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Sy_Accursed

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Everything posted by Sy_Accursed

  1. Yeah I don't think the Black Knights will of built that fortress themselves, more likely moved in to existing ruins. Also note I never commented on how the castle itself looks, I only disagreed with the idea that it needed dead trees and stuff around it to blend it into the landscape because there is no reason for the Black Knight's to of corrupted the land nothing in their power base suggests that kind of effect. Heck it's even more fitting for them to have no effect in keeping with their useless failing kind of nature. I think the location move will help explain why the White Knights haven't flushed them out the Wilderness is beyond their legal remit - it is a lawless land; and though this area may not be inside the wilderness in game-play terms geographically it is very much across the border. Plus with the raised stony base entirely inside the wildy and a single bridge to the 'main land' it would be quite easy to defend vs quite difficult to break in to.
  2. Sure they've been at war, but they are bad at it, thats why they are a small faction with almost no power. And again there is NO reason for them to have an effect on the landscape, their stature does NOT warrant it, and they do NOT have any power that would cause it. Slapping dead trees and dark things around for the sake of it is the WORST thing to do in design. The Black Knights power and stature in the world does not warrant any grand scale corruptive appearance it warrants a slightly tatty fortress they cling to as it's out of the way and no-one really cares. Also graphic designer in modelling doesn't really qualify you to make concept calls - that's why the graphical devs and concept artists are two different jobs and teams entirely in everything from Pixar to Jagex. Besides I am a writer, with a degree in it, so don't think you can play the 'one up' I'm better qualified to be creative and conceptual game with me - my day to day trade is creative fortresses and factions and stories with just words and I can safely say slapping a load of dark stuff around a fortress for the sake of it is NOT good design, like I already said the Knights do not have any power or reason to cause such an effect. The fact they are so small and insignificant perfectly qualifies them to have basically no impact at all - this is obvious AND fits the lore.
  3. Either that or the very old mechanic of stuff becomes unaggressive after a while is still at work meaning you spent so long in the melee room they lost interest, then when you crossed a loading boundary to the ranged room it reset aggressiveness meaning they attacked and when you went back so did the meleers.
  4. I think the faction segregation might happen a little with the planned '3 month god events' that ultimately change the world and the direction of some quests based on which faction wins. My concern with that would be that one faction simply comes out on top always - I think Jagex perhaps needs to ensure there is some sort of "failsafe" built in to these events whereby perhaps the top 1-3 factions are severely hampered in the next event (eg they fought so hard they are tired) whilst the lowest few get a boon (eg they did so little they are revitalised). Or even just have failsafes according to the event type - eg if it's to do with magic stuff Bandos have a harder time perhaps whilst Zaros and Sliske get a slightly easier one. If it's say a fight for Varrock the defending party gets has a harder time (eg Saradomin for now). Otherwise I can just see a situation where every single world change from the god events faction stuff is just the same one again and again and again.
  5. Kinda spam since we already have an 8 page thread, found in this very forum section all about the new skill: http://forum.tip.it/...eported-by-ign/ Let alone the thread Lioness linked too. Also the economics question isn't really relevant to the thread and is probably best suited for Help & Advice, or the update topic about the GWD tweaks.
  6. I don't think it looks all that bad on its own, just in relation to most other game features eg it dwarfs all the fortress and palaces and castles we already have and it looks rather wrong in relation to the trees imo. It looks so horribly out of place. Theres a nice patch of green grass with some trees and a pyre then BAM! an ugly ass black castle appears out of nowhere. No build up scenery or anything. It's like they didn't make an effort to integrate it into the landscape at all. Why exactly does a black ugly fortress require 'build up' in the landscape? I could buy a plot of land in an idyllic meadow and build a big-ass black ugly building, nothing forces there to be deadened trees and ground around it. And that's why you're not a concept designer. You know how you walk into Draynor, it slowly goes darker and darker, due to the omnipresence of Count Draynor, the Vampire who corrupted that area of land with his tyranny? Exactly. They didn't just build a ruined, evil manor on a flowerbed, they gradually built up to its presence of aura. The way the design looks so far for the black knight's castle, is some styrofoam sprayed black and plopped on the wilderness boarder. Your example for effecting surroundings makes no sense, which is most likely why you are not a concept designer either. Count Draynor is an evil and corrupting force that ruled over Draynor and corrupted the area, it makes sense for him to of had a corrupting effect beyond his home. The Black Knights are a small relatively 'underground' faction who, as the lore goes, predominantly fail at doing stuff. They have no magical presence or corrupting power to warrant an effect of the landscape. Even their current fortress doesn't do that. The two are totally different things, with vastly different concepts behind them, one is a ruler WITH power and a corrupting presence which warrants deadened trees and dark lighting to emphasise the downtrodden oppressive feeling of the villagers. The other is a fortress owned by some knights, not mages or fantastical beasts, just plain old knights who are a bit useless and don't really command anything.
  7. I don't think it looks all that bad on its own, just in relation to most other game features eg it dwarfs all the fortress and palaces and castles we already have and it looks rather wrong in relation to the trees imo. It looks so horribly out of place. Theres a nice patch of green grass with some trees and a pyre then BAM! an ugly ass black castle appears out of nowhere. No build up scenery or anything. It's like they didn't make an effort to integrate it into the landscape at all. Why exactly does a black ugly fortress require 'build up' in the landscape? I could buy a plot of land in an idyllic meadow and build a big-ass black ugly building, nothing forces there to be deadened trees and ground around it.
  8. I can get on the forums fine but devblogs and wiki content on services.runescape.com hasn't loaded for me for like over a week now - and it's not like it even crashes out to omg we can't load tht. It "loads" and stops it just only leaves a blank white page.
  9. Well Jagex expressly said the two are NOT a pair like mine/smith wc/fletch etc are so in all likelihood there will only be a small number of uses for those resources n the 2nd skill, with most of it drawing on resources from other skills. Equally we should expect various things in existing artisan skills to come alongside divination that will hopefully offer profits.
  10. I don't think it looks all that bad on its own, just in relation to most other game features eg it dwarfs all the fortress and palaces and castles we already have and it looks rather wrong in relation to the trees imo.
  11. You missed 'and its a sodding pita cause every 'tweak' seems more like small children flailing wildly with limited concept of what is ACTUALLY useful in-game and has the combined effect of doing a number on any concept of stable prices as things jump from ok to useless nearly weekly. Plus having the basically re-learn setups nearly every week due to tweaks is a frigging nightmare.'
  12. Who wants to take bets on how many system updates it'll take jagex to fix bugs with Black Knight Fortress not being correctly zoned as non-wildy now it expands further than before?
  13. Glad we are back up and running but I have to say it was rather disappointing that with FB and Twitter setup there was virtually no message given out in the interim as to wtf was going on. Admittedly FB got a not eventually but it was near 24 hours in to the issue.
  14. I think they meant 'spread the word of guthix' to get a guthix alteration to the world. Also how on earth is it boring or otherwise to grow the soloman's pets? You just get it then go and do normal things, I mean like literally you just ignore it and do ur normal day to day stuff
  15. Looks like we finally have 100% confirmation for Bandos looks, not that many really doubted it was him in the origins vid but still was never 100% confirmed. Is it just me or does Saradomin combat-mode (guessing since the other is non-combat) put you in mine of a mysterious shade with all the swirlness going on?
  16. ^Tbf the summoning rework has never been 'planned for this year' It's just one of many reworks we know to be on their to-do list (con, agile, mine n smith are there too); but it does sound like it makes use of the level-my-x concept they said they were looking at for weapons and such. Would be kinda cool if summoning got entirely reworked so that like rather than having this array of useless stuff with the odd golden one each person would pick like a BoB, a healer, a fighter, a mage etc. and the looks would be cosmetic effects the same but you like trained it and leveled it to make it better. Eg have a choice of terrorbird, tort and yak for BoB and as you train it up how much it holds increases. I just like the idea of summoning being more personal - as in you bind a small array of spirits to yourself to train and grow with.
  17. I wonder if/when we will see Divination content inside DG it seems every other skill has at least 1 door and 1 puzzle in there.
  18. Oh I'm very sorry your saying 'that's a lame reason' entirely threw me off the idea that you agreed with the idea that respecting the business by not scanning it whilst still on sale because I was under the impression a 'lame reason' was a negative comment and indicated disagreement.
  19. I think Mercifull has a fair point, whilst the magazine is still in active print and on sale to post scans of the articles online is kinda akin to pirating the content and potentially detracting from the magazines sales. Once it's out of print and only being sold sporadically through back-orders it's less intrusive to their business to share the content freely.
  20. They haven't made it out to be like that at all. In some interviews they've even expressly said it WON'T be integral to story progression - it is just going to have lore that in many ways follows on from the themes of TWW. As many have already mentioned a very obvious part of Divination would be extracting and analysing magically energies, quite possibly from ancient artefacts; which could easily yield lore segments about the various gods and their history within runescape. Besides it's note like skills are not a story medium already, does not ancient magic and curses offer us some insight to Zarosian nature? Does not the Lunar spellbook tell us about the Moonclan's ideals? Does not high levels in dg give us journals ripe with lore on Bilrach and daemonheims story? Do not high-ish combat stats give us access to the ancient journal, scarabas notes, dragonkin journals and dragonrider journals abundant with lore? Does not every skill req on every quest that gives lore mean that it is by proxy giving us the story?
  21. ^He meant the article so we can read it.
  22. But they aren't "forcing" it in to a skill mould. The skill just happens to stem from a storyline progression and can, in turn, offer extra lore.
  23. It's been three years since our last skill, I don't think it's just for the "sake" of it. It's about time, really. I'm definitely more in favour of a skill than adapting storylines, but to each their own. ^This plus how exactly is it not 'adapting the storyline more fluently' when they've expressly said these new skills contain a far chunk of lore and follow on direct from the events of TWW, so you know they like involve the story line of the game and ground it in the very essence of day-to-day activities opposed to something you just come across during questing.
  24. Only if it purports to be scientific.
  25. Tbf even in real world terms it is somewhat harsh to call all of divination a psuedoscience. Whilst it does incorporate some arts that are provably false, it incorporates many things that whilst not proven to be true cannot be disproven by current science.

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