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Generia

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Posts posted by Generia

  1. I have a passionate dislike for F2P Dungeoneering. I don't like it because of the (likely) parasetic relationship between Combaters and Skillers, or in my opinion, Leechers. I also dislike it because it's so repetitive and a few other bits of trivial stuff which botheres me. A lot.

     

    In my eyes, Dungeoneering has never been a success. How many people here actually train it because they like it? A minority. Sadly, most people train it because they want to get more in-game experience; when it comes to Dungeoneering, it's hardly about the fun. No one likes to be in a dungeon where you're faced with constant annoyances. Leechers, Mercenary Leaders, stupid Dungeoneerers and the oveall negative attitude you tend to receive from your party turns me away from the skill, and it probably frustrates others as well.

     

    In F2P, the most efficient team consists of two level 126s and three level 3s. Unfortunately, it also happens to be the same team set-up that no one really connects or improves their liking for Dungeoneering. Kill kill kill, run run run, pray pray pray, grind grind grind. That's it. Many lured by the call of the new skill. Many seduced by the "accomplishment". A hypnotic routine emerges, as if we depended on Dungeoneering. A skill no one really likes..

     

    Leechers get on my nerve. I hate them because they don't do anything and they gain the reward. When one does not take the time and effort to help and contribute something, one does not deserve anyone. By offering nothing in an environment that requires something, no matter how small or trivial it may seem, what happens destruction. It is the destruction of a skill with a cool concept, even the best of days and the fun that Dungeoneering should offer. I've nothing to say to these people, for they are so vile they deserve it. You offer nothing, you should get nothing. As Ike says, "[They] get no sympathy from me." They are the monsters of Daemonheim, and beware, for they are even worse than the horrific Runescape NPCs that await you..

     

    Combaters suffer due to these leechers because they have to duo the entire Dungeon with no help from the leechers. Who wants to duo a Large 5:5 Dungeon? It's not fun; it's hell. Honestly, I'm surprised there hasn't been a whole lot of ragequitting due to this. I would not pair up with someone who won't help me or offer anything.

     

    Hey. Back up. Why are they working with people they couldn't care less about? Oh yeah, the XP cap! How big is it? 10%? 20%? 25%? Sorry sir, it's 50%.

    ...

    WHAT THE F-@@@@

    Yeah 50%. So, Jagex. You force us to unwillingly pair up with "skillers" and get our XP. Smart, eh? A shout-out to all those F2Pers who have never been a member and have high combat. Isn't Jagex rewarding you nicely? You can look forward to 50% of the XP getting taken off. You're being punished for hard work. Good logic.

     

    Not many would actually Dungeoneer with skillers if there wasn't an XP Cap. If you think it assigns the skiller a purpose, I'll call you one who speaks ridiculous truths. Cause everyone wants leechers, amirite?

     

     

    I've quit the Dungeons. They suck.

    I don't have the intention to ever go in again.

     

    [/rant]

     

    (I'm sure those aren't all the points I can cover. Oh well.)

  2. Yeah. I'm a drama queen when it comes to GOP. Deal with it. :3

    50/50 has been targetted by many pro Goppers, and in all honesty, I don't know if it's really efficient.

     

    The best way to learn is to watch and to try stuff out. There are lots of pros in W61. Observe, my good friend. If you need some practice in an empty altar, try and get 3 friends who are willing to do private GOP Games with you. Much better than 50/50ers who probably won't let go of the orbs.

  3. I'm sorry, but I dislike 50/50 games with a burning passion. I hate it because it ruins the competitive gameplay that the game offers which I love, and it basically shows that the only thing you're playing GOP for are the rewards. People who 50/50 can just get off this thread, because they're corrupt. They're bent on rewards. They have no appreciation for the minigame. They just grind for what they want.

     

    Though you have reasons to undergo 50/50 games, I do not believe that they're reasonable. Just because you're lame at GOP does not mean you can try and improve. If you lag alot during GOP, deal with it. I play in Safe mode, 800x600 with everything turned off except for character shadows and I have an average FPS of 5 and usually a 2 tick delay. It took me a long time to understand how GOP works, and I am not a perfect player; just an enthusiast who happens to know a bit. Sorry, but because of my hatred towards 50/50, I will not be offering anyone help regarding it.

  4. Frankly, I couldn't care less about Dungeoneering. I dislike it as a skill. All I'm gonna do is get a Twisted bird skull necklace and perhaps an Arcane blast necklace, and then I'm outta there.

     

    I feel that there is a lack of thought with the cap, though. It made it possible for level 3 skillers to leech off hard-working Combaters while they "share" the rewards. Not cool.

    I think of it as a world where the Combaters are the ones who are doing all the hard labour and manual tasks while the skillers are just spoiling theirselves. This is the main reason why I am against Dungeoneering. To be honest, and I know this has been said many times before, it would have done better as a minigame.

     

    With the title of Skill, many people tend to grind it. You've seen this in Telmo's and No Excuses' recent activity. The rewards are useful, the token system makes it seem even more like a minigame, and the general concept was great. Had Dungeoneering been a minigame that was shared by F2Pers and P2Pers alike, and there was no need for all the "You need a X level of >99" or P2P doors or that 50% XP Cap which makes a (usually) parasetic relationship between Combaters and Skillers, I think that it would appeal to a wider audience.

     

    Hate it as a skill; love it as a minigame.

  5. @Sonic - Ya i c wat u did thar. i may chooz 2 put dem rewards. most ppl alreddy no wat 2 chooz. ¯\(°_o)/¯

     

    @Sy - Simply because there is no other place to put it.

     

    I named this "The GOP Academy" because I feel that this is what it was meant to be: A thread where one has the oppurtunity to learn from those who came before them, and to perhaps one day pass on the knowledge. There are no set rules or boundaries when it comes to GOP; therefore, I chose the topic title considering this fact. Everyone has their own style of playing. The way I see it, Guides give you little freedom. They possess the idea that this is the best and the only way you should do it (most of the time, never even bothering to say that you can do it another way) when that's far from the truth. There are many various ways to do anything, which is why I dislike naming my thread "Guide". The techniques mentioned are commonly used, but are useful. However, following these techniques do not always give you wtfbbqgrass scores like 65. Sometimes, it's luck. Sometimes, it's the freedom of taking these skills one step further. I don't wish to oppress creative GOP, nor do I want these techniques to be a standard (but they are already are, so meh.)

     

    @Impressionist - Thank you.

  6.  

    Warning: DO NOT call this a "Guide". Ever.

    This is not the only way to play GOP.

     

    Welcome to Orbscape

     

     

    Ah, the Great Orb Project. It's an intense Activity that constantly needs many elite Runecrafters throughout Runescape to keep it alive. Founded by the Wizards of the Runecrafting Guild, Vief, Acantha and Elriss, it has a simple to understand plotline and can lead to hours of fun gameplay.

     

    [spoiler=Before I Begin]

     

    There are multiple things I want everyone to be clear with before I start explaining in great detail.

     

    Terminology - I will be using a variety of words such as "angles" and "timing"; please familiarize yourself with them now.

     

    [spoiler=Terms]

     

    Angle - A specific location for you and the orb to be in and ertain techniques you perform to repel an orb in the outskirts of the altar to the altar successfully.

    Brk/Glitch - To abandon your team (usually done by destroying a wand) right when the game begins, starting the game but receiving no penalty).

    Co-Ord - To position 2 or morplayers on a side of the altar, collaborating to score orbs more efficiently.

    Fruit/Fruitcake - A bad GOP player

    Middle - The Middle of an altar (refer to Basic Positioning & Laws of Movement)

    Overflow - When your inventory is already full of essence, there are some dropped on the ground for you to pick up.

    Stacked - A team that is full (4-5/5 players) of professionals.

    Tap - To quickly click.

    Timer - The circular clock that shows how long before the game commences and how much time is left until the altar is done.

    Timing - The sense of knowing when to release an orb.

     

     

     

    Important Things - Things you should always be checking

     

    - Your Graphic Settings

    If you can, set it to a large screen, preferably larger than 800x600. This will help you when you find orbs. The larger the screen, the larger the orbs so that will also help you click. Turn most graphic settings off for it causes lag, but always keep character shadows on; this further helps you locate orbs.

     

    - Your weight/equipment

    Extra weight will wear you down. Don't wear more than necessary. Heavy platebody armour and stuff is not recommended, unless you are like me when I'm bored and play GOP with a challenge. (Maximum amount of stuff worn + 26 Bronze platebodies in one's inventory).

     

    - Run; turned on or off?

    Some techniques will require run off. Please have know whether it is on or off.

     

    - The Compass

    It didn't matter before, but now it does. Please know whether an orb is west or east of your character.

     

    - When you craft Ess

    Don't craft on Mind unless you need mind runes.. Craft your ess in Air, Water and Earth. Overflow essence should be saved for Body as it yields greater experience.

     

     

     

     

    To make this somewhat long thread a little more manageable, I've decided to stick in a Table of Contents.

     

     

    Table of Contents

    (Generally sorted by difficulty or how detailed things are)

     

    - 1 - General Info

    --- 1.1 - Requirements

    --- 1.2 - Basics

    ----- 1.2.1 - Introduction to the Runecrafting Guild

    ----- 1.2.2 - How to Play

    ----- 1.2.3 - Basic Positioning & Laws of Movement

     

    - 2 - Deeper Focus

    --- 2.1 - Techniques

    ----- 2.1.1 - Cornershot

    ----- 2.1.2 - Orb Altar Orb (OAO)

    ----- 2.1.3 - Orb Ground Orb (OGO)

    ----- 2.1.4 - Orb Stealer

    ----- 2.1.5 - Mini-rock Snatch

    ----- 2.1.6 - Backshot

    --- 2.2 - Timing

    ----- 2.2.1 - Attract wand

    ----- 2.2.2 - Repel wand

    --- 2.3 - Weird West

    ----- 2.3.1 - Orb Altar Orb (OAO)

    ----- 2.3.2 - Cornershot

    ----- 2.3.3 - Backshot

     

    - 3 - In-Depth Focus

    --- 3.1 - Breakdown of Altars

    ----- 3.1.1 - Air altar

    ------- 3.1.1.2 - Portal spawns

    ----- 3.1.2 - Mind altar

    ------- 3.1.2.1 - Angles

    ----- 3.1.3 - Water altar

    ----- 3.1.4 - Earth altar

    ------- 3.1.4.1 - Angles

    ----- 3.1.5 - Fire altar

    ------- 3.1.5.1 - Tree spawns

    ----- 3.1.6 - Body altar

    ------- 3.1.6.1 - Vein spawns

     

    - 4 - Closing notes

    --- 4.1 - 4tehluls

    --- 4.2 - Special thanks

     

     

     

     

    1 - General Info

     

    1.1 - Requirements

     

    - At least level 50 Runecrafting

     

    1.2 - The Basics

     

     

     

     

    1.2.1 - Introduction to the Runecrafting Guild

     

    First off, what is the Runecrafting Guild?

    Simply put, it's an establishment of trained Runecrafters, passionate in the Skill. It is set in an alternate dimension, exactly the same as the Temple you enter when entering Mysterious Ruins to Runecraft. To enter, you must find the Wizard's tower. From there, you should head up one floor and pass through the portal on the wall.

     

    There are three main characters you should know, and two other types of characters.

     

    1) Wizard Elriss

     

    9jp4cx.png

     

    Think of Elriss as the founder of the Guild. Wearing a pink/red uniform, she is often found walking around the Southern parts of the Guild, nearby the the glowing Entrance portal. She is the person who gives a general overview of the Guild and will exchange your Runecrafting Guild tokens for various rewards and prizes.

     

    2) Wizard Acantha

     

    4t3pc2.png

     

    Wizard Acantha is an elderly, veteran Runecrafter. She is found lounging in her magical wheelchair in the Northwest part of the Guild, and she is the person to go to if you're looking to join her team in the Great Orb Project activity. She will hand out the necessary gear that are green in colour.

     

    3) Wizard Vief

     

    308xoxz.png

     

    Vief is a spontaneous, young Runecrafter in his odd, yellow outfit. He is found in the Northeast part of the Guild and will happily assign you onto his team for the Great Orb Project activity. He will also give you necessary gear, only it is yellow in colour.

     

    Other Wizards

     

    2q24zd4.png

     

    They have a rather minor role, but they're helpful nonetheless. If you're looking for a speedy way of entering the Great Orb Project, simply join with them. They will assign you to one of the two teams, and their choice is based on the number of players in each team.

     

    - If the one team has more players than the other team, you will be assigned to the team with the lowest amount of people to balance it out.

    - If the number of people on both teams are equal, you will be assigned randomly.

     

    Wizard Korvak

     

    3038y2q.png

     

    He is an interesting character with an interesting past. He serves little purpose in the F2P Worlds, but it may be interesting to talk to him and have a good read.

     

    *Note: The paticipate in the Great Orb Project, you must not be wearing anything on the Head and Primary (right) Hand, as those slots must be used for the Runecrafter's Hat (for easy team identification) and your Wand (to manipulate the orbs).

     

     

    1.2.2 - How To Play

     

     

     

     

    Once assigned to your team, you will be given:

     

    - A Runecrafter's Hat

    mvqf69.png

    - The Attractor Wand

    33fbziv.png

    - The Repeller Wand

    2djcvo9.png

    - The Barrier Generator Wand

    5kq8o8.png

     

    The Hat and Attractor's wand will automatically be worn. You may not take off the hat, but you can switch between the Attractor and the Repeller Wand to hplay multiple roles. The Barrier Wand stays within the inventory.

     

    Your goal throughout the Activity is to get as many orbs of your colour back into the Altar as you can. You can help contribute to the cause in many ways:

     

    1) Use your Attractor/Repeller Wand to manipulate orbs into the Altar, or

    2) Use your Repeller and Barrier Wand to keep enemy orbs out of the Altar, or

    3) Help gather far-away/inconveniently placed orbs into a suitable location so that others can easily score.

     

     

    The Free to Play game consists of 6 Altars in this order

     

    1) Air Altar

    2) Mind Altar

    3) Water Altar

    4) Earth Altar

    5) Fire Altar

    6) Body Altar

     

    It's up to you to make the best out of those Altars.

     

     

    1.2.3 - Basic Positioning & Laws of Movement

     

     

     

     

    The very first idea you need to know is that the Orb will move itself, and its pathway will ALWAYS depend on your location and the orb's position. It is so frustrating to see people trying to make an orb go west if they're standing south of it.

     

     

    Player Position - Orb Position - Movement

    North - South - From N to S

    West - East - From W to E

    South - North - From S to N

    East - West - From E to W

    Northwest - Southeast - From NW to SE

    Northeast - Southwest - From NE to SW

    Southwest - Northeast - From SW to NE

    Southeast - Northwest - From SE to NW

     

     

    There are many common pathways that orbs follow because of how the game is coded and created. These are the most common pathways.

     

    1) Straight

     

    OrbMovement-Straight.png

    This shouldn't require much description.

     

    2) Diagonally

     

    OrbMovement-Diagonal.png

    Stand directly diagonal for this result, even an angle can cause what I call..

     

    3) The "L" or Knight's movement

     

    OrbMovement-L.png

    When you and the orb are positioned in an "L", commonly known as how a Knight will move in Chess, the orb will move in this L shape.

     

    Another thing you need to know is the basic location that you should be. There is 1 general place that you should be: The Middle.

     

    There are 4 Middles in an Altar, and they are the prime spots used for Attracting orbs.

     

    igb4gl.png

     

    Following the simple laws of orb movement, you can draw specific orbs in from this spot.

     

    The "corners" of the altar

    CornersofAltar.png

    can be used for more complex techniques that can save some valuable time. Remember, in GOP, every second counts!

     

     

     

    2 - Deeper Focus

     

    2.1 - Techniques

     

     

     

     

    There are various techniques that one may use to reel orbs in. These are among the many techniques people use!

    Be aware that the images used to help explain are quite large and may cause lag.

     

    [spoiler=2.1.1 - Cornershot]

     

    Techniques-Cornershot1.png

    If the orb is in the dark blue circle, stand at the light blue circle.

     

    Techniques-Cornershot2.png

    Quickly tap the orb once; it will come from the black circle to the blue circle, folllowing the path indicated.

    Then, you run from the lightest blue circle to the light blue circle in the fashion shown and attract it in

     

    The cornershot is a very interesting technique and can be used frequently. Please note that even if it isn't directly behind the pillar, it is still possible to use the technique to grab the orb! It can work in these spots

     

     

     

    [spoiler=2.1.2 - The Orb-Altar-Orb shot via Middle (OAO)]

     

    Techniques-OAO1.png

    When the orb is behind a pillar like so, quickly tap on the orb

     

    Techniques-OAO2.png

    Click on the altar!

    (An alternative is to click on the ground that you're standing on, it's is faster)

     

    Techniques-OAO-3.png

    Click on the orb again!

     

     

     

    [spoiler=2.1.3 - The Orb-Ground-Orb shot via Mini-rock (OGO)]

     

    Techniques-OGO1.png

    Position yourself here when the orb is here!

     

    Techniques-OGO3.png

    Click on the orb and quickly click on the ground below you!

     

    Techniques-OGO-4.png

    Attract the orb in!

     

    The OGO shot is very similar to the OAO shot, it's just for grabbing Orbs that may be out of your reach!

     

     

     

    [spoiler=2.1.4 - Orb Stealer]

    This is once again similar to the OAO shot and is very helpful if you're going alone or playing with a partner who reacts slowly.

     

    When the orb is over here

    Techniques-OrbSteal-1.png

     

    Walk here

    Techniques-OrbSteal-2.png

     

    Quickly tap the orb and then tap the ground

    Techniques-OrbSteal-3.png

     

    Attract it in

    Techniques-OGO-4.png

     

     

     

    [spoiler=2.1.5 - Mini-rock Snatch]

     

    Techniques-Mini-RockSnatch-1.png

    If the orb is positioned near the mini-rock (in the black shape), go here (black circle)

     

    Techniques-Mini-RockSnatch-2.png

    Quickly tap the orb

     

    Techniques-Mini-RockSnatch-3.png

    Follow up by running here after the orb has passed this spot and draw it in

     

     

     

    [spoiler=2.1.6 - Backshot]

    If the orb is in the pillars behind you, you can easily snag them!

     

    Position yourself here

    Techniques-Backshot.png

    Drag the orb in, and return to the middle.

     

    If the orb is too far away, reel it closer and then execute the same move.

     

     

     

     

     

    2.2 - Timing

     

     

     

    Within GOP, you'll notice people will stop manipulating an orb with a wand and after they release it, the orb will still move 2 spaces. This is a law that all orbs will follow, with the exception of orbs that are going into contact with obstacles at a certain angle.

     

    People use this 2 space movement to help speed up heir playing and to efficiently get more orbs. How does this help? Well, with those 2 spaces eliminated, you can carry onto another orb, thus making it more speedy. However, this is quite tricky for beginners, so do not fuss if you don't execute it perfectly.

     

    For more experienced Goppers, you can release orbs in between the tiles, saving yourselves MORE time. Do not attempt this if you are a beginner.

     

    Hotspots for Orb release

     

    2.2.1 - The Attractor

     

    1) General attracting

    When co-ording or solo-ing, the mini-rock can be utilized for timing.

    Let me show you.

     

    Assuming that you are facing the orb, if the orb is closer the side of your character, you can let go HERE

    Timing-Mini-Rock1.png

     

    If not, then let go here!

    Timing-Mini-Rock2.png

     

    2) Cornershot

    You let go of the orb here for the best results

    Timing-Cornershot.png

     

    3) OAO

    You let go of it here..

    Timing-Pillars1.png

     

    4) Backshot

    Let go here.

    Timing-Backshot.png

     

    2.2.2 -The Repeller

     

    1) The mini-rock

    A - If the orb does not bump into any obstacles (pillars, walls, etc.), then you can let go in these three spots:

    Timing-Repel1.png

    Always release the orb on the tile your orb makes contact with the mini-rock FIRST.

     

    B - If the orb does come in contact with an obstacle, release it either here or here

     

    Timing-Repel2.png

     

     

     

    2.3 - Weird West

     

     

     

    Ever since the RuneTek5 update for Runescape, GOP has forever been changed.

    Have you noticed that Ranged safespots are generally gone?

    Have you noticed it's not as simple to get stuck while folowing a person?

     

    The same thing has happened to the old GOP Angles and Symmetry.

     

    Orbs on the West side of your character will respond differently than orbs on the east side.

    Veteran GOPpers were forced to adapt to these new changes, and so were angles/techniques.

    Some have lived on, some are lost.

     

    The most notable differences are...

     

    [spoiler=2.3.1 - OAO Technique]

    Now instead of the old rule where you can attract orbs by staying in the middle, you now have to adjust if the orb is west.

     

    If you are SOUTH or NORTH of the altar, then you need to step in these spots and then perform the OAO technique

     

    OAO-WW-1.png

     

    OAO-WW-2.png

     

    If you are not in the North or South middle, it's much easier to run to East or West and then snag it from there.

     

    Another notable change is that You can now attract orbs from a greater distance. Let's compare and contrast East and West.

     

    East:

    OAO-WW-4.png

    Now, the orb can only be 1 sq away before you have to change your location.

     

    West:

    OAO-WW-3.png

    It is possible to attract an orb from 2 squares away! It saves some time and clicking. However, if the orb is directly beside the pillar, you cannot attract it.

     

     

     

    [spoiler=2.3.2 - Cornershot]

    Similar to the changes in the OAO, you can attract orbs from 1 square away to as long as you can reach. However, orbs directly beside the pillar are a no-no.

     

    West

    Cornershot-WW-1.png

     

    East

    Cornershot-WW-2.png

     

     

     

    [spoiler=2.3.3 - Backshot]

    West

    Yup, same rules apply here. If it's directly beside it, don't do it. Instead, move here.

    Backshot-WW-3.png

     

    If it isn't try to attract it from this spot.

    Backshot-WW-1.png

    Note: The green circle directly beside the pillar should be red, it was an accident.

     

    East

    Backshot-WW-2.png

     

    Backshot-WW-4.png

     

     

     

     

     

    3 - In-Depth Focus

     

    3.1 - Breakdown of Altars

     

     

     

    [spoiler=3.1.1 - Air Altar]

    The Air Altar is a vast and open Altar, and it's definitely the place to score orbs. It's the easiest place to practice the general gameplay in because of its simple structure.

     

    Primary Co-Ord Positioning: West & East

     

    Green orbs generally appear here in the beginning

    OrbSpawn-Air.png

     

    A good player can score 30+ orbs in this Altar.

     

    [spoiler=3.1.1.1 - Portal Spawns]

    [spoiler=Type 1]

    If it is directly behind the Portal..

     

    Air-Portal1.png

    Stand in the light blue circle with Run OFF, and then attract it in.

     

    It also works for orbs directly and diagonally behind it. Example:

     

    Air-Portal2.png

     

     

     

     

     

     

     

    [spoiler=3.1.2 - Mind Altar]

    This is an enclosed Altar, and be warned, it is large. You'll have to memorize some Angle shots for this one, and you'll need to use things to your advantage here. Every esecond wasted is costly!

     

    Primary Co-Ord Positioning" N/A

     

    Green orbs generally appear here in the beginning

    Reserved for an In-Game picture

     

    [spoiler=3.1.2.1 - Angle Shots]

     

    [spoiler=NW Angle]

    If the orb is in here

    Mind-Angles-NW1.png

     

    Attract it to this circle

    Mind-Angles-NW2.png

     

    Run here and repel, letting go at the green circle

    Mind-Angles-NW3.png

     

     

     

    [spoiler=NNE Angle]

    If the orb is here

    Mind-Angles-NNE1.png

     

    Attract it to this black circle

    Mind-Angles-NNE2.png

     

    Run here and repel the orb, letting go of it at the green circle

    Mind-Angles-NNE3.png

     

     

     

    [spoiler=NEE]

    If the orb is in this spot, tap it once wth your repel wand and it will follow the path shown

    Mind-Angles-NEE1.png

     

    Then, run to this circle and repel the orb, letting of of it at the green circle

    Mind-Angles-NEE2.png

     

     

     

    [spoiler=SW Angle]

    If the orb is in this black shape

    Mind-Angles-SW1.png

     

    Attract it to this black circle

    Mind-Angles-SW2.png

     

    Run here and repel it

    Mind-Angles-SW3-1.png

     

    Let go at the green circle

    Mind-Angles-SW4-1.png

     

     

     

    [spoiler=SE Angle]

     

    If the orbs are in this general area

    Mind-Angles-SE1.png

     

    Draw it here and repel it back in

    Mind-Angles-SE2.png

     

    Let go here

    Mind-Angles-SE3.png

     

     

     

     

     

     

     

     

    [spoiler=3.1.3 - Water Altar]

    This is a semi-large Altar that's open. You may have to get orbs very far away from the Altar.

     

    Primary Co-Ord Positioning: North & South

     

    Green orbs generally appear here in the beginning

    OrbSpawns-Water.png

     

     

     

     

    [spoiler=3.1.4 - Earth Altar]

    This is the largest and trickiest altar in the game because of the obstacles in your way and its sheer size. You have to learn some new Angle shots for this one.

     

    Primary Co-Ord Positioning: N/A

     

    Green orbs generally appear here in the beginning

    OrbSpawns-Earth.png

     

    [spoiler=3.1.4.1 - Angle Shots]

     

    [spoiler=NNW Angle]

    Attract the orb to the black circle

    Earth-Angles-NNW1.png

     

    Run to the black circle and tap the orb with your repel wand. It'll move in this order.

    Earth-Angles-NNW2.png

     

    Finish up by repelling it to the altar

    Earth-Angles-NNW3.png

     

     

     

    [spoiler=NWW Angle]

    If the orb is in the black area

    Earth-Angles-NWW1.png

     

    Attract it to the black circle

    Earth-Angles-NWW2.png

     

    Run to the somewhat larger circle, and now turn your run off. This is CRUICIAL because with run on, this angle will NOT work. Tap the orb with the repel wand.

    Earth-Angles-NWW3.png

     

    Walk to this spot and then repel it in.

     

     

     

     

    [spoiler=NNE Angle]

     

    When the orb is in this area..

    Earth-Angles-NNE2.png

     

    1 - Red Area

     

    Move to this white circle and attract the orb to the red circle

    Earth-Angles-NNE6.png

     

    Run to the new white circle; repel it in

    Earth-Angles-NNE7.png

     

    2 - Blue Area

     

    Go to the blue square. Attract the orb, it will move to the blue circle.

    Earth-Angles-NNE3.png

    Now, run to the white square and attract the orb again. It will move to the white circle.

     

    Finally, repel the orb in.

     

     

     

    [spoiler=NEE Angle]

     

    Yet another 2-method angle.

    Earth-Angles-NEE1.png

     

    1 - Blue Area

     

    Run to the white circle (or the spot under it) and attract the orb. It will move to the blue circle.

    Earth-Angles-NEE2.png

     

    Run to the white circle and repel the orb. It will move in this fashion and enter the altar.

    Earth-Angles-NEE3.png

     

    2 - Red Area

     

    Run to the whtie circle and attract it to the red circle (the black square works fine too).

    Earth-Angles-NEE5.png

     

    Run to the white circle and now turn your run OFF. I've circled it in a sexy pink circle so you'd notice it. Start repelling and you will notice that your character starts to move! Once it starts moving, IMMEDIATELY run to..

     

    ..the next white circle and then repel it in from here.

    Earth-Angles-NEE7.png

     

     

     

    [spoiler=SE Angle]

    If the orb is in this area..

    Earth-Angles-SE1.png

     

    There are two ways to tackle this monstrosity of an angle.

    Earth-Angles-SE2.png

     

    1- If the orb is in the black area, attract it to the black circle and then switch to your repel wand. Tap the orb once and then repel it in.

    Earth-Angles-SE3.png

     

    2 - If the orb is in the grey area, attract it to the grey circle and then switch to your repel wand, repelling it to the other grey circle.

    Earth-Angles-SE4.png

     

    Tap the orb once with your repel wand and then repel the orb to the green circle

    Earth-Angles-SE5.png

     

     

     

    [spoiler=SWW Angle]

    If the orb is in this area

    Earth-Angles-SWW1.png

     

    Attract the orb to the black circle

    Earth-Angles-SWW2.png

     

    Run here and repel it, letting go at the green circle

    Earth-Angles-SWW3.png

     

     

     

    [spoiler=SSW Angle]

    If the orb is here

    Earth-Angles-SSW1.png

     

    Attract it to here

    Earth-Angles-SSW2.png

     

    Run here and then repel it in

    Earth-Angles-SSW3.png

     

     

     

     

     

     

     

    [spoiler=3.1.5. - Fire Altar]

    This is similar to the Air altar, the only difference are the trees. Trees are obstacles you need to overcome and they require some new techniques.

     

    Primary Co-Ord Positioning: North & South

     

    Green orbs generally appear here in the beginning

    OrbSpawns-Fire.png

     

    [spoiler=3.1.5.1 - Tree Spawns]

     

    [spoiler=NEE]

    If the orb is here in this red circle

    Fire-Trees-NEE1.png

     

    There are two ways to do this

    Fire-Trees-NEE2.png

    If the orb is in the light blue circles, run to the light blue square and attract it. If not, then run to the dark blue square and attract it from there.

     

    Then, run to the small black circle and attract the orb closer

    Fire-Trees-NEE3.png

     

     

     

    [spoiler=NNE]

    If the orb is in the blue circle near the trees, run to the other blue circle and attract it in

    Fire-Trees-NNE1.png

     

     

     

    [spoiler=NW]

    If the orb is in the large blue circle, run to the smaller one

    Fire-Trees-NW1.png

     

    Attract it

    Fire-Trees-NW2.png

     

     

     

    [spoiler=SSW]

    If the orb is in the blue rectangle, move to the blue circle

    Fire-Trees-SSW1.png

     

    Attract it until it reaches the blue circle

    Fire-Trees-SSW2.png

     

     

     

    [spoiler=SWW]

    If the orb is in this blue circle, move to the blue square

    Fire-Trees-SWW1.png

     

    Tap the orb once and it'll move towards the green circle, available for easy reach

    Fire-Trees-SWW2.png

     

     

     

     

     

     

     

    [spoiler=3.1.6 - Body Altar]

    This is a fairly large Altar. There is elevation in the East and far West side, hindering your vision. There are also veins in the far west side, snaring orbs and requiring immediate attention.

     

    Primary Co-Ord Positioning: North & South or West & East

     

    Green orbs generally appear here in the beginning

    OrbSpawns-Body.png

     

    [spoiler=3.1.6.1 - Vein Spawns]

     

    [spoiler=NNNW]

    If the orbs are in this area, move to the black circle and attract them

    If it is in the grey circle, move to the other grey circle and attract it

    Body-Veins-NNWW1.png

     

    Move to the black circle and repel it. It will follow the grey path into the altar

    Body-Veins-NNNW3.png

     

     

     

    [spoiler=NNWW]

    If the orbs are in the black shape, move to the black circle and attract them until they reach the blue circle.

    Body-Veins-NNWW1.png

     

    Run to the black square and repel. It will follow the blue path.

    Body-Veins-NNWW2.png

     

     

     

    [spoiler=NWWW]

    If the orbs are in this black shape

    Body-Veins-NWWW1.png

     

    There are two ways to do this

    Body-Veins-NWWW2.png

    If it's in the black square, move to the black circle and attract it until it is at the green square.

    If it's in the blue square, move to the blue circle and attract it until it is at the green square.

     

    Then, just bring it to the altar by standing in the black circle and attracting it

    Body-Veins-NWWW3.png

     

     

     

    [spoiler=N]

    If the orb is in the blue circle, stand on the black circle and attract it.

    Body-Veins-N1.png

     

    It will follow this blue path

    Body-Veins-N2.png

     

     

     

    [spoiler=NE]

    If the orb is in this blue circle

    Body-Veins-NE1.png

     

    Move to this black circle and tap it once.

    Then, go back to the middle and then attract it in; the orb will follow this blue line

    Body-Veins-NE2.png

     

     

     

     

     

     

     

     

     

    4 - Closing notes

     

    [spoiler=4.1 - 4tehluls]

    4tehluls.png

    wat

     

     

     

    4.2 - Special Thanks

    to everyone who has ever supported the making of this thread.

     

     

    That's all. I know I'm missing some stuff. I may update it later.

    I will not include a section on Defending as it all relies on how well you absorb the information presented and use it.

     

    Those with the power to move it, consider moving it to the Help Forums.

  7. When I go Firemaking, I like to use a big, open space. Places such as Varrock West Bank (The one that is NORTH of the Bank, not SOUTH!) and Falador East Bank.

     

    I agree with the inventory spots, it is the best way to so.

     

    Another tip is to utilise your clicks well!

     

    When I train FM, I usually click on the Tinderbox first, and then on the logs.

    Then, I hover over to a nearby log, and click on the Tinderbox,

    Then, I click on the Tinderbox again and then hover to a log.

     

    That way, you can save yourself some tiresome mouse-dragging!

     

    I also prefer the 13-14 split.

    First off, you need to know if there is more open space WEST of you or EAST of you.

     

    If west, you FM like normal until you use up 13 logs. (A good trcker is to use the same inventory set-up as mentioned, and then FM in a left to right sequence until you reach the Tinderbox.

    Then, you go onto another line, and Backwards-FM the remainder of the logs.

     

    If East, then you go the opposite way - You Backwards-FM 13 logs and normally FM the remainder.

    This should take you back to the Bank without you having to run back! A great time-saver and generally gives out a lot more XP than doing the hole 27 line.

     

    Oh, I should mention - this works best in a wide place with FOUR EMPTY LINES you can FM in.

    A narrower line will not work effectively!

     

    Great guide with lots of expert tips! Congrats on a job well done. ^^

  8. Honestly, I think it's a little bit of both.

     

    Although you do make some valid points about some Mods, it's hard to say that about all Mods.

    They are all human if you have noticed, and they have a unique personality. While someone may have one type of personality, another may have another.

    It's hard to say that the vast community of Mods all act or respond in a certain way.

     

    From my own personal experience, the Mods I found were not boastful of their Mod Status, but rather kind hearted and generally good players. They did not brag in any way whatsoever (in my eyes) about the status, but rather took the time to help out players in need and offer answers to questions, which I find is a great personality from them.

     

    I also know a few close players who have declined the status itself when offered, and I realize that not everyone likes to do it.

     

    In my opinion, it's too hard to generalize them as one type of person who always behaves a certain way. People change, and are unique.

  9. Yes, I agree that the HP Buffer should be above 99, but along with that arises issues, main one being balancing it out - choosing an HP level that is not so ridiculously high that it is impossible to kill that player, but not too low so that it is deemed as another "useless update" from Jagex.

     

    I also wonder what willl happen if people get 120HP in F2P, take clan wars for example.

    Imagine killing a clan of 10 people who have maxed out Combat with 120HP, tricky eh?

     

    I think the situation might justify the use, but if you are to constantly have 120HP in some areas/times and 99 in another, wouldn't it be irritating and frustrating?

     

    The present Runescape presents many over-powered weapons and stat boosters, what I feel is another appropriate course of action is some more damage reducing armour.

    Balance it out, I mean! If people get damage boosting weapons, counter it with damage reducing armours, it only seems fair.

     

    Before I wander off too much, I'd like to say again that I do agree the buffer should be over 99.

    But problematic questions arrive as well.

     

    What level should be the maximum HP level be so that it will:

     

    - Still keep it fun

    - Balance it out well ?

     

    What about the situation it is used in? It certainly does change the way someone feels about it.

    P2P PvP and PvM activities seems to be the most popular situation the buffer will be presented in to see if it is useful.

    However, other situations must also be taken into consideration, such as the buffer in F2P, don't you think?

     

    Regarding the F2P matter, I see some new issues.

     

    Viewpoint 1: It should not be implemented in F2P - the outcome will be chaotic:

    PKing with over 110HP, Clan Wars with over 110HP, think about the consequences!

     

    Viewpoint 2: It should be implemented in all places, because of you work hard, you should logically earn a reward for it.

    It is also too weird to see your HP 99 in one place, yet 120 in another.

     

    Could there be another logical action to do that''ll also help?

    Countering Damage-boosting gear and High-Hitting weapons with Damage-lowering Armours and making the Defence skill not only appliable to Attack yet also Strength could massively help.

    Or, should they be used in a combination?

     

    I've dished out my thoughts and a few possible problems, it's up to you guys to think of what'll happen, and what willl be the best thing to do.

  10. In the F2P world, Firemaking is mainly pointless.

    After you can make fires without having to repetedly attempt to do so, you've done everything you could have in the skill.

     

    Firemaking has no purpose other than to create fires to cook food.

    Although useful in an emergency, who brings raw food, a tinderbox and logs to start a fire and cook food when they can already cook the food beforehand and be prepared?

     

    The only uses I see are

     

    A - For long-period use, for example, killing Lesser demons in Karamja.

     

    One would bring a hatchet, a tinderbox, a fishing tool, armour, weapons and food.

    They would:

    1) Kill as many Lesser demons as they can before food supply runs out

    2) Fish more fish in the Karamja fishing spots (preferably lobsters/swordfish/tuna)

    3)Create a fire, and cook the food

    4) Repeat

     

    B - Using a fire to supportively train the Cooking skill effectively near banks.

     

    In the P2P world, however, Firemaking does boast some other uses, such as

    - Questing

    - Minigames

    - Others.

     

    Unfortunately, in most situations, the average P2Per does not require the uses of Firemaking, however useful they may seem.

     

    To me, because Firemaking's many uses are not oftenly used and neglected as a "nooby" skill, it seems quite pointless.

  11. Personally, I find people who run or hide themselves from the Hutner in FoG annoying, but I feel that they are perfectly allowed to do so.

     

    To begin my reasoning, I'd like to say FoG is a minigame where the Hunter and the Hunted square off against each other, using any method they can to ensure their victory.

     

    With that being said, strategies are formed, methods are in place, and the world of FoG begins.

    Running and hiding are sometimes part or key strategies and complex methods to snag a win from your opponent. To say that it is "nooby" to run/hide, or to say runners/hiders are nothing but pathetic people who cannot win in a legit way proves your stupidity in this field.

     

    If you wanted a 1v1 fight that is just plain fighting, you would be better off in the Duel Arena.

  12. Oh wait, because we will have to buy membership to earn our rights!

     

    Actually, yes, that's exactly true. If you ask someone for $5, you just can't complain when they only have 4 to give you. They're still giving you something for free. You can't honestly say you can deserve something in a free game.

     

    Yes, they're giving us something for free - I cannot complain about that.

    However, I do feel that we should receive some way to enjoy some recognition for our hard work, P2P or F2P, should we not?

    I am not stating we absolutely must have Skillcapes, I'm just expressing why I feel that we should.

    A symbol of our dedication to continue working in RuneScape and to show our expertise in the skill is the complete purpose of the Skillcape. If we have to pay for recognition... what's the point?

     

    Also, you use an example of me asking for something and they are giving it short - that's not the case I had in my mind.

     

    Jagex offers a game, we take what they have - all I do is ask for a little extra special for F2Pers to show people "Hey, I worked hard on this and I feel proud!" for our hard work.

  13. In my opinion, the F2P community deserves them.

     

    If they work hard in a skill and accomplish it in F2P, quite an outstanding achievement, considering that they have to work with Xp/Hour rates that are less than it is in P2P.

    Following that statement, I am not saying that the level of determination and persistence is devalued or different (although in some cases, it is true) - just the statistics.

     

    Take Prayer for example.

     

    - F2P community:

     

    Common methods:

    Burying big bones, burying regular bones

     

    Statistics:

    Big bones: 15 xp each

    Regular bones: 4.5 xp each

     

    Price:

    Big bones: Approximately 550 and rising

    Regular bones: Approximately 140 and rising

     

    Xp/Hour Rate:

     

    Assumed Bury Rate: 1K Bones per hour:

    - Big Bones: 15K Xp per hour - 550K loss

    - Regular bones: 4.5K Xp per hour - 140K loss

     

    - P2P Community

     

    Common methods:

    Dragon bones on Gilded Altar with burners lit

     

    Statistics:

    Dragon bones: 252 Xp on a Gilded Altar with burners lit

     

    Price:

    Dragon bones: Approximately 4.7K and rising

     

    Xp/Hour Rate:

     

    Assumed offering rate: 830 per hour

    Dragon bones on Gilded Altar with burners lit, accompanied by a Spirit Terrorbird: 210K Xp per Hour - 3.9M loss (excluding BoB)

    Dragon bones on Gilded Altar with burners lit, accompanied by a War Tortoise: 260K Xp per Hour - 3.9M loss (Excluding BoB)

    Dragon bones on Gilded Altar with burners lit, accompanied by a Pack Yak: 300K Xp per Hour - 3.9M loss (Excluding BoB)

     

    Comparision:

     

    Maximum Rates:

     

    F2P ------- P2P

    XP: 15K/H 300K/H

    Price: 550K/H 3.9M/H

     

    Equivilancy:

    15K (x20) 300K

    550K (x20) 11M/H

     

    As you can see, P2P gains a big advantage, statistically.

    This discourages activity in F2P and makes life a tad bit harder.

     

    If you stick with Prayer in F2P all the way, you deserve the recognition for your hard, outstanding work.

     

    As well as being statistically harder, there is also a lack of variety in the skill alone and other hardships to endure.

    By going through 1-99 in F2P, you show dedication. Lots of it, to be honest, and I believe that you deserve a SkillCape, or at least some way to be recognized for your hard work.

     

    Although, I doubt anyone here will agree because you guys will say,

    Buy membership!

     

    However, I feel that is just using money to buy your way through, and I dislike that.

    Why not give the F2P community a way to shine?

     

    Oh wait, because we will have to buy membership to earn our rights!

    I think the far better solution to this one is to make f2p prayer training somewhat faster and easier.

    Either more exp per bone or many more monster that drop big bones in f2p ( preferable higher level than ice giants ).

     

    Because honestly, training prayer in f2p in absolutely freaking insane.

     

    ( On a similar note, all runecrafting exp values should be doubled.)

     

    Although training Prayer in F2P is very hard indeed, I was just using it as a comparison between the F2P way of training and the P2P.

    It supports the point I try to make, so I used it. Didn't mean to point out any problems with the game.

  14. ( On a similar note, all runecrafting exp values should be doubled.)

     

    I think that RCing is fine as it is. At higher levels, it is a potential gold mine waiting to burst. At least make it difficult to get there. Besides, runecrafting in GOP

    gives double exp, as do RCing gloves.

     

    I too feel that Runecrafting training is perfectly okay at the moment, no need to boost it up. Other skills on the other hand... o_O

    I'd also like to say that although double exp are great, the conditions as of which they are granted are not so favourable.

     

    In Gop, you play for approximately 2 minutes before the load of essence. This greatly makes the double exp seem less worthwhile, also it is very helpful if you play Gop just for the fun of the game.

     

    With RC Gloves, the time taken to earn them must also be considered, quite a few minutes of gameplay, even if you are a pro.

    With that out of the way, I think it's safe to conclude however handy double exp is, the conditions make it less worth your time.

  15. In my opinion, the F2P community deserves them.

     

    If they work hard in a skill and accomplish it in F2P, quite an outstanding achievement, considering that they have to work with Xp/Hour rates that are less than it is in P2P.

    Following that statement, I am not saying that the level of determination and persistence is devalued or different (although in some cases, it is true) - just the statistics.

     

    Take Prayer for example.

     

    - F2P community:

     

    Common methods:

    Burying big bones, burying regular bones

     

    Statistics:

    Big bones: 15 xp each

    Regular bones: 4.5 xp each

     

    Price:

    Big bones: Approximately 550 and rising

    Regular bones: Approximately 140 and rising

     

    Xp/Hour Rate:

     

    Assumed Bury Rate: 1K Bones per hour:

    - Big Bones: 15K Xp per hour - 550K loss

    - Regular bones: 4.5K Xp per hour - 140K loss

     

    - P2P Community

     

    Common methods:

    Dragon bones on Gilded Altar with burners lit

     

    Statistics:

    Dragon bones: 252 Xp on a Gilded Altar with burners lit

     

    Price:

    Dragon bones: Approximately 4.7K and rising

     

    Xp/Hour Rate:

     

    Assumed offering rate: 830 per hour

    Dragon bones on Gilded Altar with burners lit, accompanied by a Spirit Terrorbird: 210K Xp per Hour - 3.9M loss (excluding BoB)

    Dragon bones on Gilded Altar with burners lit, accompanied by a War Tortoise: 260K Xp per Hour - 3.9M loss (Excluding BoB)

    Dragon bones on Gilded Altar with burners lit, accompanied by a Pack Yak: 300K Xp per Hour - 3.9M loss (Excluding BoB)

     

    Comparision:

     

    Maximum Rates:

     

    F2P ------- P2P

    XP: 15K/H 300K/H

    Price: 550K/H 3.9M/H

     

    Equivilancy:

    15K (x20) 300K

    550K (x20) 11M/H

     

    As you can see, P2P gains a big advantage, statistically.

    This discourages activity in F2P and makes life a tad bit harder.

     

    If you stick with Prayer in F2P all the way, you deserve the recognition for your hard, outstanding work.

     

    As well as being statistically harder, there is also a lack of variety in the skill alone and other hardships to endure.

    By going through 1-99 in F2P, you show dedication. Lots of it, to be honest, and I believe that you deserve a SkillCape, or at least some way to be recognized for your hard work.

     

    Although, I doubt anyone here will agree because you guys will say,

    Buy membership!

     

    However, I feel that is just using money to buy your way through, and I dislike that.

    Why not give the F2P community a way to shine?

     

    Oh wait, because we will have to buy membership to earn our rights!

  16. I can tell you put a lot of time and effort into this, Sees.

    I love the idea of a new spellbook for F2P. Sometimes, the standard one isn't enough, and we need something extra for those who deserved it.

    This is a nice, original way to get some people to enjoy a few minigames and explore the realm. Amazing quest plot too, I've read it and loved it ^^.

     

    I've also noticed that F2P Magic hits badly.

    Through personal experience, I find that I would be lucky to even hit 11 with Fire Blast, so for those who complain about it being overpowered, think again.

     

    I'd just like to say that I cannot find this on the RSOF - I've searched up Sees All1, I've searched "Contemporary Spellbook" in the Search Threads and put in the QFC but I'm still unable to locate it. Halp plawks?

     

    Total support.

  17. A few things I think F2P would really appreciate.

     

    1) More Bank space - 68 spots, really? It might enough for the average Free-to-Player, but for myself and many others, it just doesn't cut it.

     

    2) More Quests - Although the selection of Quests to do in F2P is quite fine already, an occasional Quest for us would be appreciated. Those who have done every Quest in F2P see it as something that will never be updated.

     

    3) More Bones - The only bones we have are:

    - Bones

    - Burnt Bones

    - Monkey Bones

    - Big Bones

     

    More variety couldn't hurt, could it?

     

    4) 3 GE Slots

     

    In total, there are 6 Grand Exchange slots for us to put offers in. I think that it's only fair that we have 3 out of 6. I mean, it's only half of what P2P get and anyways, you guys still have lots of things to do that are not possible in the F2P world.

     

    5) Respect

     

    This is a big one. Today, I see many P2Pers addressing F2Pers as if they were lower, second-class and as if they were superior to us.

    I know it totally depends, but I hate to see P2Pers think of us as if we were animals with no common sense. I know not all of you do this, and it's stereotypical, but it is very common, you have to admit it.

    Why can't you respect the F2P community?

  18. STDracula, the mind altar was skipped due to the fact that people glitched it so that they could replay the Air Altar with more orbs to their advantage. However, I think you already know the basics of this bug.

     

    ---

     

    To be honest, I agere with what Sees has said. This isn't a special stage; this is a ridiculous bug being abused (This Is Haxorscape!)

    This wasn't intended to be part of the game, and abusing it only makes the situation a lot worse.

    And sure, you can score massive orbs in Gop and claim the record of the most orbs scored, but at what price?

     

    You take out afascinating altar from the gameplay, you increase the chance of getting innocent people booted (which may also lead to unwanted flaming and hurt feelings), and you abuse a bug.

    By doing this, you also encourage others to try it for themselves, and may lead to a chain-reaction and the 6-orb glitch might take over Gop.

     

    This bug was never meant to be performed nor added into Gop, and the people who abuse it receive very little respect from me nowadays.

    I just hope that someone at Jagex will actually notice the multiple bug reports that Gopers have sent them, because it is ruining Gop.

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