Everything posted by BeNiceOk
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27-Oct.-2010 Emergent Gameplay letter
Another thing you need to consider is role playing IS emergent game play. POH were not particularly designed for any of the content they described, so while making a hotel out of your house is role-playing, it is emergent game play too. Jagex endorses emergent gameplay that DOES NOT give player advantages. Only the emergent gameplay that gives advantages, are things Jagex consider to remove. This is why they endorse making a hotel out of a POH, and remove gameplay such as using house options to keep an overload boosted for 10+ minutes. EDIT: Also there is much to much hate going on though this thread. I am one of those players who enjoy's role playing and the type of emergent game play described in the article. If you think it's fair to flame people who do this type of activity, then it would be perfectly fine for me to do the same to activities you like. We should just remove boss hunting and PvP all together, nobody kills them anyways?
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Post all RS Screenshots, Videos, and Sounds here!
Finally finished my Main Dungeon goal (CLS), which I've been working on now for 2 months, but... .. I was surprised to get an extra reward on my last floor. (the hood). Doesn't get much better than that.
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Clicking for Mining
Do you mean you click multiple times on the same rock? Remember, every time you click a rock it resets any mining progress you have done before you clicked. If you mass click 5 times in a row, only the 5th click would start the mining process (unless you were lucky enough to get a "instant mine" on the previous 4 clicks). So make sure you only click on a rock once, or you could slow down your mining speed enough to lose against another player.
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Ring of Vigour; worth it?
Ya, its a 10% discount of the special attack you are using. Example: (DDS) 25% is reduced 10% to 22.5% (Claws) 50% is reduced 10% to 45%. (Excal) 100% is reduced 10% to 90% ect.. The only *Major uses* for the ring would be: 1) Slayer where you use recover specials and special attacks often 2) Claws into K-sword specs 3) D Scim special into Claws / (2) DDS Spec. 4) Getting a 3'rd special out of a SWH, (and 3 additional per spec transfer)
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Corp questions
An interesting characteristic about the corp room is, if you dismiss your familiar, items dropped from your familiar stay on the ground for the same time that your gravestone would. I am not sure if this is really a bug, but it has been this way since his release. Because of this you can bring a BoB, and kill it at the start of your round. The food will stay there for up to 6 minutes, in which you can summon another BoB after he dies to refill the food and re-drop it. Doing this can easily give your team an extra 2-3 kills per trip.
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Korasi: Cheap alternative to ZS -AND- SS?
Judging by your post, I'm guessing you didn't know already, but any item that is not a spear or hally gets 50% damage reduction on corp, regardless of a stab option. As for everything else though, you are correct that it is a very good substitute, if not better, for any stab weapon (aside from chaotic)
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Korasi's Sword: is it Balanced?
Tormented Demons; Yes. PvP; Apparently not. Wait wtf... seriously?? someone want to verify this? I've tested it tons of times, and I cant say 100% proof, but I am fairly certain its a 50-150% of your max hit regardless of anything (aside from TD's). Meaning in single combat you always hit 50%-150% of your max, regardless of Prayer, SOL, Ely, Divine, Dung Shields, Ect.. I don't have a Ely/Divine to test it personally, but I would assume if prayer doesn't effect the mechanic of the special , nothing else would either. EDIT: @Ancient RE: Safe PvP Keep in mind the special is different in multi than it is in single combat. Most Safe PvP areas are multi-combat and thus the special does not hit though prayer, or have damage bonuses. In multi its just a normal hit, that hits 2 additional targets for 50% and 25%.
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Korasi's Sword: is it Balanced?
@Not_Trolling Ignoring accuracy; remember that Dragon claws, while still powerful, fall victim to the back-luck of the dice roll system. K-sword always hits 50-150% of your maximum hit, so while you do get a dice roll, you cant roll below 50% of your standard max. Obviously Dragon Claws alone are more powerful because they can do two specials in a row. If claws suddenly were raised to above 50% special usage, or K-sword changed to 50%, K-sword would replace them completely. As for overpowered, I believe the 60% usage keeps the weapon in check. If at any point you can 2x a K-sword it would be overpowered. However, it doesn't look like that will ever happen. A nice note about the K-sword is, as your max hit gets higher, so does the specials power. 2-3 years from now, it could quite possibly be the strongest special weapon in the game, depending on how they re-balance the combat triangle.
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Combat triangle discussion
Melee is often seen as the "superior" skill due to the fact it is easy to train, cheap, and high damage potential. Because of this it is often favored with quests and other rewards, but I can understand why it is. Range is my personal favorite, although I feel range is often lacking in areas of variety, that other skills pick up on. If you range, you use a Bow & Arrows or a Crossbow. Items like Jav's or throwing axes could have much more potential than Jagex gives them. One example I often used is that Jav's could have the ranged strength equal to bolts, but less accuracy. This would give a cheaper method of ranging low defense monsters with loss costly items but the same DPS. Magic is quite powerful, and sometimes to powerful/weak in certain circumstances. Magic should be super powerful against melee only, and not range. The combination of dragonhide, ability to cast magic using a different class of weapon, and mismic spells mess up this balance preventing magic from ever being a solid combat on its own. It will either be to powerful or not powerful enough. If I were head of Jagex, the things I would change with magic are: 1) Dragonhide swaps melee defense stats with Mystic armor. 2) Mages MUST wear a staff to cast magic. (You cant range without a bow?). 3) Miasmic spells will reduce melee speed 100% of the time and not effect range. 4) Magic spells will become less accuate vs ranged armor. 5) Magic staves lose all their melee bonues, and gain magic accuracy bonuses. 6) All holding spells would be increased by +10 seconds. 7) Range of magic hit area is reduced to that of a shortbow on longrange. 9) All magic potions now boost up to +1% damage per level, (boosting up to level 120). 10) Negative magic levels also decrease your damage by 1% per level, (1/99 magic would be a 98% damage reduction) See #11. 11) Magic spells are dependant of your base level, not current level. Once you reach 94 magic you can always cast ice barrage. 1/99 magic will simply make ice barrage hit 98% less. 12) Combat Spells must be manually "assigned" to a staff, and all combat spells are removed from the spellbooks. You simply have to equip a staff and it will start using the spell you assigned to it. If you want to use two or more spells, you can carry more staves. This is no different than a meleer wanting to use a 2nd weapon for special attacks.
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Post all RS Screenshots, Videos, and Sounds here!
After doing a long stretch of dung, I decided to take a short break and do some normal bosses. I had forgotten how fun DK's were on task, especially with 2 people on task :P
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Korasi's Sword: is it Balanced?
What does it mean to be a melee-based magic attack if it's not affected by attack or defense? :-s Even though it has 100% accuracy, the game still counts it as a "combat type". In this case, the weapon is a magic-based melee attack (sorry I had a typo on that earlier) due to the fact it makes TD's protect from magic. If it wasn't set to a particular combat style, it would not alter the TD's prayer change at all. TD's are pretty much the only way to accurately identify the combat type of an item. So how do you know it's magic-based melee and not a straight-up magic attack? Depends on how you define the two. I don't think there's a big distinction in this case because defense plays no role. It's odd because it uses strength to calculate damage, and needs to be used within one square of your opponent. Everything else is magic. Ya. If you wanted to get technical, its really a magic attack with melee constraints and damage calculated on melee stats. But at that point, its much easier to just call it a magic-based melee attack since it hits like a melee attack with the damage of magic. Either way, like ancient said, it ignores defense. The only place the attack style matters is TD's, so it doesn't really matter too much what it is in PVP. Playing with it more at house party dungeons, it really is an excellent KO weapon for players running away. I think that might be what Jagex had in mind when they designed it.
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Korasi's Sword: is it Balanced?
What does it mean to be a melee-based magic attack if it's not affected by attack or defense? :-s Even though it has 100% accuracy, the game still counts it as a "combat type". In this case, the weapon is a magic-based melee attack (sorry I had a typo on that earlier) due to the fact it makes TD's protect from magic. If it wasn't set to a particular combat style, it would not alter the TD's prayer change at all. TD's are pretty much the only way to accurately identify the combat type of an item.
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Korasi's Sword: is it Balanced?
After doing some more extensive tests on it, I have come to the conclusion the special is broken into two parts with different attributes for each: Special 1) Single Combat - Special is 100% accurate. - Special counts as a magic attack. (Magic based melee) - ALWAYS hits 50% to 150% of your MAX HIT. - No protection prayers reduce this hit. (Except TD's praying magic, due to their ability to block damage regardless of accuracy) Special 2) Multi-Combat - Special is 100% accurate. - Special counts as a magic attack. (Magic based melee) - Special hits up to 3 targets, if any are in range. - No damage multiplier is applied to the first hit, only 50% and 25% of the damage for the 2nd and 3rd hits respectively. As you can see, this weapon is much more powerful in single combat, than it is in multi-combat. This explains why it hits so horrible on bosses; such as TD's, since most bosses are in multi-combat and this give the sword no damage multiplier. This also explains why it always appears to hit so well on monsters/players in a single combat setting every hit. It is worth noting that using potions and final turmoil boosts in single combat will greatly increase you chance of hitting higher, since the sword is a % of your max hit and not just the range of what your dice roll could hit up to with normal hits. (Eg, Potions/Full turmoil will increase your minimum possible hit)
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Godswords- Outdated?
I do not have a ring so I cannot confirm how it works. However, I was under the impression the ring worked as a "give back" special rather than reduce the amount to start the special. For example: Using dragon claws with the ring requires 50% special energy, but gives back 10% of the power used once the special activates. Thus K-sword would still need 60% to start, but only use up 54%. That would mean that you can't do a Claw spec into a K-sword spec, even though the power used between both is less than 100%. Please correct me if I'm wrong because I'm not sure on this answer.
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Godswords- Outdated?
Its also nice for monsters with insanely high defense, as it hits 50%-150% of your max hit, if turm, ovls, slayer, etc... this is a guarenteed 286-860, with spec restores, you get it twice in a row, which may help the tiniest bit... Also, if your opponent doesnt have cureses, you can use leach special, and be able to spec again within the next 10-20 seconds? I don't think it's 50-150% of your max, as I've hit 50 and lower with the spec, but also 529. You just get a 50-150% bonus on a normal hit. There is two different special attacks, one for Multi Combat areas, and one for Single Combat areas. 50%-150% only applies to single. I've been doing quite a bit of testing on the special. I think I have most of the way it works figured out now. - The special is a 100% magic attack. It makes TD's switch to magic protection prayer and gives magic xp when used. - The special ignores defense and accuracy and simply rolls a hit. The accuracy does not effect your strength on the weapon, so you can still hit low hits. The sword then multiplies your damage roll by 50% to 150%. - The special is blocked/reduced by protect from magic. This means if your opponent is protecting melee, you will hit your FULL amount against them. Protect melee does not reduce the specials damage by 30%, since it is not a melee hit. The sword is good, but has a niche itself. It is most useful for people running away with protect melee activated, as you will hit right though it. Godswords are semi-useless now only because the high accuracy bonus they have isn't needed right now. Once we get another boss (which is way overdue) that requires extremely high accuracy, the godswords will be needed once again.
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1st October, 2010: Behind the Scenes - October
I'm not sure I follow you. The fact that there are an enormous excess of low level quests means that, rather than making higher level quests, we need instead to make low level quests that require other low level quests? What I mean is that there are so many low-level quests that players who haven't already done them shouldn't need a lot of new quests; thus, quests should be targeted at players who have already done lots of quests. And I believe those players are most interested in finishing off incomplete storylines with quests like Ritual of the Mahjarrat and tying up loose ends with quests like Glorious Memories. Sure, I absolutely agree. I also think that when wrapping up storylines, there's a fanastic opportunity to also offer an incentive to get some levels up. Wrapping up storylines needs to be an exercise in pushing the max skills required for quests, as quests that require quests are aimed at people who are less new. It'll be really sad if something like Ritual of the Mahjarrat comes out and there's only requirements in the low 80s because Jagex is afraid to make a truly difficult quest. It's not something you should be able to play after a few months, and 80 is less than 1/4 of the way to 99 in any given skill. If you don't want your skills that high, there's 309 quest points currently catering to your level group and more doubtlessly on the way-- have at it. This game is dynamic and is always changing. Something will always be higher/better than something else, eventually. Just because quests have the highest title now of "Grandmaster" does not mean Grandmaster IS and will always be the highest quest title. Heck, in 5 years "Grandmaster" could just be a middle level title of quests. That being said, also remember plot lines are the same way. I wouldn't see much of a problem with the Ritual quest having high 70's or low 80's, because in the long run, it may not be a difficult or challenging quest compared to quests in the future. The Ritual might be like cook's assistant to a Dragon-kin storyline that could branch off it a few years from now. Point is, it WILL happen, but Jagex is not going to rush into this. Use the 400k rule. If 400k or more people have that level, it might be a requirement.
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The Wilderness
Disable your game radar in the wilderness (the same way it is disabled at Barrows). Now THAT would make combat in the wilderness interesting.
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The Wilderness
You're gonna take Karil's just to make a run to do a non-wizard/combat Clue Scroll? :roll: Well I dunno, let's weigh the pros and cons: Little Johnny has a clue to do. Oh no! It's in the wilderness! Plan A: Grab clue supplies and prance merrily into the foreboding woods. Plan B: Grab clue supplies, spend an extra half-second to click on Karil's top/bottom, prance merrily into the foreboding woods. "Oh golly, a rev knight!" exclaims Johnny. Luckily, Johnny remembered his Karil's, so he did not get frozen, TB'd, or suffer any serious damage. Johnny went on to complete his clue. He even got a robinhood hat! Moral of the story? Wearing Karil's while doing clues gets you robinhood hats. If they changed Rev's though so they ignore all armor bonuses much like corp does (and remove the salve's ammys effect on them), it would certainly add some more fear towards them without adding "to much damage" to the KO point. ATM: rev's are to powerful to lower levels and to weak to higher levels. Ignoring armor bonuses, or special attacks, or both, could easily change that.
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07-Oct-2010 - Postbag from the Heim + Chaos Elemental Riddles
Okay, I took this as a date. However I wasn't sure if this was October 7 or July 10 :P On October 7, the high level herblore potions came out. Maybe, there will be more high level potions, farming crops, and hunter traps.. http://services.rune...ons?allcat=true On July 10, the news of the Jagex security key was announced. This could hint that the key for more bank space is coming out....?? http://services.rune...tem?allcat=true Or maybe it's not a date. Those seemed like a a bit of a stretch... Back when Overloads and Extreme potions were banned from PvP worlds, there was a thread where one of the Mod's started getting ideas for a second batch of potions to replace the "loss" of removing Extremes from PvP. I remember this, because one of the suggestions by the Mod was a "death prevention potion" which I though was pretty interesting. It is quite possible this update will be the second batch of those potions they were working on. Maybe damage reduction potions will finally be released! :shock:
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1st October, 2010: Behind the Scenes - October
~ 400,000. That is the number of people who currently have the magic level to complete this Grandmaster quest. Jagex knows well enough that quests are designed to be a storytelling challenge, and any rewards unlocked by the quest are simply "extra benefits". Because of this Jagex will ALWAYS make quests so that a large number of players can access them. "Large" is simply a relative term. Keeping "400,000" as the magic number; any skill with 400k ranked users is fair game. Once 400k people have 90+ runecrafting, it might be a high level requirement, but until then I wouldn't bother hoping for it. We, as players of this game, have 0 say on what requirements are required for a quest. Diaries were the result of a cry for quest "elite content". Quests were never about "elite exclusivity", and I highly doubt they would start that trend now.
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07-Oct-2010 - Postbag from the Heim + Chaos Elemental Riddles
Coords 21.12 N 11.45 E Maj Ritual Site in Northern Ice Wilderness area
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Post all RS Screenshots, Videos, and Sounds here!
Finally Korasi lent me the rest of her clothing items. Decent cosplay though, I like it :^_^:
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1st October, 2010: Behind the Scenes - October
I don't wanna get into this argument, but I do wanna share my two cents on this matter. I think you are looking at the same content, but at a different angle. Allow me to take your same exact questions and reword them. 1) Are there quests that low-level players can complete? Yes, but not to many until they become stronger. 2) Are there quests that mid-level players can complete? Yes, most quests, but a few may be quite difficult/impossible until they are stronger. 3) Are there quests that high-level players can complete? Yes, all quests. High-level players do not have the benefit of "elite" quests that only they can complete; but instead they have the benefit of being strong enough to complete quests without any additional training or struggle. I am a firm believer that you should be able to go from the very beginning quests to the very end of all the quest lines without any training required. IF there are quests that require 90+ in a certain skill, then there should be enough quest rewards placed in the game before hand to achieve those levels. I am not against high level requirements, but I am against high level requirements just for the sake of having a "elite content quest" that only a certain number of people can do. That's what achievement diaries are for. Not gonna argue, I just wanted to share my opinion. Back OT: This quest looks interesting and I am excited to see the series come to a close. I hate loose ends >.>
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Efficiency
Sorta, but what I was saying is that you can have the same goal in some aspects, but not all, which makes them different. For example a person who does all nats with 99 RC, and a person who does ZMI to 99 RC have different goals. The end goal may be to get 99, but the additional goals, such as making money, or faster xp, are factors that make each goal different. You can't say doing all Nats for more GP is inefficient compared to doing ZMI for faster XP since they both have separate goals in addition to 99. Now, if you were to compare two players, who both want 99 and to make as much money getting 99 as possible. If one player does fire runes to 99, and does nature runes, the player doing fire runes would be inefficient in comparison to the person making nature runes. This is because getting as much GP as possible for 99 was his/her goal. A person who does slayer for the maximum XP per hour, is not more efficient than a person who trains slayer for the maximum GP per hour, since the goal is different. The person who is trying to get the most GP per hour using slayer is less efficient than a person who is killing green dragons, because they both have the same goal. One person is using a slower method for that goal, so he/she is inefficient. If a person is training slayer for both GP and because they enjoy training slayer, they are not any more/less efficient than any of the above situations because none of them have the complete same goal. Comparing someone who likes doing something and someone doing it to achieve a goal of speed or GP is like comparing apples and oranges. You can't compare them and cant say one is less/more efficient than the other.
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Efficiency
This point is, there is not a best method to play a game. You keep stating there is, but there is not really a "efficient" or "inefficient" way to play the game when you only look at your playing style. Efficient and inefficient are only terms to compare your playing style to another. But the part your forgetting is that comparisons are only valid if the two individuals have the same goals, the same endpoints. If you are not comparing the same goals, your basically saying a rocket is always more efficient than a bird because it flies faster. This isn't really true because there are attributes each object has, that are not goals of the other. The rocket explodes when it reaches its end goal, while the bird does not. The rocket is more efficient at destroying a target, but that is not the bird's goal and thus you can't really compare the two. If the goal was who can get from point B from A faster, then you can compare, but that goal is not shared, so you can't. People who often think of themselves as "efficient" think that getting to B from A is the primary goal, while other people see other attributes as their goal. You can only have a "best" method to do something when the end goal is the same. So to sum my point. There is no such thing as an efficient or inefficient person unless you are comparing the same goal. Comparing someone who enjoys doing something fast, and someone who enjoys doing something, is not the same goal. You can't compare them, and thus they cannot be defined as efficient or inefficient to one another.