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Sy_Accursed

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Everything posted by Sy_Accursed

  1. To my knowledge there is no such timeout, the only timeout I am aware of is when the price moves a certain percentage (I wanna say its somewhere around ~15% but not sure) it'll 'time out' offers that were placed previously.
  2. They ought to count as elemental spells seeing as, for eoc to work, they have all been given a defined element hence smoke > gale, shadow > rock, blood > bloodfire Non-elemental I'd assume is like the one off spells eg polypore strike, divine storm.
  3. For the 2nd part of your question: Auto-retaliate is found on the crossed swords icon at the start of the adrenaline bar
  4. I don't think Mod Mark is problematic he has a lot of passion and does have good motives. I think more issue lies with MMG who is the more business side of matters; I don't think Mod Mark would push out things like the EoC prefering to give them longer to be perfected but I think MMG from business and marketing angle would push for them to get out whilst there's still hype to be cashed in on. The trouble is either way has its flaws; the current way may annoy us some what when things clearly should've had more dev time but they have marketing capital which is what is needed to grab new players through word of mouth and such. The other way would keep us much happier but would sacrifice the hype and marketing capital and quicker turn around has. One major issue I've always felt they've had though is 'balancing' their balance and the players balance are not on the same page. Our balance is perfectly tolerable of new things not being the absolute best as long as they have a functional and competitive place somewhere in the training spectrum, their balance is insane xp in quite a mundane task or rubbish xp in a 'fun' task or often just nonsensical (Need I remind anyone of the FPF xp curve that flat-lined 5mins into a 20min game or that their fix was not a sensible xp curve (grow over the whole game) it was to penalise xp if you quit early)
  5. The trouble was most of the thread against it did not offer anything constructive they just said 'scrap it' and were often from people who didn't even have beta access. EoC was never going to be scrapped, threads saying scrap it were a waste of time. Time that could've been used playing the beta and offering constructive changes to be made. Plus so many anti-Eocers were just anti-change as proven by the nubmer who 'hated it' and said it was 'too hard' etc only to then be perfectly fine with it when they gave it more than a 5 minute glance. Certainly there were some good points raised which were not addressed, but the vast majority of negative threads offered them nothing constructive to change.
  6. I put my d pick on belt because, like many others, I have no intention of ever selling it as its my go to item for any mining needs that crop up in quests or w/e. Yes a better item may come someday but by that point its so long since I bought it IDGAF about what I spent on it and the price will crash out before I can get the new best anyways most likely so I don't view it as a lose to put it on there. Its a great convenience to have it there, quest needs ore? Tele to mine, job done. Got a chance to do red sandstone? Pop straight over! Fancy a bit of mining? Dive right in! Quest suddenly needs you to mine a path clear? Good job my pick is here!
  7. If jagex has let us put gilded d picks on our toolbelts only to add an upgrade version that won't be able to be added to toolbelt then they darn well better let us remove it from the toolbelt via upgrade or they are gonna have serious rage. You can't let us all bind an item worth several millions in a irrevocable action only to then make add-ons for it we can't do without buying another one a couple of months later, especially if said add ons would not only require buying another one but ALSO getting it guilded from that darn nymph.
  8. If it can't be added to toolbelted pickaxe straight away then Jagex are utter morons. They already have the darn code to add to it for gilding.
  9. Are you sure about that? To me, it looks like you add the four new parts onto the Dpick. I'm not sure BUT if you look at what the 4 parts are they can constitute a complete pickaxe in their own right, plus the design doesn't really look like something that would fit over the d pickaxe. Afterall the 4 parts appear to be a handle, a head, a bracket attaching the head to the handle and a butt thing for the base of the handle.
  10. Mmm between the whining and claiming to be the heart of the game (laughable even before the free-trade removal categorically proved the game could go on without em) and the view of 'I only want to pk therefore it is ok to bot my stats on a new pure and rwt to get him gear' that dominated the public stage of what PVPers are ruined them. I dont think you should be attacking people like that because they play how they enjoy playing. If Jagex random f'ed up all your work. You would be disapointed too. The community is the heart of the game, yet they are cutting them off one by one. Thats alarming in its own right. What doesnt help is people like you putting them down one by one, it doesnt help the game nor does it even effect you anyway. Before and after updates such as EoC. Not all PVPer botted, Not all RWT. You get that in every style of play you see. They were forced to be focal to try and regain the game they enjoyed its as simple as that. No-one was attacking anyone for how they liked to play. We were just commenting on the image PvPers as a whole have managed to obtain and how it came about. Yes given the removal of free trade and wildy complaints were to be expected, but complaints are one thing. The purposeful spamming (single users trying to fill entire pages of forum with threads), trumped up claims (pkers being the heart of the game) and in-game actions purposefully trying to disrupt other areas of the game in a destructive way (eg clogging up pipes at agility courses) are another ballpark and what did a large portion of the damage to the reputation of the group. The damage to the reputation is something that did them no favours as it both put off potential new pvpers and lost them much sympathy from the community as a whole making it harder to fight their case on future issues. As for EoC and ending pvp entirely, as Kimberly pointed out it was dead well before then and in reality EoC gives a hell of a lot of what pvpers were asking for the reason it didn't see a revival comes down to two factors (aside from initial eoc issues) firstly being 'stuck in their ways' a refusing to learn the EoC and secondly outright greed making it 'not worth it' because everyone used welfare gear and, despite using that gear themselves, they did not like that there were no good drops. Besides I wouldn't call Pvp an entirely dead horse yet, warbands have proven some interest still remains and it is known Jagex have a PvP world project in the works that could have an impact.
  11. Mmm between the whining and claiming to be the heart of the game (laughable even before the free-trade removal categorically proved the game could go on without em) and the view of 'I only want to pk therefore it is ok to bot my stats on a new pure and rwt to get him gear' that dominated the public stage of what PVPers are ruined them. Not to mention the far too prevalent bser style eg targetting abyss rcers on purpose, having a whole clan pile a lone agility trainer or clue hunter then acting all the big I am about how they 'owned' you - shockingly yes 50 people in full armour will kill an un-geared solo person quite easily thats not skill. And I know agility, clue, etc you take the risk but there's just sort of the attitude thing: It's one thing for a lone or duo pker to come across these people a slay on or two, its a whole other ballpark when entire clans pile a single ungeared dot as if they expect something more than 5 seconds and no drops from it or when you purposefully camp out just to slaughter un-geared skillers that drop next to nothing.
  12. Basically at least 4 hours required to get it then and thankfully it does seem to be independent from dragon entriely
  13. It is distanced sailed that unlocks new regions, the ports map can show you % progress to the later regions.
  14. Volcanic creatures is Kuradels special Jad assignment that you can pick instead of Thzarr. When on it only creatures in the fight caves count.
  15. This would have been true when RuneScape was released, but because of the explosion in social networking and social media, exposure on websites like Twitter, Facebook etc. is capital in its own right. The more players you have, the more social capital you have as a company to use. Unless you're purposefully attempting to give a product some kind of niche market, or some kind of social prestige that only few can enjoy (comparatively expensive "limited edition" offers, for example) it's no longer the case that five people paying £1 each = one person paying £5. The difference is four more people talking about said product to their friends. That's why declining player numbers are a worry, and microtransactions doesn't necessarily compensate for that. NB: By saying that, I'm not arguing RuneScape is necessarily dying. That's far too simplistic an argument. The genre on a more general basis, however, has been in a fairly consistent decline for a good few years now. But social capital isn't all about numbers its about what kinda they are. 2 Players just paying the £5 fee are more likely to be casual sorts and not social involved so they don't offer any social capital where as one player paying the £5 and investing £5 in the other stuff are more likely to be involved and give better social capital. An over generalisation perhaps but the point stands numbers aren't everything in the social capital game, it is the social involvement they have and that is more likely to come through players dedicated enough to spend a little more than just the base price. The old saying applies for social capital these days: quality over quantity. 1 social media savvy user with a few hundred followers means a hell of a lot more than 10 social media noobs who have like 2 followers because in social capital terms that 1 player talking reaches 100+ others instantly with the net only growing wider at each level of dissemination; those 10 with 2 followers however only hit 20 others giving them much less power. Jagex has no trouble cashing in social capital between the jagex runescape and jmod personal twitter feeds, twitch, podcasts, 2 youtube channels etc they are cashing in plenty on the social capital they do have
  16. off-hand whip doesn't exist, enhanced excalibur is the equivalent. Whip is perfectly ok as a t70 slash weapon, but things aren't really as 'common' anymore as they have balanced within the tiers and made weaknesses matter more (til you get top end) so in lower tiers it varies a lot from user to user and on what you are fighting. In lower tiers (t70 weapons or lower really) weakness are worth following (arrow, thrown, bolt, slash, stab, crush, air, water, earth, fire) each weapon is only 1 style now so for example whip is only that good on slash weak things.
  17. 1) In you 'powers' menu (f4 or click the 3 orb thingies) under the melee, mage and ranged tabs you can pick what xp you get and it applies for all weapons (within that style) 2) Defender isn't any good, you want a 2h or dual wield setup 3) Off-hand weapons is simple: It goes in place of the shield and gives more damage output. Dual wielding or 2h weapons is the way to go in 99% of situations 4) For basic xp just toggle momentum on and afk like you used to. Other than that just play around with abilities and get a feel for them, only major rules are ultimates largely suck and you are better sticking with thresholds and you want ~5 basics on your bar for a good rotation to get up to your thresholds.
  18. I dont really see it like that. If I take before free trade for example. The community was much strong before 2007 due to the constant talking and interacting with one another. This lead to a strong community where you all kept track of prices. You all set out to talk and trade. It was in general a good experience. With the GE involved. Talking declined, the community declined. And the overall feel to the game went. Most people you come accross now are very blunt. And thats not a good thing to welcome a new player with. Its simular to real life, social networks allow people to be keyboard warriors. But when it comes to talking to a person in person. The average person now shits themselves, because of lack of communication that way. As for the MMO market. Its much bigger than one type of game. Next year we see the Elder Scrolls online. That'll be a different take to online play I expect. WoW is not RuneScape. That has its own end of game type market. Its the same with FPS. Fact is RuneScape is RuneScape. Not any other market. If it tried to merge into any other market in its current state it would only be burried. Using your example of how great 2007 was and how going back would make things better I give you the rapidly dying OSRS. That little gem really proves the point turning back the clock to when it 'was great' simply does not work.
  19. That Crown he is wearing in the new model? Yeah that is the Crown Archival they changed it when they smurfed him up. Tbh given the name of the Crown Archival the new one looks much more like it, the old one looks nothing like a Crown, more of a helm and it looked too purpose made to suit Sara's style.
  20. It might help to introduce some randomness into the process. Ie, arbitrarily assign different properties to the same ingredients for each player. That way each player has to experiment on their own. Then it turns it into "I'm gathering prayer potions because the game arbitrarily chose them to be an ingredient" rather than getting them because it makes sense to be used with a prayer item. Having something like unicorn horns be used with an antipoison depending on rng roll removes the lore that unicorn horns have healing properties in favor of turning it into a child's matching game. This is only true if the system is done badly. It is perfectly possible, much like many of Skyrim's things to have a list of set items that have property x and therefore can be used to make something that has property x. Eg unicorn horns and a number of other items can have known healing properties and therefore be possible ingredients for healing related things. A list of set items promotes wiki usage, not experimentation and is exactly what we have right now. Nobody goes out and collects a bunch of herblore secondaries and uses them on potions, they wiki it. Your logic makes no sense, unless there are infinite items possible there will be wiki lists. The idea of having specific ingredients have specific properties AND randomising recipes are not mutually exclusive things - it is something that can be combined to balance randomised for each player with logic and lore based ingredients. It's simple concept: Have a set list of items that have certain properties but randomise from that list for each player. Yes there will be wiki lists, that is inevitable no matter how many ingredient variants you have BUT it will leave a degree of experimentation to the player and significantly alter what is a good way for them to train. So what if there is say 20 items with healing properties that might be needed to make a anti-poisons - if its randomised per user you still have to try all 20 and see what makes what for you and from there work out what is cost effective for you. Plus in many ways it's very realistic, if we use real world cooking as an example. There are plenty of recipes out there that vary only slightly from each other but some people can make certain ones work and not others.
  21. On the orchestral music being 'cheaper' because it was in the uk: 1) Being in the UK does not make things cheaper than their US counterparts 2) They didn't do it on the cheap in house they went to Slovakia for it 3) They hired James Hannigan a famous award winning composer for games who has worked on things like Harry Potter and LOTR and has Baftas nominations 4) They used the Slovak National Symphony Orchestra - last I checked national symphony orchestras aren't "cheap", not least because they are considered a world class orchestra. Also I take the point to view Jagex and Runescape separately HOWEVER Runescape is Jagex's only current successful money making project; until Jagex has another successful branch the company profits is a viable measure of Runescape itself because Runescape is the one bringing about all that revenue.
  22. Minigames are not dead due to a decline in players. Minigames are dead because the community has shifted towards the metagame where anything and everything that is not efficient or the best is shunned. Not to mention the vast majority of them being vastly outdated to modern equipment and the EoC rendering them tedious to play at best. The ones that still offer a purpose or use are plenty busy - PC and Swars run for people hunting 'easy' xp, cwars runs for the completion cape hunters. Familiarisation, falling stars, evil trees, sinkholes, warbands etc all draw good numbers for their boons. Very good you can use a dictionary, however in gaming terms a demo is a sample of the whole game to tempt you to the whole, it is not a dictionary definition no but it is colloquial accepted usage. F2P fits that exactly. Music has been updated since RS2, so that point is invalid and it still does not address the fact either way they are investing money in new servers and new costs (bandwidth, hiring, travel etc) to do this orchestral music this is not something a dying business does. Jagex is mainly owned by Insight Venture Partners a venture capitalist company. These companies do not invest more money than made in profits or expand a dying business, they strip them for parts and move on. And what does it matter where or how they make money? The simple matter is they are making it and as long as that is true the game will not die.
  23. But the number of players is not dropping particularly, at least not by any provable measure - the number of bots has dropped and that is provable, but not the players. The concept of F2P as a demo has always worked because, as a free portion of a pay to play game it IS a demo whether you like it or not AND it has successfully got thousands upon thousands of people to buy the game. Regardless it all boils down to the same point: People have been claiming Runescape is dying with very mish-mashes of circumstantial evidence around player count, alexia data and how they treat F2P pretty much since the day it launched in 2001. It wasn't credible then and it is not credible now; when Jagex starts posting consistent loses and the team starts to shrink and we lose servers there is an argument, but whilst Jagex are making massive profits, increasing the team size, expanding the business and adding more servers (the new music ones msot recently) and new expenses (voice acting and orchestral music) there is no merit to the argument they are dying as these are simply not things a dying buisness does.
  24. It is not dying in the slightest, this whole merry-go round is old news and comes up all the time. Jagex published some of their best profits to date in their last financial report and the fact they nearly doubled their team size, could afford to rent a dam castle and attract most big gaming news media to a press thing AND actually bought an office in USA to look into mobile gaming suggests anything but a company dying. Content having P2P only content is NOT a sign of the game dying it is a sign of F2P is a demo and is meant to wet your appetite whist the awesome stuff you really want is P2P to make you pay for the game. This is basic marketing and has been true since day 1. F2P has always been a demo, argue what you like it is a fragment of the main game designed to specifically tempt you in to paying - regardless of how big or limitless it is that is a demo by all measures. And not only that they reinvested all those profits and several million more in to growing the company; that is not something money grabbers do they keep the profits. Microtransactions aren't desperation or dying either, it is the way the games industry is moving. Nearly every game from mobile phones to consoles have what amount to microtransactions these days, be in The Sims expansion packs, Bioshock DLC or Candy Crush paying for special power ups it is the industry norm and it works. Jagex would be morons to not follow suit. Has their systems for earning income and their balancing of how to entice F2Pers over evolved? Certainly, but it is by no means desperation or a sign of them dying it is a sign of a company that is capable of reassessing the situation in light of how the industry is evolving.
  25. It might help to introduce some randomness into the process. Ie, arbitrarily assign different properties to the same ingredients for each player. That way each player has to experiment on their own. Then it turns it into "I'm gathering prayer potions because the game arbitrarily chose them to be an ingredient" rather than getting them because it makes sense to be used with a prayer item. Having something like unicorn horns be used with an antipoison depending on rng roll removes the lore that unicorn horns have healing properties in favor of turning it into a child's matching game. This is only true if the system is done badly. It is perfectly possible, much like many of Skyrim's things to have a list of set items that have property x and therefore can be used to make something that has property x. Eg unicorn horns and a number of other items can have known healing properties and therefore be possible ingredients for healing related things.

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