19. Thanks That Rune Wiki page looks quite useful for highest bonuses
  20. I voted for 'I don't attend TET Events'. Ive attended one or two, though, so Im not really sure what the points are and there were no other options lol
  21. Ok then, it looks like +56 is highest, thanks everyone for the help/advice.
  22. Hi Im just wondering what the highest possible prayer bonus is. I can get +45 with soul wars cape, falador shield 3, proselyte armour, holy symbol and explorers ring 3.
  23. I voted lunar staff...its the only item on there I use regularly I notice it is last at the moment...
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