Everything posted by Sy_Accursed
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Future Update Discussions
Given how many places it's in I should think Jagex are using it as a generic magical marker used in assorted ritual-type spells. Eg the sealing of nex, the sealing of guthix cave, the elemental form leap, used in the carvings of scrimshaws to create the magical effects and in wizard's guild just because they do magic. Sometime it annoys me when Jagex so carelessly recycle that kinda of marking, I know design turn around and such but symbols like the seal prison door thing of Nex, and in front of Guthix to me ought to be unique and special even if they are just a little detail.
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why players don't use automatic grouping in dg?
^That Autogrouping is too rigid in what it makes you pick. Plus people like to pick their teams so they can see levels, avoid known useless people, leechers etc. And the fact people take the effort to communicate to join the team shows they can communicate, auto groupers could just be silent noobs who are useless. It's hardly a new thing, most everybody doing BA avoid auto-grouping for similar reasons over the years.
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Delve into daemonheim xp
I know it isn't an exact formula but from myself, friends and dungeoneerers from clan the xp for the task seems to be roughly tied to a perfect 5 man large with max prestige of your top floor in dg. Hence why there is a pattern where by odd levels (floor unlocks) to even levels don't move much whilst even levels to odd levels jump a fair bit (new floor)
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09-Apr-2013 - Castle Wars: Revamped
Agreed At most it should take 40-50 hours, which is on par with other reqs like livid and chompies. A challenge but not insane. Even with this your looking at like 800 hours (if 100% win) to earn the armour. Also agree with above points that there should either be some sort of activity req or (preferably) a link between tickets and work. Eg win = 2 gold ticket and 1* multiplier draw = 1 gold ticket and 0.5* multilier lose = 0 gold and 0.2* multiplier Then have say 1 ticket earned per 1000 damage up to a max of say 10 and other such reqs. End of game those tickets are ran through multiplier so you get all of them for a win, half for a lose and a fifth for losing. Would incentivise doing a lot in the game to get the tickets faster.
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09-Apr-2013 - Castle Wars: Revamped
Assuming they haven't altered ticket prices or tickets for a win their 'making it easier' of the cwars req for comp seems rather short-sighted. Great profound is *only* like 2000 odd games with all win. But it's still like 4000 for all draws. And infinite if you keep losing. Aka its probably gonna be a lot more than 5000 games now for many people.
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03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp
Dharok's greataxe/Godsword. ^This if you mean a literal 2h whip it just does not make sense. A whip isn't a two handed device; everything about it's design and use makes it 1 handed. Eh, dual wielding crossbows makes no sense either. Rule of cool. Dual crossbows aren't beyond feasible - you can easily hold a small crossbow in a single hand and fire it. The only issues would then be reloading, but then none of the reloading has even been realistic in Runescape. Functioning as a firing weapon however they work just fine. On the other hand if you tried to lash a whip about holding on to it with 2 hands you'd just end up in a right mess and not really do anything effective with it. Of course there are weapons that have a whip-like lashing attack style or flexibility that can work 2 handed, flail type constructs and other chain type weapons fit this bill, but an actual whip just does not function with two hands.
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11-Dec-2012 - Player-Owned Ports
Source for that? Because at the way captains scale, with the current voyages you'd be approaching the mid 90's - 100% mark on pincer voyages. Source is somewhere in the HLF that I cannot access myself! I can't access myself either but I thought it only said they'd look at adding higher tier captains though they noted while a '25k' captain would be passable and '50k' captain would be getting a bit too powerful compared to crew and voyages. Though of course these are both on the basis that captains cost and stat growth curve remains the same, I'd definitely like to see one more tier of captains though. It just feels a bit pathetic that our captains are worse stats than the crew at max.
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Pyramid Plunder Boosts
You should run through as fast as you can and then loot, no snake checking or w/e urns in ur 1 before last room, but make sure you move on to the last room with enough time to loot all the urns. If you are good you should be able to loot all the urns in both rooms (assuming now pita urns) in a single run though at least 6 in the one before last room should be your minimum target. Sarcophagus isn't worth doing other than final room if you have time spare. The golden chests can be quickly opened in all rooms as you run through for a little extra. Also let you invent fill and don't worry about storing loot that wastes time and make sure you have pharaoh's sceptre to tele in every time - it takes you direct to mummy so avoids searching for the right entrance + the invent full of loot you have ought to be enough to get it recharged every 3rd run. Ardy claok 3 or 4 is also useful for succes rates. Games are 5 mins long so 11 or 12 runs an hour is about right. With 91 thief max is around 240k an hour (according to rswiki) so with 81, which is only one room lower, you ought to be able to net around about 175k-180k an hour for about 525k-580k in 3 hours. So admittedly my prior pushing 1mil in 3 hours mighta been a bit much with room 91, but you should still be able to push a bit higher than your current rates. And this is without using pendants or ava bonuses - though trying to use a clan avatar bonus would be wise. The 3% boost on the above quoted rates would take it to 540k - 597k for the 3 hours.
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Future Update Discussions
I know 7 has been confirmed as false, but interesting on the 2 extra slots on the bar itself: Did anyone note there is a larger gap between the two and the first 12? Suggests they are some how separate, also note that both the extra two seem to be holding weapons, or attack styles opposed to actions. I'm wondering if they are something to do with showing like monster weakness and attack style or your weakness, the two shown look rather like the fire weakness and bolt weakness symbols specifically. Another thought would be they are your hands, as in they show what each hand is doing so like in the bar shown main hand is doing fire magic and offhand is doing bolts.
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25-Mar-2013 - Wilderness Warbands
That isn't balance. Mostly because it is just false. The odds of dying are not that greatly affected by your armor, it's random chance of if a pker attacks you and quite frankly the pkers are more likely to go for people with gear they might drop - it causes more grief and earns them more. The xp is also not greatly affected by your armor, it's again random chance of if you get away or not. The part people are referring to is as high risk vs high reward content it is meant to appeal to pkers and non-pkers. In this setup it should therefore have a balance between rewards for pking and for non-pking. As it stands pking doesn't really get a reward at all - you might down a few people people before they die and grab a couple hundred k gp but you do so at the expense of ignoring gathering the 25 loot that nets like 2m gp worth of xp. Therefore there isn't a balance between the 2 factions and the only reason to pk is to purposefully grief others.
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Future Update Discussions
I should clarify since none of my prior posts mentioned it: I like the idea of the public chat radius being nudged up a bit and even having 'special' radiuses in more areas (akin to dg or ma). Most mini-games could probably benefit from having a game-wide radius for one, GE it would be nice to have a specialised radius where it is smaller for what is shown in the chatbox *but* it also has a larger outer radius that uses 'hide' especially if chat is recoded so hidden messages won't bump stuff outta ya chat box.
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Pre-EoC -> EoC Pointers
^I'd echo what Saradomin said, basically for slayer as much as possible you wanna use the weakness though as long as you are in the right corner of the combat triangle it should suffice and it is not really worth investing in thrown (almost no high end stuff weak to it due to lack of high end weps). With the exception of when you have a large disparity in your weapon tiers. Taking steel dragons as an example. T80 Ranged gear (chaotics or zaryte) would do just as well as T70 Melee gear which would in turn be as good as T60 mage gear roughly speaking. Rule of thumb is for equal performance you ought to be 1 tier higher gear-wise for their neutral style (eg the style they use based upon their weakness) and two tiers higher for their strong style. Prayer bonus isn't all that crucial these days, at least not in the sense where prossy has a use, because protect prayers are only 50% so you don't really get any pure 'prayer tasks' like you did before. DG the triangle thing is slackened compared to the over-world though from the monster weaknesses ranged bears a slight advantage (but only really worth it with the sagi short [or hex if your holding on to that hoping they denerf it]) melee 2h is the way to go as there's more slash than crush or stab weakness and mage kind blows, not a huge amount weak to it and those that are all easily overpowered with the other styles.
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Clavicle pain
I usually find a dull aching pain during strength workouts indicates the weight is too high - if its only for the first couple of times for that exercise cause you are pushing the weight up fair enough but if it keeps going it's probably wise to stop.
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Future Update Discussions
That sounds like a really good reason to be afraid of global chat, actually. The thing is most games with global chat have relatively small servers (like 200 or so ppl). Runescape servers can have 2000 people on at the same time and most run at least 500 for the majority of the day. It'd just be so flooded you wouldn't be able to actually talk with it.
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Future Update Discussions
But with any luck the new engine will offer some api output which would make things easier!
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Please add 2007 RS section
I'd assume they don't, but an admin would probably be able to answer for definite. Keeping old guides serves no real purpose after all. The nature of Runescape is that it is always moving forwards, old guides are irrelevant and useless. Rswiki would have archive data though because that's how wikipedia and it's micro sites are built, but for a plain old site like Tip.it I don't see why they'd bother keeping archive data aside from maybe 3 months or so back-ups in case of sever failure or hacking. Besides it's not like things are 'deleted' (aside from pictures) all the guides for 07 content are still there, they just get modified whenever changes are made - they are live documents not something that gets taken down stashed away and replaced with a shiny new guide for every content alteration.
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Please add 2007 RS section
The trouble with outright adding a section is it is not as simple as just doing it. What web archive services have IS what is left of the 07 guides and such since sites have little to no reason to keep 5 year out-of-date guides archived. To fully rebuild the old guides from the archives + research would take hundreds, if not thousands of man hours to complete - a project which may be worthwhile *if* OSRS proves to have longevity but probably is not worth investing the time in to as of right now as no-one knows how long it will last. For example login-user scrape data shows since launch the two games have gone from 50:50 to 60:40 in favour of the live game, and that is without even considering many bots have recently vanished from live game whilst the bot population of OSRS has boomed. Plus given the only prior example of legacy servers we have (RSC) the evidence doesn't bode overly well for the future of OSRS. Basically I don't think it is a worthwhile investment of tip.it crew's time to attempt to re-write all the old guides until we are, at least, past the mid-summer point at which Jagex said they'd introduce the fees for OSRS and possibly a few months beyond that at a point where the longevity and thus the worth of investing the man hours, can be properly judged.
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11-Dec-2012 - Player-Owned Ports
If there was one thing missing from ports imo it is voyages to remove traits and voyages to give crew traits, both should be fairly high req and perhaps only appear in last few regions - but it'd certainly expand the end-game in terms of modifying the folks you got to perfect them. For the sake of functionality crew trait voyages could simply work left to right (as in first crew with a gap gains trait or first with a trait loses it) + exclude 'specials' (aka all the unlocks, merchants, solidarity, good fortune and golem units). Heck to add function you could even make them cost resources, as in as well as being a hard voyage the school of blossom isle demands x in payment.
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25-Mar-2013 - Wilderness Warbands
I think the trouble is most people don't LIKE the point, opposed to not grasping it. It was why at one point in a poll the vast majority said they did not want more skill content in the wildy and why all the wildy quests got safe instanced areas when free trade came back. I think the 'point' of risk vs reward also becomes harder to accept when so many of the pkers are just outright griefers. Fair enough warring with other armoured folks who will give you a good drop, but when 25 loots offer like 2m gp worth of xp it just seems ridiculous to slay people with no armor or weapons for the sake of 100k max gp drop. It's risk vs reward sure, but unless you wanna grief people how is it a beneficial choice? In terms of productivity overall turning in the reward is far better than killing. In a game with a proper pking culture these kinds of things work well, but how RS is it's just griefers who don't really gain from it other than ruining what your doing, which just seems pathetic and pointless. The only thing making it remotely bearable is the fc's meaning masses with some nice defenders stave off griefers at most camps.
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25-Mar-2013 - Wilderness Warbands
Apprently King Warband has shut down recently, meaning less pointless clashing though word is 'Warband Pk' is gaining some popularity (though not often to ruin too many camps)
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Future Update Discussions
In a word: No. 1) Elder Artefacts are known as God Slayers - they kill gods, no ifs ands or buts. Guthix got attacked with on. 2) Guthix WANTED to die - he specifically revealed he wanted the world to be free of Gods and his being there only made it impossible so dying was the best thing. 3) Playing dead to help 'deal with' the Gods is stupid. His life energy kept up the edicts which kept the Gods out - sure some were trying to find ways around them but for the most part it worked for many many thousands of years and if one did get through they'd be a solo threat to deal with and probably weakened due to using power to stop the Edicts flinging them out. With the Guthix dead the edicts fall and they can all come at once at full power - that'd be a poor strategy. 4) We saw the corpses of Skagaroth - it took the same stone form. 5) How is Sliske even meant to of concocted this plan with Guthix? He couldn't get past the first wave of automaton guards until you killed them and even then stalking everybody through he didn't manage to break the final seal until he had a long time undisturbed due to you being busy battling. 6) That aside the place had only just been dug up and the doors would not open until you touched them. With all the facts we have that seems like a twist too far. It would require some explaination for Sliske to get in to a long forgotten buried temple with doors that would not open until a Guthix Choosen one touched them, then a secondary hidden door that again was only openable by a Guthixian choosen one. Then get past a bunch of automatons that were activated due to mahjaratt presence then get through to the 'final' room where Cres was on guard with hundreds of automatons. Before finally managing to break a complex seal to reach the Guthix chamber and talk to him. And this is before we consider Elder Weapons kill gods, so they'd have to be some twist there of how Sliske got around that, and why even bother getting the staff from the Dragonkin and fixing it just for that and then they'd have to be a twist in which everything Guthix wanted and stood for was an outright lie and then they'd have to be a twist to cover how he looks exactly like a dead god should look. Plus of course we must ask if he isn't dead why would he give his remaining power to us to use? It'd just weaken him.
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Future Update Discussions
As the lore goes: The four factions at GWD worked together to trap Nex in the Ancient Prison which was then sealed by Guthixian's hence why Sliske needed Guthixian's (as attested to by the ghost on site) to perform a Guthixian ritual to undo the seal. (Though obviously he did not tell them that was what was being done) Also kinda suggests deffo Guthixian involvment by the fact Sliske didn't go straight to Guthixians (who would presumably know all about the sealing and the ritual and therefore rumble him) he got Saradominists who then converted to Guthixian following their new master (Sliske) so he needed the Guthixian power to unseal it but needed a naive Guthixian who didn't have any proper teaching and therefore did not know what the symbols meant or what the ritual would do.
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Future Update Discussions
Pic taken from RsWiki [hide= Hidden for those who haven't done TWW yet][/hide] He's standing there and I don't think the symbol is there either The symbol is there, just the left of his foot and if you rewatch: http://www.youtube.com/watch?v=WKKGqnlDgDQ At 2:01-ish the symbol is clearly there before Sliske teleports in. Admitted I misremembered where he stood, I thought he stood on the top tier, but even so the symbol is there before he is and the fact it occurs in 2 places where a Guthixian sealing spell thing has been made still stands. Though rewatching has reminded me on something else - a huge flaw in any argument Sliske will become a god. One piece of info Guthix gave us in his dying and memories was he felt the godly power when the blood touched him - it was not simply the act of killing a god that did it. It was specifically the blood touching him, we know Guthix got blood on him when he stabbed Tuska and Skargaroth. When Zammy stabbed (yes the lore very expressly says stabbed) Zaros in the back with the stave it'd be near impossible for him to of not got blood on him also. Sliske remained several feet away from Guthix and blasted him with a spell, that didn't seem to leave an open wound - there was no blood and certainly none of it got on to him. By the own setup of the lore he can't obtain godhood this way.
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Pyramid Plunder Boosts
True but the 1.7m was the 6-10 hours play time with no boosts (pendants, avatars etc.) 2-3 hours a day using boosts you could probably still achieve close to 1mil
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Pyramid Plunder Boosts
You make it sound like thieving and PP is all that hard, even before having access to the last room you can quite easily muster ~1m xp a day without even needing too much playtime. One of my long standing xp gain records was 1.7m thief xp in a day and that was without any pendants and such + I really didn't play all that much around 6-10 hour region if memory serves.