Everything posted by Sy_Accursed
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Future Update Discussions
Twitter evidence would disagree with this. There's plenty of examples of Jmods finalising dialogue/text in the week before launch - after all strictly speaking text doesn't need bug testing and can't break the game and it's not like Jagex doesn't have typo fixes in nearly every patch notes.
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Future Update Discussions
I would not say its at all certain what content it would come with. Could be Mahjaratt, could be dragonrider, could be dragonkin, could be time travel concept they had tied to 1st age, could be any random content that happens to uncover something from his existence.
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The True World Map? Post your findings! [Updated 2014]
I think most reflections in most games out there even today simply rely on duplicated inverted renders to produce reflections - it's the only way to really do it in a digital format and have dynamic reflections opposed to static painted textures hidden beneath the water/on the 'reflective' surface. Even things like the sims just straight up duplicate render, you can even see the walls being hidden or not in reflections. It makes a lot of sense to do it that way because then the reflection can have a good 3D depth to it and maintain correct realistic content regardless of viewing angle.
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Combat level update? 138 vs 200? -- newest news?
^Fairly sure in the legcay mode update they kinda said the exact opposite - namely that the current stuff on beta servers (eg cmb formula) will be released when legacy comes to beta.
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Future Update Discussions
It did always strike me as daft to have it all under 1 rule, I mean even a family playing at the same time as far as Jagex can see is multilogging. To me, looking at those examples. 1 ought to be fine and allowable, unless they fix coinshare/friend chats to kind of use an independent membership list functionality. 2 doesn't really do any harm, but personally I don't think it ought to be allowed - just to me if you are playing the game you should be there playing it, not on another account. 3 definitely ought to be against the rules under market manipulation 4 definitely ought to be against the rules under self-interaction + luring ought to be a rule break in of itself. 5 I think kinda technically ought to fall under the same as 4 and is arguably ethically wrong, but I don't think its a rule break anyone is really going to care about. 6 of course definitely rule break and a law break in many ways, but macroing and rwt more than multi-logging. Really in essence many of the issues of multi logging could be covered by other rules (rwt, macro) and the few others would be better covered by more targetted rules (no interaction (direct or indirect) between your own accounts, no market manipulation etc.)
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Range weapons
To improve from royal you have 3 options: CCBs Death Lotus Darts Ascensions
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Fighting calculator/highscores?
The problem would be you are not on the hiscores: http://services.runescape.com/m=hiscore/compare.ws?user1=bl4z1n%20f4ng
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22-Apr-2014 - A Shadow Over Ashdale
I think it is inevitable they need to break dg away from being just daemonheim because there's only so much content you can wedge resource dungeons into just to use it outside that one area before it becomes ridiculous. Though I will say I think it ought to be a case that other dungeons/areas/content that utilise the skill ought to be at least level 50+ if not higher so that daemonheim is where you begin and initially learn how to come with locations that are somehow misshapen by magic and cut off from the outside world. Plus I think any method/area added that gives anything more than one off xp definitely needs to maintain the self-contained-ness of the original daemonheim; which could be done in many ways. Eg lost islands you can only swim to and therefore cannot take any gear with you forcing you to forage and make stuff there or a rift wizards have been trying to study and dont want contaminated so wont let you take stuff in or a site of historical significance (eg fossil island) that you can't take stuff too in order to preserve it. Could even make new areas have different main themes like daemonheim is predominantly about combat you could have ones geared to hunting down a specific elusive beast or collecting specific samples or performing a jailbreak and some could be designed to be solitary rather than team. And that break would give it greater scope for skill usage as, for example, things like mep2 or temple of ikov where you head into previous unknown dungeons could require the skill. With the tech from daemonheim itself and from something like heist with its random generation it shouldn't be too big a task to code new randomised experiences, the bulk of it would be the graphics.
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22-Apr-2014 - A Shadow Over Ashdale
Oh yeah I forgot about that. Seems our ninja team has been taking break for "art class" :P. I can't wait for the next three polls to be honest. We have two days and should see a whole new set since they are holding off on replacing the slayer poll. I would imagine they might poll more elf city training methods. I think we should see a dungeoneering poll Because linking that and the elf city would be hard. I would imagine the poll looking like this: How would you like to train dungeoneering in the elf city? A. Be asigned to venture to bilrachs resource dungeons for resources to rebuild the city. Returning grants bonus dungeoneering xp and further xp in skills for turning in what was found. B. Be assigned to explore daemonhiem on behalf of the elf city to learn about the unnatural elements there. You will gather bonus experience based the floor and a side helping for the skills you train the most while inside. C. Be assigned a random floor/theme to explore for bonus dungeoneering experience and tokens. I feel elf city dg would be an ideal way to break away from the mini-game esque idea that dungeoneering is only ever about daemonheim/bilrach magics and expand it into more of a general magical dungeon raiding skill and thereby put it to use with the library and stuff that was underneath where the city was (will be?) in some way and they could easily make a link because they could be situated near a rift to another world where this 'dark lord' of theres resides leading to a reality bending situation similar to that of daemonheim leading to a rift to 'Zamorak's world'
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22-Apr-2014 - A Shadow Over Ashdale
I don't see why they'd give it a higher level casket or anything remotely so good, remember despite scaling this is a boss from a requirement free novice quest - in theory its lower down the pecking order than even the Giant Mole as pvm bosses go. And I don;t think that would be a bad thing, it'd work nicely as a pvm experience specifically aimed at the very beginning of the game, people could then get into pvm and filter through the likes of mole, kbd and kq on their way to hitting GWD and finally progressing to nex, kk, vorago and rots
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22-Apr-2014 - A Shadow Over Ashdale
Overally I felt their experiment in 'visual story telling' was a bit of a fail. I don't see how this was any different to many other quests where we have the camera stolen from us to pan around and very obviously show certain things. And largely the 'visual' part didn't really tell any story. The npc told us in dialogue where the sewers were before we went down there. Showing us each mucus door opening didn't really tell any story. The really emphasised pan to the lever felt redundant since it was very clearly on the wall in front of us and the only option of where to go other than towards the monster. All the story was in the smugglers journal really, the actual quest just felt like a run of the mill run a dungeon to reach a boss affair. When they said visual story telling I was expecting to be SHOWN things happening opposed to being told about them, not just have the camera cut away from me every few steps to highlight something very obvious given I'd just done it several times already.
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Future Update Discussions
Makes sense, still doesn't really fix its problematic-ness though in my book. From the perspective of a new player: You land in Ashdale and are playing this tutorial - this must be the present and what is happening now. Moving beyond the tutorial there's no sense of time passing or a leap forward but all of a sudden you are having flashbacks to things that happened in the past. There's sort of an inbuilt conflict there where what you assume to be 'present' playing in a linear line from starting the game suddenly somehow has a flashback past that kinda contradicts how the 'present' started because there is nothing to indicate that ~1 year lapses between the tutorial and where you actually begin.
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22-Apr-2014 - A Shadow Over Ashdale
This quest raised a few questions for me: How come we immediately knew we needed to get to the rest of the island to 'look for people' but proceeded to not actually look for anyone and just make a beeline for our old house? Equally how come our old house has a conveniently placed journal about how there's tunnels beneath it that this guy who built it made a secret entrance too and then we seemingly instinctively know that by twisting the bust head this tunnel opens up? Did we full well know there was a secret tunnel beneath our house with these monster eggs in that the Smugglers quite easily found and just sort of not bother to tell anyone? Then when the town went missing were just like dam it time to raid my secret cave so I can be a hero? This is the kind of quest that kinda makes it seem like the player is a bit of a douche
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Item Discussion & Price-checking
Would the date not be ascertained by looking at the date of the post in which the item of interest is bolded indicating it has been updated?
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Armadyl Battlestaff Vs Dual Abyssal (wand and orb)
Dual wield is better DPS than 2h, abyssal wins. For 2h to be remotely better it needs to be a full 10 level tier ahead and even then its a bit debatable in some instances (eg Chaotic staff > ahrims and treachery) Therefore abyssal kind wipes the floor with its equal (lvl 75 sol), and with the two 2h counterparts close to it (abs and chaotic), so unless you can afford virtus or sesimic your best off using abyssal.
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Anybody got any suggestions to fix this...
Tried that, no effect - well once or twice it helped to 'pop' me out of the squashed view but it didn't fix my view distance. Edit: I gave it another try and it does seem to be working, gonna suck doing this everytime I log in thou.
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Future Update Discussions
Hence my point about it being extremely problematic that the way Ashdale is introduced outside of a flashback context implies it is 6th age.
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Anybody got any suggestions to fix this...
So I'm fairly certain my account itself is bugged at this stage because everytime I log in since ~2pm BST I get this... A few things like cutscenes and dgs will 'pop' it back to normal perspective, but they don't fix the render distance which is so short I can only see half way across then room I am in in dg; but it reverts once I log out and back in. I have checked for any missing/recent updates to revert - none are waiting and none happened that coulda coursed it midway through the day. I have cleared my jagex cache twice, reinstalled the client twice, booted the game in safe mode, tried every world on the world list, restarted my router, fiddled with graphics settings etc. etc. To add to the mystery I get this exact issue on my macbook, win 7 laptop and win 8 desktop across all browsers I tried but it ONLY happens on my main, some noob accounts I tried and one I even created to check all have perfectly normal display. So anybody got any ideas of wtf I could try to fix this? Kinda running out of options and its annoying me cause it makes rs basically unplayable. Did send a tweet off to @jagexsupport and thinking I'll send a tech support ticket and spam some jmods if it's still like this tomorrow.
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Legacy Mode
bah double post.
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Legacy Mode
Alright, "Marginally different but just as useless and arbitrary". Better? U mean (X*2*1.3+hp+def+sum/2+pray/2)/4 Where X is str,atk,def,magic Ok. No. I categorically do not mean that incorrect formula you wrote out or the incorrect definition of X you gave. In the new formula is X is either: Att+str or 2*mage or 2*range Then it is ((X*1.3)+hp+def+(sum/2)+(pray/2))/4 like I wrote.
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Legacy Mode
(X*1.3)+hp+def+(summ/2)+(pray/2) all divided by 4 X+def+2 Yup totally 'pretty much the same'
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Future Update Discussions
^I'd try making a thread in the swiftkit subforum or at least y'know making a thread at all since spamming your log into a random existing thread constitutes little more than spam.
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Future Update Discussions
Source on Ashdale placement is all non-flashback framed events are automatically assumed to be 6th age. Therefore, it has to be 6th age, not 5th and logical placement is the very start. It could be debated and argued as a 5th age, but just using the framework Jagex set up of flashback = 5th age non-flashback = 6th age places it in the 6th. As for we the adventurer not starting in 6th age official source is all the flashbacks - they are flashbacks of things we did in the 5th age and the events of them are taken as such. It is why Azzandra, Char etc. etc. etc. all know who we are by default in the 6th age - they met us as seen in the flashback quests. By all means it is not put into words anywhere, but just using what is there and how jagex have done things both means that we the adventurer existed in the 5th age and did a lot of stuff and that given the lack of flashback framing Ashdale is 6th age content.
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Future Update Discussions
I like the concept of Ashdale but it feels extremely problematic to me given then new timeline of runescape. Officially speaking Ashdale occurs almost immediately after Guthix's death and the start of the 6th age, but this makes no sense - it story is told as if we are a normal joe who some dwarf thinks might have the metal to be an adventurer and he's coercing us to do so in this moment of crisis. This literally makes no sense given that flashback quests clearly tell us we have done a huge amount of stuff prior to Ashdale. It wouldn't even be entirely hard to fix up - just a few dialogue tweaks to seed the idea we WERE a great adventurer but we retired to Ashdale and shunned that life and were avoiding the world at large. And this dwarf is the one guy who knows exactly who we are (at least within the borders of Ashdale) and the tutorial suddenly shifts from a nonsensical average joe becoming an adventurer, but you've actually done a truckload already to a retired adventurer being coerced back into the fray, who in due course re-learns skills they once had and in doing so reconnects with memories of their past acts (aka plays flashback quests) New quest looks pretty decent, some of the enemies look rather derpy/repetitive though. I mean we already have 2 tentacles sticking out of stuff monsters, one of which event happens on a boat. Not to mention the Thalassus water/boat fight malarkey being similar as well. Feels like if they wanted to do something special they could've looked for something a bit more original - I mean we are lacking in bird enemies that actually do bird-like things (eg fly up high) aside from sunfreet's one move and we also lack any attempts at bosses you climb on eg a moving environment made up body part npcs and obstacles.
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Cabbage Facepunch Bonanza 14/4/14
I found damage reduction much better than increased heal working in groups. I found that the damage you take extra by not having the reduction exceeds the damage you heal in most situations and when you get into a bad spot (eg multiple gorillas, fire and a cauldron) the increased damage can easily wipe you out. In the few games I tried it for I was getting full heal amounts with increased heal whereas with reduced damage often my health was high enough that I got reduced or no heal. I also found when I got in a bad state (low hp) with increased heal I nearly always died, with reduced damage I could get by long enough to grab a few trophies and finish the round near max.