Everything posted by Sy_Accursed
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04-Jun-2013 - Order of Ascension
He definitely knows more than he is telling us. Compare his speech patterns to the Book of the Order and you'll see why. And you are making an odd comparison. Saying that Ocellus is the "Guthix Guardian of protecting against the Ascended" is like saying Valluta is the "Guthix Guardian of preventing Zilyana from killing Guthix". It is what he is current occupied with, not what his purpose is. We don't know the specifics of his purpose as a Guardian yet, it will likely be revealed in time. (Or, likely, through a Storyline Q&A) From my understanding of the Book of the Order so far, the Ascension Crystals are linked to Runestones and thus the Stone of Jas. It's likely that he was tasked with guarding the crystals somehow. Well I just commented on the only solid purpose we had, hence why I said I hope w/e he was doing b4 was more befitting.
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04-Jun-2013 - Order of Ascension
This latest Guardian of Guthix annoys me in that he doesn't seem to have a very finite purpose. All the others Guthix made for some great purpose. Death - guards over life and death and thus the natural order Fiara - guards over the Fist of Guthix to ensure it's power is not abused. Cres - guards over his resting place to keep him safe Juna - guards the tears from abuse (and kind of the stone of jas by proxy) Valluta - guards the borders of the world to help maintain the edicts Player - Guards the world against the gods. Ocellus - Guarding some faction that only JUST turned bad, yet apparently kept him so busy he could not attend when the Temple was breached? And he says he is keeping them in there but he got beaten by them so he needs you? I dunno just seems a bit of a lame purpose and setup comparatively, hopefully whatever he WAS doing before Guthix's death gets explored sometime and has a much grander purpose.
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Tweet Tweet!
Yeah I know not all front page stuff gets posted, but certainly seems some could've had posts. eg Harvest Heaven, not a new guide but certainly frontpage news worthy to say 'we've done it'
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29-May-2013 - God Emissaries
For how good it is the banner is amazingly easy to get; it pretty much eradicates the usefulness of most of the old boosters with the exception of stews. I mean top end reqs is killing a black demon (doable with like 40-50 cmbs really). Up to ~60 for the skills tasks and nothing for exploration.
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Tweet Tweet!
Whats more concerning is the complete lack of site updates - other than farming timers nothing much seems to of been done for several months. No TWWs guide, no warbands page etc.
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Future Update Discussions
Group Quests aren't bad with replayability built in. The lack of replay is why Shield of Arrav suuuuucccks, but Heroes Quest is tolerable.
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29-May-2013 - God Emissaries
I hope it has little to nothing to do with pking beyond mini-game based events. I'd much rather events that are based around pvm, skilling and mini-games be the driving force.
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29-May-2013 - God Emissaries
I doubt it'll be really team play where you must work only with ur faction as much and more just events that happen and your participation earns score for your faction. Eg could be a monster incursion where you need a team but you just turn up (like flash mobs) with clannies and other randoms are there and each kill gets tallied to all the factions subject to who hit it.
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11-Dec-2012 - Player-Owned Ports
^It's not so much people being over-dramatic as you suggest. It's simply the way the game is: Nothing currently in game really NEEDS a lot of defence and lp. Therefore the extra defence given by port armours etc. don't provide any actual benefit over the slightly lower ones on nex or gwd armour. Conversely the damage boost on nex and gwd armour DOES provide a tangible benefit to all weapons and all situations.
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Power Armour + New Question
Nex gear did get a buff of sorts...they made extra defence and lp (comparative to nex/gwd) utterly pointless in 99% of cases thereby making nex even better.
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How much of the EOC population is bots? More than 25%.
Uk only gets standard bank holidays as listed here: https://www.gov.uk/bank-holidays Scotland and Ireland have a few they skip/a few extra subject to region but generally those are the 8 we all get. Other than that there's just 6 week summer holiday, 2 weeks xmas, 2 weeks easter and 3 weeks of 'halfterm' midway through each school term (so 1 like oct/nov-ish, one like feb/mar-ish and one round about may/june); many schools don't observe the same dates for these, especially as you get higher up the education chain (eg universities generally don't have half term, mine had 3 week xmas and 12 week summer) Other than that we just get a handful of 'teacher training days' and sometimes 'study leave' or 'reading week' all dependant on where you go.
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f2p cant play 07 f2p servers... W T F ?
Tbf since the poll so obviously failed to do as well as they expected and even now whilst it's "free" it's declining I would not be surprised at all if they kind of wanted it to die and are just allowing it to have it's downward spiral to be eventually shut so that they can't be accused to backtracking or ruining it. They gave exactly what the poll earned and it died anyway so it's communities fault kinda line and for once it wouldn't even be pr spin it'd be literally what happened.
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Behind the Scenes: June 2013
I don't think more house locations would have to be tied to con rework really if they did things well. They want to take their time with future cities to make them useful unlikely certain failures (Keldagrim), a core way to do this is to include well placed training locations and banks combined with good transport links. I think their main failing with the likes of Keldagrim was firstly just there isn't enough to do there and secondly lack of transport; I mean kelda does have a few useful things they are just too spread out for no good reason and (especially at launch) it was just soooooooo pita to reach. Any new major city in terms of transport options should be considered for: Direct Teleport House portal with chipped tab Fairy Ring(s) Balloon Route Spirit Tree Glider Boats
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FSH & EoC
I thought they did strength for melee and then we all moaned cause mage and ranged didn't get the same treatment? Or am I being a derp memory here (If they added some lore to cmb tweaks I'd remember so much more)
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FSH & EoC
That post was such a derp. They changed levels to make them matter more. 1 strength =/= 1 damage anymore.
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FSH & EoC
It still retains it's damage and accuracy boosting effects that it had pre-eoc; though after the most recent revisions I'm not sure how they stake up vs the outright damage boost by using gwd/nex gear for higher levels.
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Behind the Scenes: June 2013
I plan to leave my house be (bar adding statue pieces) until they do the rework then re-evaluate. I'd be interested to see them re-write the house system from the ground up and make us have to 'import' things from the old style of housing. Eg Pet house and costume room items get a direct 'import' function to save tear out rebuild chaos. Furniture that eats up things (eg stuffed heads) you get the supplies to make + the consumed item back. Furniture that is just general normal stuff you get special flatpacks for that can be sold to a temporary npc for ge value of materials or rebuilt. You get say 10% of room build cost refunded. Basically a double house system really whereby if you have an existing house you can reach these functions and see the npc and access the old house (but not add to it) whilst newbs only see the new stuff. Then once your house gets to empty bar garden with portal have Estate agent tele you out, delete old house and you only see the new system.
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25-Mar-2013 - Wilderness Warbands
^but that removes all the excel table making fun =P
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25-Mar-2013 - Wilderness Warbands
It's pretty even but it is entirely random so you can fail to see one for ages. Best way is to have 3+ skills you want to work via warbands. 3/5 tents active at each band with 3+ skills want = always 1 tent you can use. That's why I'm keeping herb, con and farm roughly equal. As with those 3 I'm guaranteed a useful tent at each warband. Afterall there is only finite combos of open tents. I got bored so I actually worked it out in full since I'm in a bit of an excel geek-mode lately (ty work -.-) 85 theoretically possible combinations consisting of 5*16 + 5 The 5 is impossible triple barrels eg HHH The sets of 16 assume a specific tent first. Within the 16, 4 are impossible due to double occurrence (eg HXH). Which leaves 60 actual possible in-game tent sets. However if we ignore order and only look at the combination within each 12 there is 6 pairs of duplicated results (eg HFC HCF) Taking these 6 results from each table aside and further comparing for duplications there is only 10 actual unique tent combinations: HFC HMC HSC HMF HSF HSM CMF CSF CSM FSM Within this each letter appears 6 times. Therefore, after all this waffle: If you go to warbands with only 1 skill in mind you have a 6/10 chance of getting the tent you want. Go for 2 skills and you have 9/10 chance of a tent you want. Go for 3+ you have a 10/10 chance.
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Behind the Scenes: June 2013
Talking to clanmates about some of the other things mentioned on that list I've come up with some things I'd HOPE to exist in them, though I wouldn't hold my breath: Construction Rework: 1) Actual useful 'shortcut' building things dotted around the world. eg perhaps have 3 or 4 bridge building spots along any given river to allow you more ways to get around 2) More Sims-esque freebuilding within houses. 3a) Something they mentioned in passing when clans launched - neighbourhoods. Let clans houses be groupped into neighbourhoods and let us leave our houses unlocked or locked whilst we are away so we can share resources. 3b) Let neighbourhoods have a system whereby say everyone 10 houses earns a 'community spot' that can hold something special but costs a fair bit to build and adds to clan citadel upkeep. Eg Chapel with perma-lit burners for prayer, a farming space with most plot types, a bank, a smithy. 4) Add more useful furnishings to 'normal' houses eg let us have various stands and mountings that can hold most/all teleport items allowing us to create a true transport hub 5) Seamless entering of houses. Upgraded Toolbelt: 1) Any level of hatchet/pickaxe BUT costs a one-off charge to add them (to compensate for the perma safe from dying thing) 2) Add in various remaining tools that ought to be on there (eg magic secs, magic watering can 3) Add in consumable tools (eg lockpicks, watering can etc)
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Behind the Scenes: June 2013
With respect, that wasn't the point he was making. He was referring to a feature which is present in several RPGs where you can customise your own level down, deliberately making enemies harder to kill or more risky in the process. That level then proportionately affects the rewards received from those enemies. For example, if you're level 100 (argument's sake) and you kill an enemy using your normal level 100 gear/stats, you'll get the normal rewards. If you're level 100 and you nerf yourself down to, say, level 50, you'll receive increased rewards, but obviously the risk is far greater, and also possibly the time taken to kill in the first place. If you were to translate it into RuneScape, it would work something like this: If you're max combat and 'nerfed' all your combat stats to level 70, so you could only equip/use level 70 items, you'd get an increased return of rewards than someone who's max combat and doesn't nerf their stats, or someone with level 70 combat stats. It's a very effective way of maintaining a good risk-reward gradient while keeping old content challenging even when character stats are far beyond what the challenge requires. It also reduces the randomness of drop-style rewards, as in RuneScape, by giving players a certain amount of proportionate control over the drop rates. The main problem is that it sometimes rewards high-level players too heavily, effectively meaning they can farm items, which devalues the rewards being gained. Some, of course, would argue that you effectively have a system like that in RuneScape now, where the higher your combat potential, the higher the kills/time rate, and therefore, the higher your rewards/time rate. However, I'd argue that if those higher-leveled played low-leveled content like Barrows, they'd barely find it a challenge at all, and it therefore seems like a very poor system to use in what constitutes a 'game'; you shouldn't really be rewarded more for things you find less challenging. That isn't what he said at all. He said a system whereby you have no control over it. Your stats and equipment is simply nerfed down to the maximum for the target audience of the content. Ergo a level 70 boss no matter what gear or stats you have it's nerfed down to equal a lvl 70 meaning that bosses can never be camped out by high levels and push out the low levels the content is aimed at because the playing field is levelled.
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Behind the Scenes: June 2013
To me the barrows update sounds distinctly like hard-mode GWD kind of update opposed to outright upping barrows that already exists. Maybe it'll even tie to Sliske quests and be a new locale where he has other wights stored, afterall the emissary lore said he had hundreds (granted icthairn killed all them to free them but how easily sliske made akrisae gotta assume he made more than 6 in the interim)
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Behind the Scenes: June 2013
Why are we assuming new trees is only a graphical update and not a woodcutting update to tie into the construction update? Because the highest level useful tree is at level 54 (arctic pine), and I don't think Jagex will add low-level trees. If the highest useful tree is at 54 is that not MORE of a reason to assume 'new trees' means new tree types to you know fill out the gapping holes and predominantly useless higher levels? Plus imo it'd be entirely out of place on the list if it was just graphics, everything else on there is some form of content. As for the high-level debate: I've personally always thought of high-level being around 90+ after all 92 is the half way point of maxing so it's pretty generous to let it be even that low. Sure arguably as you level you can gain xp faster but the rate xp goes up id disproportionate to the xp gaps between levels and in my experience 92-99 is a far greater slog than 1-92. Also @ above debate: utter horse poop. You can have lots of goals and get lots done to all of them quite easily. Determination and motivation are very subjective things sure some people may struggle and lose focus given too many goals but that is not true for everyone, don't over generalise. I personally have loads of goals at any one time - some long term, some short term, some medium term. Some that require me to timetable out effort too, others that come naturally. But I give them my all and get them all done. Also the idea that study can't be a goal if that's all you do is utter rubbish; even at school level you can have real goals to study harder in certain areas and in later education you only go there because of your goal.
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Dungeoneering - other stats needed?
Yeah for dg in perfect ideal land you really want maxed stats. 85-90+ in everything would be optimum, but failing that it's just a matter of similar stats help to avoid 1 person having to do all the work. Eg when I help noobs in my clan with some low end dg being helpful it's pretty much guaranteed I will have to do every single puzzle and skill door which in a proper floor would be a pita.
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HTML5 beta discussion
I never found chat colours an issue with transparency. Pretty much all the game messages are in colours that will show right globally, or in the only areas they appear and you can change all the actual chat colours to suit your needs.