Everything posted by Sy_Accursed
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7-Jan-2014 - Player-Owned Ports - The Next Journey
Personally I would not rate the use of Ancient Magik spells as a marker for Zarosian - All mahjaratt have been seen using them making it equally Zarosian, Zamorakian and Tumeken/Icthalrin related and that is without even counting pre-Gielinor times. Plus the name kinda infers it doesn't really have a direct godly linkage and instead just a really old form of magic that we happen to be able to learn from Azzandra as he is really ancient too. Which would easily fit in with the Eastern Cultures with the ancient scrolls etc. with instructions and such. Equally Devious Minds can be explained in other ways: Entrana is the place where Saradomin first entered Gielinor and in considered to be like the holiest place going for Saradominists. With most gods followers next to non-existent or secluded away in specific areas, Zarosian and Zamorakians alike driven underground/to the fringes and a Saradominist dominance you'd likely be hard pushed to find anyone genuinely willing to be so anti-saradomin as too violate Entrana in such a way that also has the skills to pull it off. Employing someone from a land that is non-religious would make perfect sense to get around such issues, especially when they are a highly trained assassin type. Stemming from this it would not make sense overly for a for hire assassin to suddenly adopt a faith of his clientele to take home, that'd be rather unprofessional and not something he even really needs to know to do the job at hand and not something Azzandra seems likely to have revealed in the due course of events given the level of secrecy he maintains with all but us the adventurer. It is a plausible explanation certainly, but I wouldn't say its very solid to scrutiny and I highly doubt the guy who did ports 2.0 even considered the lore personally.
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7-Jan-2014 - Player-Owned Ports - The Next Journey
I kinda wonder wtf this means for lore overall. The eastern lands were supposed to be a god-free area aside from the Missionary trying to bring Saradominism over. So there's now Zarosians out there setting up shop? Is it a mahjaratt? If so who exactly? Are these non-mahjaratt who were Zarosian and are reclaiming their faith with the 6th age occuring? Or is it simple another Jagex let a mod who knows jack about the pre-established lore splatter his 'creativity' all over something and haven't bothered to really check it works in lore and haven't even bothered with a poor excuse because it wasn't highly questioned in time for the FAQ post...
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Future Update Discussions
So if legacy mode is going to be balanced to momentuming why can't people just y'know USE MOMENTUM.
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GameBlast 2014 - Double Drops or Double XP?
Mod Balance says flat 2x xp all weekend so based on his answer correctness record I'd expect anything but 2x at a flat rate.
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Future Update Discussions
Legacy mode is the stupidest move they could possibly make in my book. They can barely run 1 combat system without long standing issues and buggering things up in near every update, half the time for no apparent reason with the changes being reverted months later. Asking them to run 2 concurrently is just asking for a mess. Not to mention the major brain blending it'll do to anyone trying to join the game new trying to understand 2 combat systems. Plus jagex is useless at balance and scaling its pretty much a given 1 combat mode will out class the other rendering the other pointless and given the parameters we have that useless one is likely to be legacy mode. But alas it will win based on the old combat fanboys who won't think things through beyond 'yay old rs' without really considering the greater implications or the fact this new legacy mode is likely to be rather divergent from pre-eoc by the time jagex is done with it. So we can have a few weeks of nostalgia fueled returns followed by dead content and rants on how it was ruined.
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Demonheim Tasks/diary help please
If you missed beast mode odds are its just down to a 'dumb' error Eg not opening a room and thus missing some resources or overlooking a tree. I say tree cause they seem to be the best at blending in especially on lower floors due to colour pallette
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7-Jan-2014 - Player-Owned Ports - The Next Journey
Doesn't ava device attract ascension bolts anyway, the implication being the crystal has some metallic properties - further enforced by the fact it is used to make crossbow limbs and used as armour quite succesfully by the monsters. Meaning it'd be perfectly logical for darts made from it to be collected. But lol that they were "a little" too cautious We're going from 1 bone + 100 shards = 10 darts to 1 bone + 50 shards = 50 darts You've quintupled the output whilst halving the investment effectively reducing the darts cost by a factor to 10. And thats without even factoring in the ava pick up which you could probably take as maybe knocking a further 25% of the overall cost.
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Fish Flingers
To be more exact you'll catch the fish type which you have the highest percentage for. So if say you had 66% Cod then changed bait in a way that made you drop to 33% on Cod but the Trout that were also in that location rose to 46% you'd begin to catch the trout instead of the cod and your last catch window would reflect this.
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Beta question_New Question
Make a copy of the client and call it runescape beta or w/e so you can tell them apart Then right click show package contents. Open info.plist in textedit Find <string>http://www.runescape.com/k=3/l=$(Language:0)/jav_config.ws</string>Change it to <string>http://world210.runescape.com/k=3/l=$(Language:0)/jav_config.ws</string>Boom your duplicate client now loads the beta. Basically in all cases of a java beta the above tweak should work, just change the world number to one of the beta server numbers so that the client is being specifically told to load from that server rather than using w/e default instructions runescape sends (aka loading the game from a randomly choosen normal server) As a note the language:0 bit may be different if your client is set to a language other than english (think they run 1-4 for the non-eng ones), I don;t think the beta has any foreign servers so you'd be best of making sure you set it back to 0 for your beta client.
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27th January, 2014 - Holey Moley
I never knew you could have your plots weeded automatically, This is amazing! its not so much automatic weeding as it is they never grow weeds. Post quest you have to weed each empty patch the first time you come to it but then they stay weed free.
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27th January, 2014 - Holey Moley
I went with plant on the basis on higher lvls with ftp3 done so no more weeds.
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27th January, 2014 - Holey Moley
I think Taverly/Burthorpe may be the new ideal location for JoT With all the skill tutors around the area you can train most skills, could even make a lap of it. Tele to thorpe lodestone. Cut a tree, fletch 1 save 1 (wc, fletch, 2) Mine ores and superheat (mine, magic, smith 5) Kill a cow (att, str, def, hp, pray 10) Tan hide and craft it (craft 11) Track a polar kebbit or catch a crimson swift (hunt 12) Cage fishing spot, light fire and cook (fish, fm, cook 15) Plant potato seeds (farm 16) Pickpocket merchant (thief 17) summ shop raid (summ 18) poletax shop for herb (herb 19) Agility course or range a troll (agil/range 20) Already quite near Xuans thorpe locale for turn in. Also potential to go for no prior supplies by ditching superheat for standard smelt and doing both agile and ranged at the end.
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27th January, 2014 - Holey Moley
I'd think ranged is an obvious addition. Maybe cooking via gen store or something. Smithing could be achieved via superheat. Mine an ore just outside the city for tht purpose. Clean a herb for a fifth. Crafting something at the bank or do clay craft in barb vil Fish something at barb too. Rc at air altar Then I'm thinking agility shortcut. Then prob div or hunt for 20
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Fish Flingers
For best find the heaviest and stick to it. For medals 100% all 6. If you want both clear all 6 then hit the heaviest. A good tip is also to make sure you are good with the 3 step method. For baits consider them in a circle: Worms Shrimps Crayfrish Grey Moth Green Moth Locust Cricket Maggots Basically every bait is flanked by its 2 similar baits - 1 similar by colour 1 similar by type Pick a bait at random, then move to a bait 2 or 3 steps around the cirlce So if you start with worms you might then move to Grey Moth - this means you move to a bait that has nothing in common with the bait you started with. Then you see what % does -33% - worm was right -15% - maggot or shrimp is right (the 2 similar to worm) +15% - green moth or crayfish is right (the 2 similar to grey moth) +33% - green moth is right 0 change - locust or cricket is right. (the 2 not similar to worm or grey moth) 3 steps max to solve bait. For Hooks change to one from a different pair (pairs being standard/slim, large/double and bone/wood) Say you start with standard and jump to large -33% - standard was right -15% - slim is right +15% - double is right +33% - large is right 0 change - wood or bone is right. 3 steps max to solve hook. For weights you want to start with 2 and then swap to 5 (or the opposite) Say you started with 2 and went to 5 -33% - 2 was right -15% - 1 or 3 is right +15% - 4 or 6 is right +33% - 5 is right. 3 steps max to solve weight. Of course using theme world with a fc can help shortcut solving even more and the locations with 2 fish types can sometimes bugger you up a big as itll jump between them as u change stuff. Plus of course bear in mind each bait weight and hook is only used once per round so as combos are discovered you can narrow down your options for the other spots as well.
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138 vs. 200: Vote on combat level formula! (not guaranteed content)
Because it is in no way possible at all for a pker to come out you and THEN summon a steel titan to pound on you thereby surprising you. Summoning ought to be included because of this exact situation - it stops people hiding the potential by going in without a summon and then suddenly bringing one out to play.
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138 vs. 200: Vote on combat level formula! (not guaranteed content)
Of course you can never know precisely what someones stats are at a glance, but there are acceptable levels of what you can and can't see, particularly when we are talking about max combat. It's a given that between min and max there will be grey areas because of the myriad ways to level up along the road. The most simple solutions to account for full combat potential are quite easy: 1) You have 3 combat levels displayed according to what you are attacking with and signified with a small icon or colouring of text. 2) Max combat requires 99s in all the combat stats Could even combine the above two for a really robust indidication. Just need a good formula to proportion things out into those figures. That's where the old formula did better than the 200, to be maxed you had to have 99 def, att, str, hp, pray and summ. It's flaw was in the bias that meant range and magers couldn't max without melee stats. Personally I would not be objectionable to a very simple add em all up kinda scenario. Eg ((att+str)/2)+mage+range+hp+def+(pray/11)+(summ/11) = 513 Maybe not the most elegant of outcomes but at least the number would have more meaning in terms of your overall combat potential and to be max would truely require maxing combat stats. I went for dividing by 11 to avoid needless decimals on pray and summ, but of course there are many ways the whole thing could be mixed up, could divide the whole lot by 2 and add 4 for a tidier max of 260 for example. Or bring agile in to take it to 612 then there's all sorts of nice ways to tidy it up: Add 3 or add 8 for 615 or 620 divide by 2 and add 4 for 310 divide by 3 and add 6 for 210 divide by 4 and add 2 for 155 or add 7 for 160 - heck with the add 7 you could even make it +1 for each 'core' combat stat that is maxed (att, str, def, range, mage, hp and agile)
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138 vs. 200: Vote on combat level formula! (not guaranteed content)
Your formula is wrong. It does not count prayer, only summon. Also peoples issue isn't so much that they aren't included at all its the fact they are additive to your combat prowess not a seperate measure. A level 200 with 1 prayer and 1 summ can do less damage and survive less than a lvl 200 with 99s in both. By the inclusion of only 1 max stat in the formula it does not relate to a large portion of your combat potential. In the same vein as a the above issue a 100% maxed lvl 200 combat player is far more dangerous than someone with just the 2 99s to get 200 combat. And a level 200 combat meleer with att+str is far more dangerous than a lvl 200 cmb with just 1 of the 2
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Jan 21st 2014 - Slayer Helmet and Social Slayer update
I can see their point about greater risk and having to re-upgrade but lost on death entirely is a joke. If you die there is still the risk of losing it, but it should only be lost if it comes outside the gravestone and it certainly should not be outright destroyed. Replaced with unupgraded should be the penalty - you still have to do all the upgrading but you don't lose a few hundred k worth of helm construction items.
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138 vs. 200: Vote on combat level formula! (not guaranteed content)
I'm surprised with all their 'listening to the player' and desire for balance they have so far failed to implement the idea of strength as a more universal skill. It just makes sense, all combat styles draw 2 facets from skills: accuracy and damage. Accuracy would come from honing the specific type of fighting so improve use of its tools (eg archery, spellcasting, swordsmanship etc.) which falls nicely into ranged, magic and attack. Damage would come from your strength, be it the general muscularness required to fling a large blade/club/whatever around for melee. The upper arm strength to pull a bow tighter or fling a knife harder or to absorb the kickback of a cross bow for ranged. Or the general strength of body and mind to better conduct and form magical energies into the desired form. I'm also kinda surprised they have yet to take up the idea of agility as a combat skill; it'd make sense for defence to come from two components as well - blocking and evasion. Blocking obviously sits well with the defence skill, but evasion would work great as an aspect of agility and could easily supply lots more ways to train and apply it for the rework they wanna do. Would also offer some interesting nuances to shield vs no shield in that sans shield you could evade hits (not take any damage) but would largely be unable to block but with shield you'd have much chance of blocking (reducing damage from the hit) though maybe it'd hinder your evasion chances. But this is rather tangential to the main topic, so I'll stop rambling.
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7-Jan-2014 - Player-Owned Ports - The Next Journey
Wow that final region...it's like they looked at what crew is used and what crew isn't then picked all the ones we don't use and made them with stats suited to like pincers region and said job done. Also failing to see why they nerfed any existing crew since there is no worthy replacement for them anyway, would at least of made sense if there was a better version of them to be had. Kinda bummed on no final merchant either, but meh it's not a game breaker.
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138 vs. 200: Vote on combat level formula! (not guaranteed content)
I went for a new best of both. The 200 is better in terms of class balance and no pure faff. The 138 is better in being more inclusive of combat potential.
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Divination training location question
Dtooth thing is pure myth based on three things: 1) People in the early 99 race lying to get ahead 2) People too lazy to spin the cam a bit cause desert is mildly 'harder' to spot wisps as its spread out more 3) People thinking its too expensive to get desert heat protection When in reality 1) Was a pure a lie 2) Unless your super lazy with epic afking the wisp spread doesn't really dent xp rates. 3) Desert heat isn't that expensive to combat, if you bother to get water tiara its only like 200k or so for all of 90-95
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Divination training location question
Always the new place. Get yer boon and go.
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Combat Improvements / Beta
Does it really matter what the 'economy' does in a completely closed beta where nothing is permanent? Heck half my clan are quite happy to go on repair their gear and give them to others for free so they can play with t90 gear or nex armour or w/e cause we can just reload our data and get them back again.
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Combat Improvements / Beta
Tbh specials are just a weird market: If they do make a dent in EoC then its bad because they've ruined their tier system, unless they give all higher weps a special but then tht defeats the idea anyway. If they don't make a dent in EoC they achieve nothing other than adding a random extra ability to a weapon and hopefully quietening down the whiners obsessed with specials who some how think their return will fix everything.