Everything posted by Sy_Accursed
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
Eh? He said he'd seen 5 For simplicity let's say they were heraldic 1 through 5 I said 9 left: 1) Plain 2) Trim 3) Gold trim 4) Sara 5) Guthix 6) Zammy 7) Arma 8) Bandos 9) Zaros That leaves Gilded as the only other rune variant and the one I did not include in my numbers. Edit: After posting this I saw what you meant he put Zammy and Zamorak opposed to Zammy and Zaros or Zamorak and Ancient if we want to be game name correct.
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
This is the list I had in my head for the numbers but without gilded since it doesn't look like rune particularly and only ties in through shared stats.
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The White Rose
I realised on point 3 I pasted the wrong sentence! The one I rewrote was actually this one: "I tell her, honestly. I've already packed my bag, which currently rests on the messy sheets of my bed."
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Future Update Discussions
I'd be willing to bet good money, based on the concept art and the pose and clouds/moon above that is is either an emote separate from the costume or an emote operated via the costume and that the actualy costume doesn't look quite like that. And I think my view just proved itself given tht last pic from the forums lol
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Future Update Discussions
From twitter "Confira e compartilhe o teaser da semana de #RuneScape! Você tem ideia do que possa ser?"
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Whats shield should I get?
Sara Sword is good if you need a crush attack but its slow as hell (as are most crush weapons) which is where korasi, brackish and d scimmy swope in with better dps for better xp:hr
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The White Rose
Major issues I see straight away 1) Lots of cliche images 2) Use of as - in writing fiction as is your enemy; it makes things happen simultaneously which dissipates the readers focus., that first few lines especially. 3) Telling rather than showing. Nearly every emotional tone you have put in could be shown rather than told. Showing is better. 3) Awkward syntax - in many places the order of your clauses doesn't have a nice flow to it and the general images feel awkward example: "I tell her, perhaps with a little bit less honesty, not allowing myself to shed a single tear" "I glanced to the already packed bag on my messy bed as I tried to soothe her" (also makes it more show, less tell) 4) Some bits just kinda fail to make any sense, eg the military vehicles start to pull away THEN the shot is fired. Would make more sense for the shot to be fired THEN the vehicles move away. 5) Repetition, over use of the same words and outright repeating the same information. eg "I try a trick that Rose once taught me a few years ago to try and calm myself down." 6) Pacing, sentence length is important in this. In the earlier half you use a fair few shorter sentences which go quickly and kind of form tension, the emotions and events happening here, however, ought to be slow in pace because they are meant to be emotional and complex. Where as at the end where he's been shot and you want it to be fast and chaotic and have a whiff of tension the sentences get longer which makes it slow. eg "Seeing fear in my sister for the first time that I can remember surprises me enough to temporarily push the recent events out of my mind. I only want to reassure her now, to tell her that things will be okay and that we'll make it out of this mess, despite not being able to fully believe that myself. " "I saw fear in her eyes. I'd never seen that before. I try to focus. Push it from my mind. I need to reassure Rose. Things will be okay, they have too. We'll find a way, make it out of this mess. I had to believe, for her." 7) Try to work on your dialogue it's all rather contrived. It is one of the trickier elements to writing but you want to really listen to, even transcript just normal real people talking and look at it. Real dialogue isn't too the point or grammatically perfect, it meanders and wanders around the issue and different people will say things slightly different ways. Granted in writing you can't wander quite as much as real dialogue does, but you can imitate it enough to make it feel real.
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
Only 5 variants! Man there's another 9 to see yet!
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What major things does having a uni unlock?
Basically anywhere that you use a bunyip you can replace it with a uni for better on demand healing. Most places you need yip & food can be covered by uni without food. Any place you need healing and can be poisoned uni rocks. Boss specifics others can probably tell you better answers than I could.
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study into the technical aspect of music, with self-portraiture for good measure
I mostly like them; only things I find myself annoyed with is picture 2 feels like it just has too much dead space at the bottom and the 4th one (I'm assuming its meant to be mismatched like the 3rd one) is too closely matched up; only mismatch that I instantly see without really looking is sleeve on the left which kinda makes it, at a glance, seem like you just fudged up 1 segment.
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Stellar Dawn put on hold
Erm they haven't left us entirely in the dark the Stellar Dawn website, forums and releases to specific stellar dawn fan communities have been reasonably regular, the later especially. All they did do was stop bombarding 1 product (eg Rs) with news about another product (eg Stellar Dawn) as people moaned about that. Certainly not perfect in terms of keeping us up to speed, but certainly not enetirely in the dark.
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[ARCHIVE] Spelling and grammar corrections - completed posts
I thought in some rarer case there was occasionally a double decimal eg .25 so really an ideal test would be 100 as that would allow for a double decimal, but not hinder a single decimal test. Eg if 332.5 was right a 100 test would result in 33250 xp gained, but if a 2nd decimal did exist you'd get something like 33256
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
For anyone who cares fealty rank 1 clan cape: Note the gold trim and 1 star.
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
Lamp is fealty 3 only and is claimed via right click option on the cape.
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
No way to check it til you gain it (or not) at build tick. You can check current level via the resource checker button beside ur name in cc. As for if you get it or not usually it's a case of if you earned ring you'll get it. From what I gather for this week there's 3 ways to get it for next build tick: 1) If you earned and claimed ring before the update you'll only get fealty 1 if you do not log in until after your citadels next build tick. 2) If you earned ring before the update but claim the ring after the update you'll get fealty 1 at next build tick. 3) If you earn the ring after the update you'll get fealty 1 at next build tick.
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
Considering (unless im muddled) cuisse is meant to be male legs and tasset female skirt it does seem odd tht cuisse is more revealing; kind looks like u took the skirt off and had some hotpants beneath then covered ur modesty with dangley thing. Cuisse icon certainly looks more complete leg wise, perhaps it is on male models?
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
If people want to use the same pathetic tired argument agaisnt every update why can't we use the same tired defense to it? And I'd say most would say it is a perfectly valid defense in this case; no-one can genuinely say the old graphics looked better by everything measurable about graphics (eg objective factsnot subjective opinions and tastes) the new ones are quite clearly better. So people's issue entirely arises from the change and the fact their old favourites might not be quite so appealing to them any more, to solution is not to whine and say stuff is being 'broken' and the old ones looked better. The solution is to get on with your life and deal with the fact things change and thus you must adapt to them.
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
The one that still gives me a good chortle is the RSOF with people being like look at all the threads everyone hates it. It's like no dear a few hundred people posted hating it, for every one of them there is 100-1000 people perfectly happy with the update who aren't spamming forums and are just getting on with the game.
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
People really need to stop using that tired phrase for every update. Nobody can deny that the basic armours Bronze-Dragon were outdated. They looked out of place in a game that had advanced around them. The more I compare old with new the more I'm convinced that the only way people can hate this whole update is due to the fact they can't handle change. Totally agree it is such a tired out phrase. They aren't 'fixing' they are UPGRADING outdated graphics, in the same way you buy a new coat when yours gets old and tatty etc. Sure people may dislike a few armours in the new style, but people are always gonna dislike the look of some armours; but as with every update after about 2 months of dragged out whining and OH MY GOD GIVE US TOOGLEZOR BUTTON JAGEX!?!?$?!SHIFTONE£$$F suddenly it all quiets down and no-one cares about the new looks because they adapt to it. I mean remember how we all hate and cannot get on with the new interface, new scimitars, lp, new prayer points, new damage splats, new barrows armours even? Oh wait no we do get along fine with all them because you get used to change.
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6-March-2011 - Player Armour, Gnomes and Clan Fealty
My singular annoyance with this update: Using goal lock on clan resources If you set ore, charcoal and bars to 500. If someone does 100 ore, 100 coal, 100 bars. Then the goal locks on ore and charcoal ideally would trigger at 400, but they don't.
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Behind the Scenes - March
I kinda thought myself would be a nice reward, especially since they want to make range more useful in dg. I mean it does have uses for some bosses certainly, just that in the bulk of dg melee or mage beats it and on most of the bosses where range is ftw you *can* tank through them on melee or range. Granted I've not seen some of the higher bosses but certainly so far in personal experience range is only vital for Necrolord. I certainly wouldn't mind having 225(? is tht number right) Gorg arrows bound along side my celestial surgebox then just need to make a bow if needed & much easier to make a higher bow as you don't need to sell off logs to get money for arrows. Certainly be pro at higher levels as well having ssh, primal plate, hex hunter, primal 2h with runes and arrows bound (using the generic options). The one I'm hoping is that dg toolbelt hatchet and pickaxe are *not* limited to level, after all high level picks and hatchets are almost useless atm and not many would really bind them; let any be bound to belt and you can gear up with primal pick and hatchet eventually.
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Behind the Scenes - March
That would be insanely overpowered, as people pointed out to my list it'd be kinda overpowered to have 1 more bind (though all the chatter around it by jmods 1 is prob coming someday) so how on earth is 4 binds, even item specific ones, NOT overpowered? Within 1-2 large you could probably fill all of the slots and be waaayyyy over armoured. Perhaps completing the harder diaries could unlock the extra possible slots for your ONE additional bind. I like the idea of a bind that is destroyed upon reset though Yeah an amalgamation of the two ideas would probably work best. Eg the extra bind is awarded at medium BUT it is destroyed on reset and can only hold gloves or boots. At hard it can hold gloves, boots, helm or necklace At elite it can hold gloves, boots, helm, necklace, shield or legs Avoided the super useful slots (body and wep) and paired up necklace with helm since people tend to have one or the other of ssh or blood necklace so the average dger only really gains one more option there (though an ssher could bind a helm just for bosses of course, but still that's a limited use) Also avoided tool type binds since we know dg toolbelt is coming anyway
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[ARCHIVE] Spelling and grammar corrections - completed posts
I suspect you were using a non-0 xp counter so you already had decimal xp you couldn't see and that it was not a constant pattern of 333,333,332 and so on. Afterall, pattern starts with 332 as decimal rounding starting for 0 means u get the low value first;using exact answers from google calc (332+333)/2=332.5 (332+333+333)/3=332.666667 (332+333+333+332)/4=332.5 (332+333+333+332+333)/5=332.6 (332+333+333+332+333+333)/6=332.666667 (332+333+333+332+333+333+332)/7=332.571429 (332+333+333+332+333+333+332+333)/8=332.62500 (332+333+333+332+333+333+332+333+333)/9=332.666667 (332+333+333+332+333+333+332+333+333+332)/10=332.6 Compared to the tip.it value (332+333)/2=332.5 (332+333+332)/3=332.3 (332+333+332+333)/4=332.5 (332+333+332+333+332)/5=332.4 (332+333+332+333+332+333)/6=332.5 (332+333+332+333+332+333+332)/7=332.42 (332+333+332+333+332+333+332+333)/8=332.5 (332+333+332+333+332+333+332+333+332)/9=332.444444 (332+333+332+333+332+333+332+333+332+333)/10=332.5 In your theory every 3rd one does indeed fall on 3.666667, this would imply that whatever the hidden decimal is equals 1 when times by 3; so already we have issues as that would suggest 332.33(recuring) as the mostly likely answer unless our decimal is factoring into some huge cycle where it never/very rarely lands on 0 dead. But another issue occurs, the non-perfect values should trend towards the suggested 3.667 as we take a bigger sample, but yours don't: 332.5 332.5 332.6 332.571429 332.62500 332.6 The first 3 follow the right trend (though it is anomalous to have 2 identical values), but then we jump further away from the right value and from then on the trend doesn't work and things become erratic. Compare that to tip.it's value, every 2nd value gives 332.5 this works nicely the matching averages every 2nd value suggests 2*decimal=1 which makes the decimal 0.5. Also the non-perfect values are trending nicely 332.3 332.4 332.42 332.444444 See how how every time we add more values to the sum the values for these non-perfect lines are shifting closer and closer to 332.5 in a perfect order; while they will never work out to 332.5 exactly given enough values you would eventually get to 332.499(recurring) Also if we take your value of 332.667 it does not make the pattern you suggested in definitely, starting at 0 the decimal left overs add up to: 0.667 1.334 2.001 2.668 3.332 4.002 The 3rd integers after 3000 repetitions would rollover into an extra 1 so rather than 332 333 333 you'd get 332 333 334 Also starting from 2nd value every 3rd value (so 2,5 etc) is slowly dropping which would break at some point and cause a 332 333 332 to be thrown up. And so far jagex seem to prefer decimal xp's that keep to tidy patterns eg 0.1 or 0.2 or 0.25 or 0.5 integers that do add up to 1 evenly every few cycles (10, 5, 4, 2 respectively); which makes sense as from a developer coder point of view numbers that result in these erratic patterns due to them taking thousands of rounds to return to 0 are a bit of a nightmare when it comes to bugs and glitches. If something in the math is causing a bug for something like 0.1 it's easy to spot because in every group of 10 it will recur at the 3rd value for example. Where as a more complex decimal math like the number you suggested that takes thousands to reach 0 or never hits 0 any math issue won't reappear in an obvious pattern. Heck even from a basic human perspective, tech issues aside, we LIKE things that make tidy patterns. When inventing a value like this we are highly unlike to choose an obscure decimal, instead favouring a nice one that makes a neat patterns. It's a universal human trait we look for and like patterns and organisational systems, even if only subconsciously.
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Behind the Scenes - March
That would be insanely overpowered, as people pointed out to my list it'd be kinda overpowered to have 1 more bind (though all the chatter around it by jmods 1 is prob coming someday) so how on earth is 4 binds, even item specific ones, NOT overpowered? Within 1-2 large you could probably fill all of the slots and be waaayyyy over armoured.
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Leaking Memories
In all honesty so far I think the story elements are ruining the idea; you seem to be trying to make it gory and dark just for the sake of it, especially Urgal's dying dialogue about being crushed and attacked seems OTT as does Arrg killing Aga. The baby troll mercy killing? and variously slaughtered monsters enroute? it all just seems too much. Personally it'd work MUCH better if you saw injured trolls en-route and were directed to the flowers where you found Arrg and Urgal battling and then have to step in to the battle. Urgal gets injured Aga appears and steps in helping distract Urgal so you can kill him. Also the whole team thing has issues 1) Why does Cyrius not want to come? It makes no sense given where he was post-quest. 2) What is with Melzar's complete 180? It doesn't make sense and even with tower warps he is meant to be mad. 3) Jessika/Korsari thing just won't work. Their personalities are too different for them to just step in to the same dialogue and actions. Also why have the team if they just stand around? What makes us go to see Aga? The list tells us who escaped but nothing detailed on where they went and if it does give rough locations surely there should be an area to investigate for clues not to track them (hunter req?) not just an npc to talk too? Also the whole tower opening seems vastly overdone, he repeats himself and splutters through what seems like a massive wait and loads of graphical stuff for no reason at all; especially since it is the quest opening and not a climatic event. Other issues I see are Arrav, he wanted to die to escape Zemergoul's spell; judging by you're narrative so far he's going to be off on some big man slaughtering mission which you must 'stop'...but all he'd want to kill is Zemergoul, which is kinda a good thing. The Kendal I see issues with since it was just a bloke in a suit. The 4 dream mentor one's I also see issues with since they only want to prey on Cyrius Balance Elemental again I see issues as it was at peace with dying and it's only desire is to protect the stone. Also the fact we have to hunt down all these bosses when a lot of them would only really want to attack us the player if anything as an act of revenge. Lot's of negatives there but don;t get me wrong I think the core idea is good. Just seems a lot of unnecessary gore/dark content slapped on for no reason and several plot issues to do with wtf is happening.