Everything posted by Sy_Accursed
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Your thoughts of 2 NEW RS SKILLS
Thats pretty much exactly what I was thinking, just scrap it and rewrite it. Its just so bad at the moment. Too true, even within a 'grid-build' formula for houses they could give us more diversity eg: Make the grid squares smaller, so a current room square is divided 4x4 to give use more freedom of placement. Make rooms that aren't JUST square and same size, heck even give us some 2 storey rooms. Make it so rooms and furnishings are separate things - eg you can place room a or room b and they will have say window/curtain/lighting/door (door hotspot as in we can leave rooms with just open walk ways or put in decorative arches or lockable doors that only we can open) hotspots but then you can pick further if it's a kitchen or a study or w/e which would define what hotspots appear to be built in. Make it so that in the over world we can find various artisans who will give us plans/designs that we have to take to a work bench and practice that unlock more furnishings like more skill related items and more cosmetic differences; like we could learn how to make extra fertiel farming patches that grow slightly faster or say a herblorists workstation that can hold vials and herbs and water and seconds and when used offers a small xp boost. Make it so that hotspots aren't confined to being just 1 thing, like one by a wall could given choices of being a bookcase or a clock or a cupboard or a fireplace or a table. Expand the costume room concept to give us more storage for lesser used items. eg let us make cupboards we can put x items in, heck outright expand the costume room concept so we have wardrobes/racks/drawers/chests that can simply take any clothes items. Also big a one make all rooms moveable without having to rebuild.
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11-Dec-2012 - Player-Owned Ports
Another thing I noticed in all the regions is when near completion you start getting a higher concentration of trait voyages along with voyages from lower tiered regions. This happened each time when I fully upgraded my boat for that region and around 90% completion in the region. I can't be sure what triggered it but it has happened for all 3 regions so far. I've noticed the same thing, at least on this last region. I've noticed that too. I think there must be an algorithmic thing going on behind the scenes to try and avoid overloading us with a resource once its 'dead' (ergo once u have all or nearly all the upgrades that use it). I mean granted we can't see all the way through to the end yet but it does seem very much a case that other than portal cosmetics all the end game revolves around cherry wood, jade and stainless steel and even then that's assuming for the end game you swap the bar, the lodgings and possibly the shipwright between the theme choices that attract different things to gather crew/chase voyages.
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11-Dec-2012 - Player-Owned Ports
That Jmod made a mistake/misunderstood. It's not one or two people complaining about it, just on the hlf there's a lot. Apparently the problem is the rounding used. If you have say a 99.X % chance of succeeding, it displays 100% success rate, but still uses the true success rate. With on the order of 100k voyages being completed a day, there will be quite a few people that will have this problem. So that would fall under the option of 'a bug' The jmod was right in saying it shouldn't allow for any fails at 100%, the bug is in that it should be taking 99.5+ to 100 but it is always rounding down. And tbh even with hlf rantings I sometimes wonder how true it is as a large scale issue; I mean if it was really all that common surely more than like 1 person would've mentioned it on the tip.it thread, surely more places than hlf on rsof would be showing spam about the issue. Heck I'd even expect after this long anyone, like myself, who does ports everyday would've seen the issue occur by now.
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Post EoC advice
Expanding upon this: Ranged Crossbow/Bolt - Royal does technically degrade so I guess you'd be looking at Dragon Arrow - Darkbow is highest non-degrade I believe, but kinda slow cause its a shield bow. Thrown - No issues with degradation here for for sagies
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11-Dec-2012 - Player-Owned Ports
This is great *if* you are 100% all voyages. Anything less than 100% it's not so great; if you happen to succeed its all good but if you fail due to less than 100% then the extra percent from a normal crew man could've made the difference between no pay out and pay out. This is great *if* it were possible to 100% all voyages. as it stands, the game seems dead bent on handing you mission requirements that increase regardless of how clever you are at strategically positioning yourself, with no way to judge how close you got to succeeding on a numerical level (yes it is possible to fail a 100% mission because I've done so) so counteracting said risks by increasing rewards by a hefty 20+% in certain scenarios where a fifth crewmember can't actually help you by an appreciable level (like in a multiple stat mission where you can't push the lowest stat higher) or on a mission that's stacked hard enough against you that whatever you do isn't going to significantly force the odds away from "kinda meh", I'd take the 20% reward increase over the few percentage points that might matter but I can't really tell because the game seems to be saying one thing and doing another making my wins bigger feels like it works better than hoping that my losses don't hurt my wins too much You cannot fall at 100% Jmods confirmed this. Either you encountered a bug or you misremembered. And you can judge how likely failure is numerically it's quite easy. 0% = fail 100% = win Scale inbetween.
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11-Dec-2012 - Player-Owned Ports
That awkward moment when someone posts pictures of workshop and office upstairs being empty in response to "from the workshop you can clearly see the upstairs of the lodging and the office do exist with the stair tops and floors but they are entirely empty"
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Summary of Mod Mark's AMAA today
I think a role like Head of Runescape is always going to be a tricky one to place with the right person because the ideal person needs to both be fully invested in the game and understand its culture and merits and whats good for the game and even understand the design process eg a bit creative but they also need to know the business side of things. Mark would not doubt make a brilliant HoR in terms of giving us amazing content, but I can't see him doing the business any favours where as people that are uber business like that ex-paypal guy who came before MMG don't understand the game at all and enforce choices that are brilliant in a purely hypothetical business model but awful in an actual game.
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11-Dec-2012 - Player-Owned Ports
I'm curious whether it lets you upstairs once it reaches this kind of state. I mean from the workshop you can clearly see the upstairs of the lodging and the office do exist with the stair tops and floors but they are entirely empty in the early stages.
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Your thoughts of 2 NEW RS SKILLS
I think its gotta be keepsaked to be wearable; I mean anyone (like Urza from here) who is enroute to comp (t) can tell you the reqs now state 'fully explore the eastern lands' and 'complete the quin and hyu-ti stories'
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19-Dec-2012 - A Stray in a Manger [Christmas Event]
Tbh the christmas event was good. It was short, sweet, and fun. Getting all the gear for the kennel trading back the GoG was fun to me, and giving all the strays homes was nice. Why didn't you like it? I certainly enjoyed it I think they struck a reasonable balance of questy content without wasting dev time for something that won't stay in-game long term but without going to the extreme of Easter/Halloween where there was nothing but community event using recycled graphics and recycled code.
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Your thoughts of 2 NEW RS SKILLS
There's actually 12 capes that will be unwearable for a short period with new skill launch. Milestone Cape (10) - (90) 9 capes. Max cape. Comp Cape Comp Cape (t) Though of course comp cape (t) has kinda been put out of commission for a while anyway due to ports.
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11-Dec-2012 - Player-Owned Ports
This is great *if* you are 100% all voyages. Anything less than 100% it's not so great; if you happen to succeed its all good but if you fail due to less than 100% then the extra percent from a normal crew man could've made the difference between no pay out and pay out.
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RS not working on my Mac
BloodAngel pretty much covered it Another trick, if you truly cannot get it to go into safe mode is to load the client up on a windows system and set the graphics on opengl with minimum settings then copy the 'jagexappletviewer.preferences' file from your user folder and copy it into the user folder of your mac. This should cause your mac to read the settings opposed to trying to do a first load auto-setup from software mode.
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11-Dec-2012 - Player-Owned Ports
^Worth noting that the opening scene isn't quite the same for everybody. That version showed the Assassin, the adventurer will be the one you have unlocked (assuming you only have 1 port stat) if you have more than 1 it seems to be either random or picking your highest; based of the fact I got the Whaler out of a potential Whaler, Occultist, Missionary and Convict and of those stats Fishing is my highest by a couple of mil in xp.
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Your thoughts of 2 NEW RS SKILLS
The fetch quests...THE FETCH QUESTS!! Haha well in my mind they'd be more substancial than fetch quests. Eg you'd be asked to research a tribe who worshiped Bandos and you'd have to work out where to start 4 or 5 separate digs and in total probably spend like 30mins or so before you complete the task
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Your thoughts of 2 NEW RS SKILLS
I always thought they could apply the concept to main world routing using agility. Eg at level 10 you can jump over narrow (1sq) segments of the River Lum At level 20 you can jump over stone walls etc. Hard code it into automatic routing and all of a sudden agility would be much more useful as it would shorten your travel routes even in non-click through shortcuts. But anyway back on topic: I was thinking Archeology could work nicely as a slayer-esque skill. Get assignments from the digsite to earn xp but as you go you uncover more sites and some sites could lead to resources/dungeons that have been lost for centuries. Like you could uncover a cave entrance then via dg skill explore it to uncover an ancient runite mine or a hidden demons nest. etc.
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Combat Training
Slayer. Job done.
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I know nothing about Steam, is this normal?
Have you tried y'know actually clicking next? It ought to close out the setup wizard type element and open normal steam. As for the progress bar, that usually means a download is running so I'd guess whilst your staring at a screen with a next button not knowing what to do it's started downloading the game your bought or some free sample games. It only appears in the system tray when the steam window is not open, the fact you have it open is why it's not there.
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Pyramid plunder question
It was made more common recently (ish) but it is still quite rare. If you are looting urns you are doing all you can do. Sceptre of the God's as mentioned above will help so once you hit 91 make sure you open the engraved sarcophagus in the final room (not the normal one) as this is the only place that gives it out; with the Sceptre (post-rarity tweak) it took me like 2-3mil xp to find full Ibis
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Your thoughts of 2 NEW RS SKILLS
Archaeology wouldn't make the items as such though, you could find say ancient warriors bones that are usable in the pocket slot to say boost your melee stats by 'x' amount. Or some idol that grants prayer bonus such as increased prayer points or reduced prayer drain when put in pocket slot. Plus traditionally gathering skills supply production skills so via Archeology we could find damaged items or plans for items or artefacts that we can then repair/recreate/clean up via crafting, fletching, smithing etc. Ergo Archaeology would not provide anything immediately useful in its own right. I mean none of the current gathering skills do that now with a small exception in hunter. Fishing - Raw fish useless until cooked. Mining - Ores and gems useless until smelted and smithed or crafted Woodcutting - Logs useless until fletched or set alight Farming - All sorts of fruits vegetables that aren't that useful unless cooked into pies etc. Grimy Herbs that are useless until cleaned and mixed to pots. Hunter - Hides and spikes and talons etc that are useless until made into pots and clothing and such. Exception here being chins which have immediate use.
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11-Dec-2012 - Player-Owned Ports
I think a factor to remember with crew is that you need to consider their level as well. I've had friends reroll hook crew because they come with say 500 morale where as their Arc guy who is level 6 has 525; but it's like well yeah short term firing that guy will lose you 25 but consider lvl 0 vs lvl 6, as soon as ur hook guy gets 1 lvl (which should only take 1 or 2 voyages really) he'll be better than the one you fired.
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11-Dec-2012 - Player-Owned Ports
I highly disagree with a divide by ship system. What if 1 ship gets all naff voyages for the day whilst another gest several long but awesome ones which you can't do timewise in a day? Suddenly you have one ship doing something worthless whilst missing good voyages. Also how pray tell are you going to divide 15 daily voyages between 2 or 4 ships. 1 ship works fine 15 a day. 3 is ok at 5 each. but 15 don't divide into 2 or 4 neatly
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Your thoughts of 2 NEW RS SKILLS
@Kimberly [qfc]14-15-69-64024253[/qfc] - Transcript of the 'Future of Rs' Livestream Proof enough?
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Your thoughts of 2 NEW RS SKILLS
They said they will share a similar relationship, not precisely that one will gather one will finish. No. They said 1 WILL be gathering like mining, woodcutting, hunting, fishing etc. and 1 WILL be finishing like smithing, fletching etc. and that they WILL NOT be a pair that directly link like mining smithing, woodcutting fletching, fishing cooking etc. do. It's not even a vague up for debate issue they have expressly said in several of the videos we ARE GETTING a gathering skill and a finishing skill. No ifs ands or buts, that is what the two new skills are category wise (out of gathering, finishing, support and combat)
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Your thoughts of 2 NEW RS SKILLS
They have also expressly stated 1 will be a gathering skills and 1 will be a production/finishing skill. A pet skill, aside from already being content of summoning would fall into the category of support skills (like agility, dg, thief etc. do) Personally I think the most likely candidates are Archeology and Engineering. Archeology would fit in nicely with good lore stuff as a gathering skill via digging up ancient sites and could easily lead to all sorts of trinkets that could use the pocket slot (which they said one skill would focus on) Engineering equally could be a finishing skill drawing on crafting, smithing, fletching, magic, runecrafting and construction to make various more mechanical type things akin to the Gnome and Dwarf tech already in-game