Everything posted by Sy_Accursed
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Depsit Boxes...
Less competition willows Barb Assault works wonders.
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Amadeus and Mort
I fear this may be a bit painful to read, I got as far as: "Amadeus walked into the burnt out village cautiously. Silence filled his ears, unbroken even by burning wood or falling structures." As picturesque as it may be attempting to be, burning wood and falling structures would most definitely break the silence. Also at a glance you have made format issues with dialogue, new speech ALWAYS starts the line, you NEVER put a little bit of narration then the speech on the same line, narration can intersect the middle of someone's dialogue but it can't precede it and remain on the same line. A lot of erratic commas in the middle of short sentences where they aren't needed. You've even put commas before 'and' which is just painfully wrong grammar.
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[Suggestion] Add item/monster/quest names to title bar.
I agree with Kimberly, would be better if the new title's on the Beta were kinda of inverted, so that if your tabs get smaller you have a more useful title to spot. Eg instead of Tip.it Runescape Help >> Beastiary >> View >> Nex Could get rid of "view" as its pointless anyway as beastiary is obvious the main page then beasitary >> x is obviously a monster. But then reorganise it as: Nex >> Beastiary >> Tip.it Runescape Help Means on tiny tabs you can see at the very least the first few letters to know what your viewing in that tab, and with less tabs open you get a more in-depth title Even with only my basic tabs open on my laptop I rarely see beyond Tip.it Runesca... on the tabs, and on my desktop with its massive res even then I don;t get the full page title. I'd even go so far as to suggest where common place acronyms exist to use them in the title bar first eg: Instead of: Elemental Workshop 3 >> Quests >> Tip.it Runescape Help Have like: EW3 - Elemental Workshop 3 >> Quests >> Tip.it Runescape Help That way even on tiny tabs you would know exactly what it was you had pulled up.
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Undecryptable password?
Those numbers sound excessively high; if you take a basic 62 character set (A-Z, a-z and 0-9) even a five character password means there is 916,132,832 possible combinations to attempt to brute force it. Which is really more than enough to block out the majority of basic brute forcers. Heck factor punctuation into our previous numbers gives at least 100 characters in the set and that zooms five characters up to 10,000,000,000 combinations Sure more character is better, but still 5 or 6 upwards is more than enough for most things; and any brute force attack who really wants to can manage any length, there are a finite number of combinations after all. 15 characters (on the 62 set) would give 7.68909705 × 10^26 combinations (768,909,705,000,000,000,000,000,000) Just had to do the math out of curiosity lol.
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Future Update Discussions
Wasn't the writing referring to the hidden ability of the dancer being the thing the team was after? Thats what I read it as. Her species had fire power and then in her rage she unleashed a higher level of power becoming monster-like and deadly after they cut holes on her fingertips in the gloves that suppressed her fire power. Essentially it pretty much seems the dancer = boss of the new quest and we are getting a new race introduced into lore. Some sort of fire elemental/human hybrid that the freminnik slaughtered in their war against magic, believing them to have some magical artefact; but then enslaved the last few using some sort of gloves that controlled their fire power, with holes at the fingertips so they could leak out just enough fire to be used as cooks.
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20-December-2011 Christmas Event
Yeah the ruins in Edgeville are complex. We do know a Zarosian fortress was there at some point; but then at some point after the Godwars a village was built there then an attack from the wilderness made it into Ghost Town, later to be settled as Edgeville. But we also do not know quite where Avarrocka was before that got destroyed and rebuilt later as Varrock; given the fact there was a city at the digsite perviously it's quite possible it could of been further over and the Edgeville remains could be part of that. Plus in terms of tactics for Dragonkin using it to send a message it is only a small village of quite a ramshackle nature compared to the cities, not the kind of place likely to cause great outrage if it is attacked. Plus it is right beside the wilderness full of dangerous creatures (even a quick glance could tell the dragonkin this, especially if they can some how sense the presence of their dragons) and it can already bee seen that it has ruins so it has clearly been attacked before. Also such a small village they can quickly blast as they fly past and nobody will have any idea it was them, based on how quickly they seem to be able to travel, (other than the player obviously as they told us) where as in razing a city they'd need to hang about and get spotted. Plus one more factor that can be thrown into the mix is the majority of the damage seems to be in a trail culminating at Lucien's house, which does throw up the possibility that the attack was tied to rage of Lucien still. Perhaps some sort of latent sense of his presence having been there etc. By all means there is many holes and flaws as it is a early plot line that will be fleshed out; but there certainly is logical reasoning for the Dragonkin to not attack anywhere big straight off the bat and several factors in play that could justify attacking Edgeville to send the message. Personally I think it would of made a whole lot more sense if jmods had kept original concept (mentioned in FAQ and seen in concept art) where Canafis was the place to get attacked as that place really far more isolated. Also The Harry Potter point/example is by far the most relevant; when he was resurrected at the end of Goblet of Fire he had all his power back, same as the Dragonkin have all their power but he needed to tactically regroup and establish his spies etc etc., the exact thing the Dragonkin are no doubt doing now. They do differ a bit in that Voldermot tactically went after more power via the Deathly Hallows, but still he already had more than enough power to do what he wanted.
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20-December-2011 Christmas Event
I'm not disputing the fact they could probably raze a city, only in terms of plot and tactical thinking it makes sense they did not. They are strangers to this time with no base of power. They do not know exactly how powerful the humans settlements are but can clearly see they are vastly outnumbered. Plus of what they do know, Robert the Strong knew how to kill them and could of passed the knowledge out AND they were vastly overpowered by the world in general at some point as they created dragons to defend themselves and retreated from the known world at some point in the early Godwars. Tactically speaking bringing an enemy that could potentially be such a threat into conflict with you en-mass is a foolish idea, atleast until they have better knowledge of the current world and have established a stronghold. Plus with very definitive aims to kill just the false stone users, basically meaning us the player, it is also tactically unwise to create an open war which could put obstacles between them and us unnecessarily. In terms of pure brute power the Dragonkin may not need to regroup (though we do not know the limitations of their power), but in terms of tactical power they certainly need some time to gather themselves. The key factor in this case is the Dragonkin's knowledge; they do not know enough to be able to say they can wipe us all out. Sure we as the player know they probably could, but it doesn't mean they do; in fact all evidence relating to their 'demise' last time they were about gives them very good grounds to suspect we could easily have the power to deal with them should they take on a major power such as a large city. Also fyi if you're gonna counter a specific example, you should really do so on the grounds it was used. For Harry Potter I specifically said the two years AFTER he was resurrected, his resurrecting being when he was reborn using Harry's blood etc. at the end of the Goblet of Fire, not when he was surviving as a parasite on the back of Quirrel's head in Philospher's Stone.
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20-December-2011 Christmas Event
Still in terms of tactics it makes sense to NOT attack a big colony straight away. There are only 3 of them. They do not know the world. A human defeated them before. They need time to learn what they are up against and establish a position they can defend. Also it was rage, not pain. They specifically talk about the rage and just as the stone is out of use does not make them 'turn off' as it were, everything we've been shown shows they retain the rage and power levels and merely get more powerful as the stone is used. Shown by the fact they are seen at the end of WGS, but are not yet able to escape then when Lucien further uses the stone they clearly can escape and become even more violent in their final cutscene when Lucien is using the stone once more. By all means when they launch a full attack a big city makes sense as a target, but a warning shot is not a full attack and a small colony makes perfect sense given their lack of knowledge of the current world, their limited numbers and the fact a human defeated them before; and I believe that is a very important factor. In their prior slaughtering it was a singular human that did most of the damage; what if that knowledge has become common knowledge and now thousands of humans know how to kill them? If that's true it'd be suicide to attack a large city. And yes they made it clear they would kill us, but when you are threatening someone you would not admit any doubt (such as possibly thinking humans may be dangerous based on previous being slaughtered by one) And you have to remember they do have a specific rage against us as we are a false user of the stone. You're arguing two things here. First is that they are in a fury and are so enraged that they attack a human settlement. Second is that they are calm and calculating enough to analyze their current situation. These are polar opposites. If me and my two buddies had enormous amounts of power and were in an absolute rage, we would go and do the most damage possible. If me and my two buddies wanted to play slyly and cunningly, and calculated out a scheme and set very intricate and appropriate warnings, we would not do so out of fury. They are not poplar opposites at all. As far as we have been shown the Dragonkin while needing to release their rage and power are still perfectly able to target it and exercise their mental capacity within reason. There's loads of story examples out there where people easily exercise self control over their wrath in order to be sly and cunning and thus exact a more complete vengeance. Kinda the driving force behind the whole "revenge is a dish best served cold" idea and the most obvious plot tool in many kids TV shows (think things like digimon, how often the big angry bad guys slink away with their rage to regroup and come back stronger) heck it even crops up in many books Sauron in LOTR spends many many years regrouping his power and his forces, despite being very vengeful towards the world before he acts upon it; heck just consider all the years the ring was lost before Gollum got it and then many years after that before Bilbo found it and passed it to Frodo in which Sauron bided his time. Same holds true in Harry Potter, Voldemort is hell bent on killing Harry but he doesn't just blindly go at it; he takes a couple of years after his resurrection restoring his followers and infiltrating the ministry of magic before he actually makes a big move with the aim of killing Harry. Or you could take any big soap opera villain and the way their final outburst depicts their huge anger/malice towards people but it the plot is built up over months and months as they cunningly do things around the town. Heck even think of TV dramas, they use the trope no end in Desperate Housewives, Lost, Chuck, Supernatural, Charmed etc. It even creeps up in fairytales, like Seelping Beauty (I think thats the one) where the curse won't occur until a specific birthday allowing the evil person time to lay their plans. Or Shakespeare, Richard III especially, he wants to create war and gain power but he plays clever games to slowly get rid of people. Or most adventure video games where we know from the get go who the big baddy is and usually annoy them enough to warrant our demise, yet spend the entire game dealing with their random cunning ploys before they finally unleash their full rage and power on us for the final battle; all the Zelda games are great examples of this. There are literally endless examples of the basic trope, it's utter nonsense to say a some sort of wrath or fury and being cunning or sly are polar opposites, in story telling terms they go hand in hand. Cunning and sly is used to build tension and drama as an antagonist figure channels their rage into a cunning plan, culminating in the climactic event when the wrathful attempt occurs as the carefully laid plans come together.
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Undecryptable password?
A mixture of letters, numbers and punctuation (where allowed) is the hardest to crack especially if no "real" words are used. Anything that is a known word, be it from literature or the dictionary or a name, will be on a list somewhere to be used for cracking. For example I personally use a lot of character names from my fantasy manuscripts (split up and jumbled a bit of course) as passwords as they are essentially made up and do not occur elsewhere*; but if/when I get published I'll be ditching those passwords asap (assuming any are still using that). *I specifically use the weirder names, and all my fantasy names (mostly) are entirely made up and quickly ditched if I find them elsewhere.
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Trophy Vexillum Change
I personally think this is a good move as it was unfair for a few reasons. The most prominent reasons to me are that it was obvious biased to big clans, just because my clan only has 50 members and grows slowly doesn't mean we haven't worked our asses off to be approaching t4. The second reason was the reward was not actually rewarding those who achieved the work specifically; it was instead rewarding any tom, dick or harry who joined the clan. If they want to reward the first t7ers they should give them something to the specific player, not the clan as a whole.
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operating system won't boot
1) Make sure bios is set to boot from that harddrive 2) What precisely is it doing? If it is getting part way then failing and rebooting you should see if you get to the safe-mode boot option as usually its just having trouble settling itself to the new hardware. If it's just being no boot at all you should have a disc/partition to direct the boot sequence at which can be used to repair/restore the OS and hopefully get things working. When I recently upgraded my system it ran through the boot sequence about 5 times before it managed to actually boot, which it did very slowly; but after that I installed the appropriate mobo drivers and it settled itself nicely.
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Why are Barrow items rising?
A few misguided merchants bulk buying to try and profit and the natural demand for new shiny stuff pushes value up; but real value will plummet far below GE value probably before we even hit the weekend as the demand will fizzle and the supply will boom. Always worth remembering on the current 'it' item(s) relating to a new update GE value rarely reflects the value they actually trade at. Real value can shift much more fluidly than GE value which takes time to catch up.
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firemaking's curse
It's an MMORPG. That's par the course. It just makes no sense to lower the reqs and saying it's because they want more people to "experience this great story". Does that mean they don't intend to make the quest cape as difficult to get as a most higher-end capes, like they said? Does that mean all high level quests will have crappy stories because they want 'more people to experience it'? Hopefully I'm not the only person that sounds absolutely absurd to. Meh, at the end of the day, I'll still be able to do the quest. I just hope this isn't going to keep happening. I think they want to up the cape requirements; but in this case there were two factors in play: 1) Firemaking has been promised a big overhaul for a time, but to date it is still a largely useless skill; aside from those seeking maxing out. Asking players to train such a skill to a high level obviously has flaws, so they probably decide to divert going too high until after fm has been made more useful. 2) The jump between prior fm reqs and this was rather massive. While skill reqs do generally increase, they don;t really do MASSIVE leaps, each skill tends to have a few sub-40 reqs then slowly the level needed for it rises as more quests come. The combination of such a big req jump on a useless skill does provide a compelling reason to not quite do it; in this case I'd imagine a third factor came into play as well: Hype. Jagex hyped this quest as runefest, wasn't there even a workshop where attendees helped design a character that appears in the quest? Plus the whole name/personality making contests AND the poll to pick the final one. All in all the mass of hype probably swept up a lot of lower level players and thus spun out a fair bit of resentment when suddenly they get locked out by a rather high requirement.
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firemaking's curse
A lot of people want to max so its hardly "un-needed." Plus sure it may be only 9 more levels, but those 9 levels account for over half the xp to 99. When looking at training methods in terms of usefulness due to levels left to max I find it ridiculously misleading to consider levels because of the xp curve, especially in the top end where 6.5m-ish marks level 92 and 13m-ish marks 99 so in the last 7 levels you have half the entire xp to gain.
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Quest Guide A Little Off
Do you have one on your tool belt? As that could be interfering and as such is probably a "bug" from Jagex's end that tool belt does not work with w/e you light during that quest.
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Behind The Scenes � January
No doubt Akrisae was not included on the concept art as runefest was pre-ROTM, or atleast soon enough after ROTM (can't recall quite when it appeared) for them to not want to spoiler it via reveal Akrisae enmass.
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Have a mini-game category for armour/weapons
I know it doesn't have a huuuuuge impact yet, but we are slowly getting more mini-game only items. So I just thought perhaps it'd be a good idea to implement (before it becomes a huge job) a mini-game category, in the same vein as the dg category. So then, for example, when sorting by stats we could exclude mini-game items by picking regular only; would improve usability in some cases as well, like where class 5 through class 1 of the Stealing Creation weapons take up the top slots. Wouldn't be a huge task as it'd only apply to Stealing Creation in-game weapons and armours, Hybrid armour sets and the dominion weapons to date; but certainly a growing category that it may be worthwhile implementing before it becomes a mammoth task. Edit by Bogs: archiving, the 'minigame' tag accomplishes this.
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Barrows: Is killing Akrisae necessary after RotM
jmods confirmed for the best drop rates of barrows items you need to kill 6+ brothers. This means you can skip 1 brother and still get the optimum drop rate, but only the armours of brothers you kill can be dropped. General advice is to skip to brother with lowest value armour.
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120 Constitution?
I think I know what you mean, I was told something like this as an example (it could be wrong). You're punching (you have no weapon) and you click your special attack bar, and you do a combo, something like 2 hits followed by an uppercut (similar to the Attack-cape emote), except it'll work with almost all weapons, nothing major like 50% damage hit or something like that but something minor but better than what's already out there visually. From what I saw this combined with the combat hotbar and it was actually that at specific attack levels and defence levels etc. you go specific special abilities, be it defensive or an attack that you could apply to the combat bar to be able to use. An example they gave being at 50(?) defence getting one that blocked all damage for like 30 seconds.
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Behind The Scenes � January
Maybe that'll change with this quest? There have been rumours of a new use to fm for a while; I think jmods even said it was in the works. But I hope this quest isn't intended to make it "useful" after all the new training method it unlocks is hardly going to revolutionise the entire skill if its only 90+
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20-December-2011 Christmas Event
Still in terms of tactics it makes sense to NOT attack a big colony straight away. There are only 3 of them. They do not know the world. A human defeated them before. They need time to learn what they are up against and establish a position they can defend. Also it was rage, not pain. They specifically talk about the rage and just as the stone is out of use does not make them 'turn off' as it were, everything we've been shown shows they retain the rage and power levels and merely get more powerful as the stone is used. Shown by the fact they are seen at the end of WGS, but are not yet able to escape then when Lucien further uses the stone they clearly can escape and become even more violent in their final cutscene when Lucien is using the stone once more. By all means when they launch a full attack a big city makes sense as a target, but a warning shot is not a full attack and a small colony makes perfect sense given their lack of knowledge of the current world, their limited numbers and the fact a human defeated them before; and I believe that is a very important factor. In their prior slaughtering it was a singular human that did most of the damage; what if that knowledge has become common knowledge and now thousands of humans know how to kill them? If that's true it'd be suicide to attack a large city. And yes they made it clear they would kill us, but when you are threatening someone you would not admit any doubt (such as possibly thinking humans may be dangerous based on previous being slaughtered by one) And you have to remember they do have a specific rage against us as we are a false user of the stone.
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Where do you get mime?
Randoms get rarer as you solve more of them correctly. There is a specific number of xp gain you get a random at though, I want to say its around 1mil but not sure. As for which random you get they go in a loop; you will get each once once before they repeat, or should do anyway.
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20-December-2011 Christmas Event
Biut you are still entirely ignoring the factor of they do not know the world and do not want to set off something they cannot finish. They know humans defeated them before, so it is in no way a GOOD idea to go and attack a massive human settlement for no good reason until they have time to plan and learn about the current world. There were hundreds of them before, there is only three of them now; humans were small tribal creatures with the odd small city before they are clearly a well organised race with massive settlements now. And as NukeMarine pointed out the map is scaled, you can see that if you read the books; places like Falador and Varrock houses many hundreds, if not thousands of citizens and take days or even weeks to travel between. So in lore terms its even more of a stupid idea for the dragonkin to attack a big settlement. Plus as mentioned several times they probably weren't trying to send a message with their attack; they were venting the rage from the stones use.
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20-December-2011 Christmas Event
It works, but not well. The number of assumptions you have to make to get from point a to the conclusion is quite large. I just can't agree that it was intentionally laid out as you proposed, considering how shallow the presentation of the quest was. You did write out a well detailed concept though. Maybe they should get you to work on the quests, huh? Lol Lol I am a writer by trade and a literature student. It's my natural field to find the plot strings to make it work! I think the thing to remember is its part of an ongoing plot, Jagex always leaves holes in them because those holes are what makes you want to (theoretically) do the next quest and begin to plug in the gaps. Most other big story lines have required big assumptions to fill in blanks in the early stages; heck many of them still do. Like it's still not 100% confirmed for definite who on earth The Dark Lord guy in elf series is, or wtf happened to Tyras for real or where the various other elf clans have gone. And there is a pretty big logic leap between Iorweth (sp) is being a meany! Lets make our entire city revert to seed form for safety!
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20-December-2011 Christmas Event
They attacked the leader of a group of arcane beings--even though they didn't know Lucien was unlikely to receive any help from his brethren--without a second though. I'm not exactly sure if that possibility is strong enough to be considered. Zaaps does have a great point, especially since their magic was strong enough to give our character a sending of the trouble to come using areas from Gielnor and obscure people from our character's lives to send a strong emotional message. Much of RotM had these strange little leaps of logic in them, and it's nice to fill in the gaps, but I really think it was an oversight on the quest writer's part. I don't think it is when you consider the full logic of it. Using the stone of jas enrages and empowers the dragonkin to a point of no control. In using it before them Lucien made them basically go mental. Plus they are VERY powerful and ancient, no doubt they knew the mahjratt from their last time out and mahjratt hadn't posed a threat to them then. So with that and their general power a small cluster like that shouldn't pose an issue to wipe out as needed. Plus given that they left Mos Le Harmless way before our fight its quite easy they were watching, until the stone's use sent them mad; so they'd know the squabbles and in fighting going on. As for our flash forward, that can be explained easily: One of the most commonly used rules of physic powers of that kind is they can only produce images from the sender or receivers mind. Factor in we have touched the stone of jas that directly feeds into the dragonkin and effigies and dragonkin lamps are feeding knowledge to them (which in lore only we the singular adventurer) actually do. So they could easily raid our psychic to set up a place and faces that we know. Also if you draw a line from the ritual sight to mos le harmless area (assuming they come from somewhere that direction based on their arriving there first) it does/can pass through edgeville quite easily for them to vent on enroute; quite possible they got set off again when we were moving the stone. So in the full picture I'd say the logics around the dragonkin work fine narratively, even if some of the other elements of the quest were a bit off logically. Of course in filling such details in is entirely subjective to how you personally "read" it, same as books, but still there is a perfectly sensible and logical rationale that can fill it all in with no major issues.