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embluss

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  1. Thanks for your support and your comments :)I'd like to address a few of the points you've brought up.What I hoped to imply is that the mentioned gods, the Prime Divine, are not the "Elder Gods". Again, I'm not perfect with the history, but here's the picture I hope to paint:[hide=My Picture]The Prime Divine did not necessarily create Gielinor, as it is never mentioned. However, they DID create its first inhabitants, the Prima and various animal species. However, when they were separated from Gielinor through internal conflict amongst themselves (I actually have a whole separate story about this, but I decided not to post), they could no longer protect the Prima from foreign invaders. Thus they sent Guthix, who, if I remember from Meeting History, came to Gielinor BEFORE the Elder Gods. However, with both Guthix and the Prima left, there were no more gods for the humans to look up to and worship.And thus various species began to threaten their existance. Thus the humans began their vain search for the Temple, which is how the story plays into this suggestion.Afterward, however, new gods appeared who were willing to lend assistance to the humans. THESE are the gods I hoped to suggest as the "Elder Gods". They presided over the humans and various other races that now inhabited Gielinor, and the rest is history.[/hide]On dedicating armor, I felt the inner workings were complex enough that I didn't have to include any patronage from the Prime Divine apart from your selected Special Ability and vital storyline components. Although if you mean purely visual changes, I'm all for it.On Dungoneering's random nature, I tried to include as many options for randomness as possible, such as randomized puzzles, etc. However, you'll notice that very little detail is given on the floor's layout. I expect the general idea to be the same, but of course with dungeoneering components added.For example, on Floor 6, with the Ice, Fire, and Force puzzles, from the stairs to the Fire and Ice puzzles, it's only mentioned that they're the next stop. In between there may be Guardian Doors, Skill Doors, Puzzle Doors, etc. In addition, remember that a new Temple is generated for each player, so we can't expect TOO much randomness, as we need to consider the capacity of the servers. 1. Elder gods were in the pre-first age. they created gielenor. The only known living things surviving from their rule are the TzHaar. Guthix's arrival marks the start of the first age. At the time of his arrival gielenor was a dead ball of lava. He made gielenor habitable using the stone and brought the humans through. When he finishes, gets the humans set up, looks back and sees what he has created is good, he takes a nap. Then the second age starts, where most of the gods from the god wars and modern gods arrive, in addition to the majrahat and zaros. 2. I was thinking set effect and visual improvement for the armour and weapon dedication. kinda like the constant abilities of the avatars, not the special attacks. 3. I guess that would overload the servers... maybe if only one floor was loaded at a time? still possible...
  2. Wow, this is great! The history aspect is a little off, but I read it all and its great! One other thing is that it lacks the randomness of most dungeoneering, so it doesn't really fit in well with dungeoneering. The rewards are great too, maybe you could go to the temple and dedicate your armour or sword to one of the gods? And these gods are the elder gods, right? If they aren't, the lore is messed up a lot, and if they are waaay to much is revealed. Maybe make the gods or their agents a little more cryptic... and remember the edicts! great overall. And I look forward to seeing those pics.
  3. tried a bunch, but this one is the most epic :thumbup:
  4. ok, a few ideas... when doing skill doors or rooms, you can check the level requirement to see how likely it is that you will kill yourself if you have low health. (if you have 40 woodcutting, 39 would probably kill ya, but 2 wouldn't) groupstone is shown on map, and person who is holding it has an icon next to triangle not sure if you want any rewards, but I'll post em anyway pets- cute, baby versions of the bosses. hey, you know how cute those beheamoths are. and the eyeballs are cool. extra binds- you can buy an extra bind once you reach certain levels.... maybe 40, 75, and 110? dungeoneering house theme- requires the dungeoneering level to have beaten each floor for the theme you want. comes in frozen, abandoned, furnished, and occult.
  5. I think that they'll finish everything-quests, all skills to 120, eastern lands, acheron, cursed archepilago, other planes (zanaris expansion to the size of gielenor, same for freneskae, yubiusk, and puro-puro). Then, just when everyone thinks that they'll be able to beat their addiction because of no possible new content.... what, you thought I would put some good ending? nah, the players just realize that they still have years of stuff they could do. And jagex gives them graphics updates every now and then to keep them paying for a dying game. until the end. When jagex makes another rs, set in the 3rd age. or maybe the 832nd age....
  6. title says it all- I'm looking for a clan that does lots of cw's and pkri's my stats are: 73 strength 70 attack 69 defense 71 hp 60 ranged 42 mage 31 prayer (yes, I know its terrible. My bank is already broken though, so I can't break it again) I'm p2p, but enjoy f2p warring more, so if your clan does events in both that would be awesome.
  7. Ever since the introduction of the GE, merch clans have been driving prices sky high. Should they be stopped? How can they be stopped? How do they get away with making important objects such as prayer pots unbuyable for weeks? Post your answers and anything else on-topic. I think they are extremely annoying and must be stopped. what I would do: 1) Kill their Profits- create a GE tax on items which have fluctuated by 40% or more during the past week (ex: from 100 to 140). This would shrink their profit margins and make merching less attractive, while leaving solo merchers and the everyday user mostly alone. Higher fluctuation would mean higher taxation. 2) Offer an Alternative- add information about solo merching to the long GE tutorial. 3) Freeze their Assets- add a "report a merched item" feature to the website. Have a human being read them. If they are proved to be merched, they are lowered to normal and frozen at that price. This will make merchanters stop.
  8. I really like that lottery idea. I have a modified tax idea- any item which has fluctuated by 30% or more during the past week has a tax on it. Higher fluctuation means higher tax. Takes out money at the expense of merching clans while leaving most of us alone.
  9. even though I'm a member, I think f2p should get fletching. It has been IMPOSSIBLE to buy ammo since the shops update. Just give them arrows and bows up to what they already have. Then arrows will buy again...
  10. Hi. I just joined the forum, so I figured I'd say hi and give you an awesome quest suggestion :thumbsup: Quest 1 intro- shadows cast across the sea for thousands of years, the great magical domes of energy have kept the vampyres out of the eastern cities as the countryside around them succumbed to the plague. But now, with rumors of a second god wars rampant, the dragonkin surfacing, and majharat raging across the earth, the vampyres too are becoming more bold. They have long sought to bypass the barriers and corrupt them for a new, sinister purpose. But the archmage of the coastal city of Luminum has summoned a spirit into himself, and his life force, which is tied to that of his city's dome, is being corrupted. Vampires, although it weakens them, are pouring through. The archmage must be cured and the vampires driven out before it is to late and the first city falls. Start Point- talk to the embassador from the eastern lands to the royal court of Varrock. Requirements- Legacy of Seergaze, at least three quests that earn the trust of a specific government (or certain guilds), 57 prayer, 60 mage, decent agility level, and ability to kill a bunch of vampyres Complete quest 1 manuscript in spoiler Quest 2 intro- Blue Moon Uprising The blue moon is fast approaching. Its magick is mysteriously tied to that of the barriers. With the corrupted barrier weakened, the eastern warriors can storm luminum. But even with the strange magick of the blue moon, they cannot storm the citadel in the center of the city. Free the ghettos for reinforcements, and help them regain their strength. storm the castle and slay the corrupted archmage and push back the vampires. This opportunity will not come again for thousands of years. start point- talk to the ambassador in the royal library requirements- Desert Treasure, 75 magic, 77 runecrafting, ability to defeat a level 320 mage with a little help quest three intro- Drakonian Measures The red moon is fast approaching, and its magick weakens the barriers. Rumors fly across the sea of a massive fleet of vampyre ironclads being built. Fears of a secret weapon of the vampyres paralyze the nation. But amid the chaos, mages who's power rivals that of the archmages of old are emerging. To destroy them so that the barriers cannot be re-erected, Drakan has sent his personal bodygaurd- the Drakonian Gaurd, led by his own son. The lines are drawn. Cities shall burn, warriors shall fall, and the fate of the eastern lands will be decided start point- talk to the admiral in luminum's harbor requirements- completed the resettlement minigame (city restored, cannons, walls, and other defenses made- ex: balistae, catapult, warriors), completed revive the land, 70 smithing, 70 mining, 40 herblore, 68 crafting, 76 prayer, 40 summoning, Dwarve Cannon (quest), and the ability to slay powerful vampyral foes For the final quest, the eastern quest series rejoins the myrque series, ending in a battle so epic that I cannot write it down. =) Icyene miniquests if anyone would like to suggest any icyene miniquests or saradomin spells, feel free. post away. Constructive criticism please, no flaming.
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