Everything posted by Sy_Accursed
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Death Lotus training scroll - Can prismatic star and lamp be earned more than once?
Yes. Once you beat the scroll once the bottom rewards are also replaced with cash bags etc. and all 8 rewards can then be eartn for ur 2nd 3rd and 4th sets.
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Future Update Discussions
I felt lied to by the news post. It said if i got 4 prestige I'd get a token for the resting ani to use or sell. I got 4 prestige. I got no token, it just unlocks the ani. I used 64 skips and I regret nothing! like 1.5m bxp, 1m xp and 7m gp!
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With Enough Support Would Tip.It Ever Consider Adding a Real OSRS Section to the Site?
Wanting people to not default to a wiki is kinda a fools errand in this day and age. Wiki is the go to thing for basically anything. If I'm looking into a game or a show or a film or a book series or anything that has a sizeable amount of info pertaining to it I don't google for walk throughs or w/e anymore I look for the wiki.
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Future Update Discussions
Tbf they said kill araaxi, kk or nex which implies there is a choice to it and nex especially is doable.
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Dev Blog: QP master cape
Literally every single req bar the RNG pvm lore book drops are existing comp/trim reqs, aside from a couple of minor post-quest rewards/miniquests that probably ought to be included in comps req anyway.
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Question about Bonds With IG money.
Yeah other than quest items (aka shield of arrav and heroes quest stuff) bonds is the one thing they let ironmen trade for since its not getting them any sort of advantage from other players work its using self-earned gp to acquire members.
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Which bosses do/don't count towards rampage challenges?
Lol I looked at that exact page and totally missed that o.O If that is true it'd imply Chaos Ele, Mole, KQ, KK, KBD, QBD, 5xGWD, DKS, Legionnes, Raxxi, Rago, Rots, Barrows and Raids are no goes for Rampage.
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Which bosses do/don't count towards rampage challenges?
I'm not sure what wiki you're reading but the main one doesn't seem to make any mention of bosses not counting for rampage tasks and as far as I can recall all of the major pvm ones should work for any rampage challenge since the very top one stipulates 130 combat and the lowest would be the Barrows Bros at 150 combat
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Dev Blog: QP master cape
Correction it doesn't yet have them. Just wait until they decide to follow the GWD suit and give most boss mobs a lore book to expand their story - oh look all the pvm is now part of being a master "quester"
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Future Update Discussions
I feel like jmod events on the whole would run a lot smoother if they were more frequent - people wouldn't feel compelled to go charging off to them because they are happening if it was more of a regular thing. Plus so many of the ones they dev as jmod tools seem like a waste, stuff like faction wars and the drop would make good long term content that could also be used as a jmod tool. Like, for example, couldn't faction wars be used as a way to vamp up cwars a bit (if it wasnt made a game in its own right)? Make sure the river makes each half of the map an exact mirror of the other then dev slightly unique battleground map halves for each faction with a castle and the npcs and what not. Then make each round randomly match up a pair of gods to add more variety to the game as the battlefield changes and even strap on some little perks/cons/unlockable powers for each god. Like I dunno maybe Zaros can get shadow realm walk that lets you warp through certain things (1 or 2 barricades, fallen rocks, closed doors), maybe armadyl can use some wing ability to cross the river anywhere.
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Future Update Discussions
^ That would be largely because jmods aren't in-game all the time but they do post a fairly comprehensive scheduled of when and where they will be doing stuff. You have to actively make an effort to go to the right world and place at the right time to participate, your aren't going to stumble into them doing your day to day scaping.
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Destiny - The Taken King is Released!
The Taken King sub-classes all sound like they could be pretty awesome.
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Dev Blog: QP master cape
Yeah I feel when the reqs have become less about completing all quests and their related post-quest content and more about simply completing/collecting anything and everything with any iota of story to it this project is not really a master quest cape anymore. It is a completely separate entity that shouldn't be linked to the quest cape in name because it's not really a quest cape. Calling this a 'Master Quest Cape' would be like calling the Completionist the 'Master Maxed Cape' - it's called completionist because its not just about going above and beyond on skilling from the 99s of max, its about doing a whole bunch of other non-skill stuff.
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Dev Blog: QP master cape
These guidelines just further my case for enhanced fire cape making no sense. It doesn't give any lore. It is not story rich. It doesn't expand on anything from a quest. It has a light theme that does NOT have any deep connection to a quest and it is no integral to the story of runescape. It isn't a story oriented object as it has 0 story to it. Also on these 3: Met Philipe Carnillean at all currently available locations - Quite obviously is tracked since he relocates once you talk to him at any given location. That means there has to be a variable to define if you've spoken to him or not at any given location. - Took the Big Rock with you after King of the Dwarves - Visited and unlocked all Fairy Ring locations - Again must be tracked since fairy rings are logged in your co-ordinates book thingy only once you have dialled them, therefore the variable does exist.
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Dev Blog: QP master cape
I don't think it fits at all. Just because fight kiln is a quest unlock doesn't make the every last reward it offers quest related - the quest related content is completing the full version of the game which the quest unlocked. Not beating it repeatedly for an arbitary item not linked to the quest by lore or anything.
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Dev Blog: QP master cape
Claim enhanced fire cape - ew I don't wanna give up my three useful combat capes for a sucky override just to trim quest cape. Enhanced fire cape isn't even really quest related, sure beat the Kiln can be justified but why beat it 3 times with different combat styles and sacrifice your rewards forcing you to do it 3 more times to actually have decent capes to use.
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3rd August 2015 - Player-Owned House Improvements
They said no because we didn't have skyboxes or complex lighting in the engine both of which are neccessary to do day/night and weather without it being craptacular. Now we have both.
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Dev Blog: QP master cape
One could argue Livid Farm is quest related because until you do Lunar Diplomacy Pauline does not open Livid Farm. You can do Trouble Brewing as soon as you can get to Mos Le Harmless by starting the quest, but you can't do Livid until you beat Lunar Diplomacy.
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3rd August 2015 - Player-Owned House Improvements
Personally I like the idea of a time cycled akin to what minecraft does. Have a night skybox with a day skybox inside it. Then have a sun and moon on exact opposites in a 360 skybox that rotates round then link the rotation to lighting levels and how transparent the inner skybox is. Resulting being smooth transitions through lighting levels with moving sun and moon and nice blue sky that fades to stars at night. Can even bung a nice cloud detail skybox within that for extra details and a skybox that acts as a colour and levels filter to allow area lighting to differ (ie it'd be darkening and green-ish hue for the morytanina area so u keep the dull decaying light look and days and nights would be both darker compared to say falador. Could make a full cycle take maybe 2-4 hours just so its not too jarring change, but its quick enough that you can notice it in normal daily play. But then maybe offer a toggle between dynamic and static and allow a few options for the static mode like day, night, dawn, dusk
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3rd August 2015 - Player-Owned House Improvements
Also off the back of this day/night cycle and weather cycles have been bumped up priority lists. One team might be looking to do one of them in some free time, day/night cycle being the more likely based on strawpoll. It is still up in the air though whether it'd be a 'pick your light level' or a literally time cycle of lighting that'd run in the background.
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Salt in the Wound
All looks fine to me - at the puzzle stages there is a picture with a caption below it saying 'refer to this to solve puzzle x' then a list of steps to solve the puzzle.
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Dev Blog: QP master cape
But FotG is like all trash easy kill trash mobs o.O
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Recipe for disaster requirements error
But the calc doesn't read stats from other quests - that is why the quest required box is seperate. I unticked WGS and 1 part of RoD and ran the calc WGS shows Red because RoD isn't done, but shows the skills in green because I have "270 QP, 65 Defence, 75 Magic, 65 Herblore, 60 Thieving, 65 Farming, 55 Hunter, 23 Summoning" What exactly is 'wrong' there? It shows I have the required stats for WGS, which I do, but not required quests because not all of RoD is ticked.
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Recipe for disaster requirements error
They aren't wrong. If you look at the calculator there are several lines Recipe for Diaster - requiring only 10 cooking - is the container of the 8 sub quests that you complete sperately Right below this is Recipe for Diaster: Subquest x - Blah Where 0-9 are listed showing the reqs for each subquest seperately since you can do them seperately
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Dev Blog: QP master cape
Yes it was I did 61 runes per rune 30 for pouches. 7 for familiar and 24 inventory, although I'm now realising they changed the 7 slots up a while ago didn't they -.-