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Sy_Accursed

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Everything posted by Sy_Accursed

  1. Yeah to date tasks have always been about exploring an area and therefore taking part in/garnering a specific reward from stuff in the area but never really had any related to drops/rewards that are pure luck to get or not. I could see reaching room 8 being a task and/or opening the rc sarcophagus in there or even obtaining the jewelled statuette which whilst rare-ish isn't that hard to get. But not the SOTG that thing is just insane rare and pure luck.
  2. I was pondering on this the other day. In Lumby set there is: Use Al-Kharid West gate specifically the one near the dg dock. Mine Iron in the chasm mine Mine silver in the chasm mine. So one the one hand Al-Kharid region is largely not tasked out, nothing actually inside Al-Kharid, duel arena, MTA or the plateau with desert strykes and the abbey but on the other hand is is kind of included in a set already. IMO the logically move would be for the 2 mining ones to move into the Desert set then include Al-Kharid, the gate one could stay in either set comfortably really since it's a border crossing task. Realistically I except Jagex will just include Al-Khari in desert and leave the 3 existing tasks as is.
  3. Tasks and comp reqs have doubled up before. Agile pyramid would be easy, medium at best it only takes 30 agility. Also again the cliff-shortcut is only 25 agility. Dom tower probably is a logical place for some elites like defeat sunfreet or defeat double nomad Darklight buff would make sense they did say tasks offered upgrades to to older desert weps. And darklight is about the only thing that could qualify other than Keris.
  4. I'm not saying remove them if they are wrong, I'm saying remove the option to click on them; all they'd need to do is add a code check into either the 'assassin complete' event or the clue reception that checks if the npcs are clickable and if not sets them back to clickable. Nothing technically challenging about putting in a basic backend reset for it to function; I mean any number of parts of the game already do it and the add/remove click option is already encoded in the barmaid event as well.
  5. Only 4 should be remotely challenging, and even then it's pretty basic. I mean they can already remove the left click - they do it in the barmaid event. It wouldn't take much to give an interface of 'no' either, I mean each component (legs, top, hat and gender) is already being checked as they can comment on all of them. All it needs is to give each parameter a nice name (eg Swanky, eastern etc.) then when it does check and comes out 'no their legs are different colour' it already pulled up what leg colour that npc does have so all it would be is a short step to then output that same detail to an interface to generate like 'blue trousers.' As for the rest number 3, they already can give us hints on like 4 parameters so just start us with 2 hints and possibly code in hint dialogue for the currently unmentioned paramaters (clothing style). Number 2 since the assassin barrels purposefully appear for the event it's not exactly hard to make a minor graphically tweak to their model to make them appear slightly different from the plain ones.
  6. So true; I think this event is flawed in many ways. 1) They are too far out in some places 2) They aren't noticeable enough, they should be slightly visually different from normal barrels, rather than just perhaps spotting the well blended in npc or mousing over. 3) They should give a slightly better initial hint - oh a green top you say? How about man/woman as well? 4) They should give a way to make the hunt more dynamic. Either an interface that displays 'green top' then adds crossed out things they dont have as we find them through chasing down random npcs OR simply remove the left-click from a target if we have tried them so that it becomes easier to find green tops you haven't tried opposed to them all weaving about each other and u having little idea which you have and have not tried.
  7. With poh coming out in 2006 and pop in 2012 we really don't need to speculate on this matter til like 2015-ish
  8. http://services.rune...16,246,64190999 [qfc]15-16-246-64190999[/qfc] Wish they would just have the ge give real time price changes. This whole "24 hours with a ~5% cap" is ridiculous. Tbh I think the 5% change cap is good for stable items, as it means they cannot be forcefully manipulated or get wildly off value due to a minor panic buying/selling. However I think for NEW items they need to implement a system where by they have no value at first then an hour after update it takes an average of trades thus far (with an inbuilt check for rogue figures so like if most go for 150m but 1 goes for 2bil the 2bil is excluded) and generate a value from that and keep doing it hourly for like 48-72 hours; then for a further 7 days allow that value to shift by 10% every 4 hours THEN after that period is over lock it down to normal ge mechanics. That way new items aren't given weird ass made-up prices by jmods that take months to slowly nudge their way to true value.
  9. Yeah cause a boss with good drops that you still need pretty decent stats to fight is dead because it can be duoed and the ge value of the drops got lowered in line with what ppl actually paying. Just like how no-one ever does GWD since it can be soloed and not a soul goes to nex or corp since they got done easily and like all thier drops actually sell at ge value! I mean god, what appeal is there left? [/sarcasm] You can easily solo GWD bosses. The prep time is small. The Kalphite King is like Nex in that it requires a team, even if just two people (though how many RuneScape players will be able to duo it, honestly?). If the King's drops drop to less than a piece of Nex gear and are rarer in any shape or form, yes, you have content that is quickly dead. Scroll like 5 posts up to a nice video on KK being done with no food or prayer. Diffculty once tactics are sussed does not appear to be an issue. The fictional issue here of rare drops + low value = dead content is very hypothetical and highly unlikely. Drop rates thus far do not seem at all bad judging by videos, posts etc. plus given the fact these are the best melee weps in game and are unlikely to be proved worse than lvl 80 2h they are gonna hold a decent value. I mean even if they some how do turn out worse than lvl 80 2h weapons in the metagame the average joe blogs probably won't know it; I mean how many people still using dual cls in slayer even thou its been categorically shown whip + ee is better dps? And even if the values do get moderately low (as in hitting the like 15-20m regions tht most gwd stuff sits at) it's still gonna be worth doing, sure the elites would end up preferring Nex for the big big bucks, but as long as a demand exists for the weps it'll be an appealing boss to be killed, especially as progress so far suggests it's going to be entirely feasible for a lot of players to take KK down quite easily with almost no consumables required and in small teams.
  10. Yeah cause a boss with good drops that you still need pretty decent stats to fight is dead because it can be duoed and the ge value of the drops got lowered in line with what ppl actually paying. Just like how no-one ever does GWD since it can be soloed and not a soul goes to nex or corp since they got done easily and like all thier drops actually sell at ge value! I mean god, what appeal is there left? [/sarcasm]
  11. The further I get into ports the more the arrangement of hulls bugs me. At first it looked like morale hulls and combat hulls, in actuality all 3 have hulls but they are sporadically spaced. I don't see why we couldn't just have a nice neat 3 hulls per region or at least had some logical pattern to it. I mean morale has its nice 450 Golden Hull in Skull, then nothing until Bowl and Pincer for the 1200 and 1400 hulls Combat meanwhile has a hull every region but Bowl, again ending of 1400. Whilst seafaring skips Skull and Pincer and finishes on 1200. I mean if they WERE going to be uneven surely seafaring deserves to have a 1400 considering it doesn't get a look in at all in the ram/figurehead category, which allows up to 800 boost for combat/morale, and couldn't the gaps of been smoothed over better so that Morale hulls aren't left hanging until bowl for anything more than a basic upgrade.
  12. Nope, they're actually that high. Are they? Because skill capes show 2307 on the hover-info pop up but in the actual stat interface only show 230. Also it's annoying me no end people being all drama-llama about the capes, it's like it's quite obvious the capes have been stated incorrectly. It's even possible to see how it happened if the def curve was applied automatically because most things like kiln cape are technically 1 def items, where as skill-capes appear to of been taken as lvl 99. So it's kinda obvious they will be fixed at some point soon.
  13. Dual wield is inferior to 2h, because the offhand weapon isn't taken in count when using abilities. They should have fixed this a while ago, but for some reason, they haven't.... Sorry for complaining so much, but Jagex has to be one of the worst companies I've ever seen when it comes to balancing stuff. There are still so many issues going on that have been in the game since beta and they STILL haven't been fixed. People complain about this but I fail to see the darn issue. 2h is best when using abilities as the whole weapon effects abilities. Dual is best for momentuming slayer tasks as it reduces overkill, but increases speed. Each has its use one for pvm one for slayer, so where's the issue? I don't see the issue either. I did a comparison during slayer tasks between Cmaul and duel CLS and the CLS was much better during momentum. That is how a well made game works, everything is good in it's own niche. Clearly the momentum niche isn't as big as the abilities niche, because CLS on momentum undoubtedly deals less damage per time unit than Cmaul on abilities. The prices of readily available 1-handers+offhanders and 2-handers reflects that difference. You can't argue against stark reality. Furthermore, the assumption that momentum is better for slayer, and abilities for PvM, is completely unfounded from what I've read. More damage is better in both. 'Overkill' is a concept that doesn't apply here. In terms of slayer momentum isn't better in terms of outright speed that much is obviously true, but in terms of a realistic average player it is the obvious choice cause most people aren't going to sit rotating abilities for hundreds upon hundreds of kills most of which don't last very long. And if overkill doesn't apply you might wanna tell all the metagamer types who have been citing that exact reason as to why dual + momentum is the way to go for slayer. Also the cls vs cmaul one is fair point, but that is a slightly different issue; that is the issue of the chaotic tier being inconsistent having 2 styles of melee as duals and 1 as 2h. The issue at hand is people having a fit over lack of t90 2hers because dual wields are 'useless'
  14. We don't have proof that they won't go up; they can't wedge stab, slash, crush, magic, bolt, bow and thrown into all updates let alone in dual and 2h variants. I'd full expect the upcoming ranged slayer dungeon to supply some lvl 90 ranged gear and we have no idea what they have planned it doesn't take much to thrown in a new staff or just raise the damage cap on the mage spells.
  15. Dual wield is inferior to 2h, because the offhand weapon isn't taken in count when using abilities. They should have fixed this a while ago, but for some reason, they haven't.... Sorry for complaining so much, but Jagex has to be one of the worst companies I've ever seen when it comes to balancing stuff. There are still so many issues going on that have been in the game since beta and they STILL haven't been fixed. People complain about this but I fail to see the darn issue. 2h is best when using abilities as the whole weapon effects abilities. Dual is best for momentuming slayer tasks as it reduces overkill, but increases speed. Each has its use one for pvm one for slayer, so where's the issue?
  16. Yeah only limiter with trade goods is you need high enough tier merchant unit & high enough pay out in the first place for the percentage to be 1+
  17. She was updated just a few months ago anyway Erm no she wasn't. Just looking on rs wiki the history for the KQ pictures dates back to 4th Feb 2010, so near 3 years ago.
  18. The way Jagex worded it. It can only be repaired with chitin. Yeah they made it REALLLLLLY sound like coins can't be used: "Drygore weapons degrade with use, and can be repaired with chitin gathered from enemies in the new Exiled Kalphite Hive. This will drop in the form of untradeable damaged chitin, but a smith of level 60 or higher can break this down into chitin scraps at an anvil. This will render it tradeable, and ready for use in repairs. Alternatively, speak to Bob in Lumbridge to repair your weapons in exchange for coins, or do so at an armour stand in your player-owned house."
  19. They put dg armours on the new curve. You are basically un-hittable atm I mean ssh is giving 1100 armour! Prom plate is like 12k Primal legs 17k
  20. The boss they said was going to take groups of like 6-10 people? It's been out for what, an hour? :wall: I'm not so sure, but my sarcasm senses are tingling all over Karu's post Yeah she showed a pic of no armour, almost dead with KK on full health...
  21. The trim cape req pertaining to stories is the Quin and Hyu-Ti stories. These are the triple adventurer stories that only unlock once the individual stories are completed. Also your point above makes no sense, no matter if they intertwine or not having a story playable out of order would be confusing.
  22. Doesn't effect the balance because war was also removed when we destroyed Bandos's Avatar. He's now to weak to effect the world and is essentially awol like armadyl. Of course means my quest idea for having the avanasies escape from god wars and try to restore their communion with arma needs a rework to somehow include bandos getting his power back now... Not at all true. Bandos was weakened yes but he is still there and giving prayers and what not to his followers. Armadyl is entirely awol having left/ignored gielinor since all his avianses appeared to of been wiped out.
  23. Jmods confirmed it was them way back when, but this has since kinda been retconed. 1) We have no evidence Saradomin can shapeshift and he looks entirely different in ROTM cutscene 2) Mahjaratt form got changed away from human which kinda overrides Zamorak 3) Guthix slumber being reinforced retcons Guthix being there 4) That particular easter egg dates from a time in lore when it was the old trio of gods being 'brothers' and being equal It's probably also worth mentioning that the Gods appearance in the old letters has been retconned too. Rather than discuss who Mark is referring too (as its highly likely to be Guthix) it would be more interesting to discuss WHY they are after him. My guess is they want him out of the way so he can't stop them from returning and whooping their asses. Maybe if they can somehow 'remove' Guthix and his influence from the world, the edicts will cease to exist giving them free reign to make there return and resume there war against each other. My question would be where would Zaros fit in here, he isn't bound by the edicts seeing as he was already banished before they came into effect. If he is indeed the equal of Guthix as Juna implies doing a Tears of Guthix story dialogue (something about his return truly restoring balance to the world). There is very strong evidence he is on the verge of making his return but will Zaros ally himself with Guthix to prevent any other gods returning to question his superiority as the only true God remaining in the world or help remove his presence for Runescape. The Juna reference isn't about him equalling Zaros. The TRUE balance was Justice vs War (Armadyl vs Bandos) Wisdom vs Might (Saradomin vs Zaros) The unbalance is that might was removed and is instead being pseudo replaced by chaos (Zamorak) Juna's reference to restoring balance is the idea of might being brought back and chaos being removed from the system aka Zaros gonna get mad on Zammy. This has already been somewhat begun with the Temple of Sennisten ending where Zaros makes the statue outside the Zamorak wine temple smash. Though of course recent developments imply Zammy may not be stamped out due to an existing character becoming a god, which would mean restoring Guthix's balance would need Zammy, unless of course Chaos is used to balance, well, Balance. But then one could also go down the line of Justice is missing from the system as Armadyl is awol.
  24. Jmods confirmed it was them way back when, but this has since kinda been retconed. 1) We have no evidence Saradomin can shapeshift and he looks entirely different in ROTM cutscene 2) Mahjaratt form got changed away from human which kinda overrides Zamorak 3) Guthix slumber being reinforced retcons Guthix being there 4) That particular easter egg dates from a time in lore when it was the old trio of gods being 'brothers' and being equal
  25. But it's not putting them into mainstream lore. It's the auras copying the lore. Way back in god letters and in other sources we know Guthix CAN shape shift and that he has taken the form of a butterfly before.

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