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Sy_Accursed

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Everything posted by Sy_Accursed

  1. Because they honed the voting system to be about meaningful changes to the way the armies fight in this event, but they did not forget what were and were not popular changes/progressions. Meaning things such as increasing frag rates, increasing cap and a price discount are all potential things that can occur without needing a vote and many of them have already happened. Plus some jmods have intimated it was a possibility and no jmod has outright said no to it happening. By no means a certainty, but its is a possiblity.
  2. From what they have said about Invention so far I kinda hope they use Div:invent to an extent as a road map for how to rework mine:smith, fish:cook, wc:fletch later on (sort of hunt:craft too, but they aren't quite as solid a paring as they perhaps ought to be eg most of the hides from crafting coming from combat when they could come from hunting instead) Div resources retain some value (and will probably rise after invent comes) because there are two things going on: You can gather resources to use yourself and gain some xp or you can go for pure xp and come away with nothing. It's not 100% perfect, but this would be a good model for gathering skills in general to help revalue the items a bit (in time) by making it so that by training the skill you don't have to pump thousands upon thousands of the items into the economy (for the sake of this argument consider dropped ores as still entering the economy as they exist) instead there should be a training route that offers better xp but you walk away with nothing or very little. Making the gathering aspect of the skill something you go to do to get resources/money make opposed to the be all and end all of the skill. Equally for invent they spoke of using artisans workshop idea: Way to train where you don't produce heaps of items but it'll be alongside things you can make to use. This again would work well for all the artisan skills, give us means to train them for better xp rates where we walk away with nothing and have the production element as secondary. Essentially creating a divide between training the skill and using the skill. Another benefit would be the artisan skills would still need some supplies for the training which would help to eat up excess from the gatherer skills. The only pairing I think warrants being slightly more careful with is fish:cook as its produce isn't as wasted as the other skills, but it could still draw on the principles to help raise prices a little bit on the lower items. But then I think there are other ways cooking could be addressed too to aid farming (and maybe hunter) that could help with balance - eg make the training focus on baking things opposed to just cooking fish over and over again. By introducing such a baking-based training you could put a focus on using up fruit and vegetables and meats that currently are kinda ignored. Of course these measures wouldn't fix economic issues overnight. It'd take years for the excesses to be eaten up and monsters dropping excessive amounts of gatherer items would hinder progress.
  3. Is that not what they had said already though? 4/8 segments would open after within the light, the rest would open after the new GM quest? Or did he literally say they entire city would need the gm quest? @Urza betting on guild-like places is hardly a dangerous bet considering in almost everything they've said about the city thus far they've mentioned it having guild-like places.
  4. But last time we got a renown cap boost AND discount as the end came in close. Plus at this stage logic would suggest we wouldn't be getting any further cap boost (despite what mod michelle said at one point) because by Jagex's own calendar the event ends today so by rights the game update today, tomorrow or wednesday will end things (presumably along with the slayer changes from bts)
  5. I'd grab wand of treachery for your wand needs. Only like 300k and it's lvl 70 so its the same as ahrim. Also I don't really see any situations where you would 'need' a shield. If your being the tank at the few bosses that use tanks with shields then you should easily clear the gp for virtus wand. If your fighting dragons you can make do with mage protect or get 85 herby. If you are fighting anything else at all there is no reason to be using a shield.
  6. I dont think a stances thing should ever limit abilities as much as you are suggesting. To me it should be a passive modifier that still leaves options open, not locks you in to specific abilities or roles. Eg Tank Stance - 10% boost to your defence, slows attacks Damage Stance - 10% boost to crits, 5% boost to damage, 10% defence reduction, 5% accuracy reduction. Sniper Stance - 10% boost to accuracy, 5% reduce to damage, 5% reduce to defence. Magician Stance - Boost to magic attack and defence but heavily reduced melee defence and reduced ranged attack and so on and so forth. But with no ability restrictions so that there is more nuances to how you can play. Eg a tank could be a dps tank using dw or 2her or they could be a full tank using a shield. I mean some of the more powerful stances of course may have some ability locks, but I don't think they should force you in to a singular role. I mean more like perhaps a Kamikazee stance that heavily boosts damage but tears out a lot of defence and locks you out of healing abilities. Or a hyperactive stance that improves attack speed at the cost of accuracy but locks out the overtime abilities like asphyxiate. Though of course the vast majority of this, much like a shield rework, is entirely redundant without monsters to support its effective use.
  7. Don't really need a chat now just world hop and check the minigame tab to see if its active. If it is us pikkustix for clue and use wiki to turn tht to location.
  8. A combo of the two maps work well combined with goblin village spheres or clan vex (depending on side) as a supplement to the 10 token teles. The war map can show you where it is or was, allowing you to find it a bit quicker on the world map and see where it's heading; then use the war map from base to get there quick. Lumby tabs, varrock tabs, falador tabs, combat brace (i think thats the one), skull sceptre and glory all offer good ways to get places faster than lodestones can muster.
  9. Personally I don't think shields need a buff as such. Rather we need some more damaging/attacking abilities specific too shield usage. Like most dw abilities have a 2h equivalent there should be a shield equivalent, not necessarily as damaging but part of shields issue atm is that you don't just ditch a chunk of dps from the weapon loss you also lose a lot of the best ability damage outputs as well. I mean some could even make sense as it were like a 'close strike' of sorts where by sheltering under your shield you get in close to deal stab to a weak spot. Snipe would've kinda been good in a similar vein - you are locked in for a while but shelter with a shield to line up a snipe shot. Could have a similar 'big magic' type thing where you overcharge a spell sheltering behind a shield for a strong hit. Could maybe have ones that do a chain of lower damage hits, but you take less damage as you dart from behind your shield kinda thing. (In a similar vein, but unrelated, hp and def should gain some 2h and dw based abilities opposed to just shield ones; like maybe dual wields could 'parry' to block some damage) Equally the problem isn't so much the shield usage itself its the lack of situations that need a shield; if you go up against high end monsters at lower levels shields offer a notable benefit in reducing food use. The trouble is the top end of slayer (and a good chunk of pvm too) the monsters are sort of t70-ish at best so once you have t70, t80 or t90 gear they are too weak to prove a major threat. To me a shield buff that just looks at shields would be a waste of time as shields aren't the issue - they serve a purpose well as they are. The issue is they are too niche because of the lack of abilities surrounding them making them super impractical to fight with and the lack of monsters worthy of the added defence.
  10. Should be, based on bol they will be stood around for at least a month or so after the event for last purchases.
  11. I think it could perhaps work if say each of the 8 clans offered 'missions' or tasks and were associated with specific skills and doing these tasks awarded higher xp than normal and perhaps earned you multipliers for those skills for limited durations. But certainly nothing as boring as in city x you get multiplied xp.
  12. It's slightly bad wording but that is what they mean: When you equip it, it auto-upgrades opposed to it will upgrade itself automatically whilst equipped.
  13. I'd go 2x4 8gb is more than enough for most everything other than huuuuuggggggggeee movie video rendering type stuff and there's always the option to upgrade later if needed.
  14. You can't swap sides post-event nor can you get the overrides or fragments to make them so if that is what he meant it is even more of a lost cause.
  15. When you swap sides you are reset to 0, so you start back with bronze token and have 450k renown to find for dragon.
  16. Only thing i'd question is the RAM. RAM singles can be a bit problematic sometimes as it prefers to work in pairs.
  17. I think all told Inventor suffered from the rs3 setbacks and poor budgeting of dev time. First the 2 skills were going to be done simultaneously, then they decided to scrap that so they could focus more on each seperately. Then html5 and rs3 obv had some issues that no doubt diverted dev budgetting. Then the later half of 2013 got swamped with projects that were delayed due to waiting for staff to come off rs3 and divination which happened later then expected. Then they start doing their end of year review stuff and looking ahead and come up with this system and think or that'll be a good way to see player interest in the skill. I mean it's not like invention is the only thing to have slipped a little bit - the con rework was supposed to be 2013 and as far as we've been shown that was just concepts and some art at runefest. They heavily suggested a number of quests would be out in 2013 that have since dropped from our radar or now have eta of april and may. The later half of 2013 just seems to be an entire balls up of promised content leaking into 2014 because the delays and failings of rs3/html5 chucked whatever plan they did have out the window and they were making it up as they went along resulting in promises and etas that just were nonsense and never gonna ahppen.
  18. It's not an openly stated thing but there are sort of general rules of translating game functionality into pure lore that are sort of just the way everyone does it in the 'officially' accepted lore of most games, the core of which is user interface is basically ignored and you can't add in things that simply aren't there. The structures and people and basic functions are 'real.' As such there is reasoning behind my interpretation: 1) In lore there are not many adventurers and none of the other players exist - this means most of the items we as players trade are not things that would be a big market component within the lore. If they aren't adventuring and just doing day jobs they care about resources and simply products (pies, cakes etc.) not about uber powerful armour they have no use for or reason to use. 2) In lore terms the user interfaces and easy of play functions don't exist (eg the player never ever dies) eg the bank and ge interfaces aren't how they function in lore. They function by talking to the staff, given the medieval-ish context and talking any sort of 'search' function which may turn up things you don't know about is unlikely to exist. It makes more sense for a farmer or a smith to go up and have a direct I want x or I want to sell y. 3) In terms of what is actually there is clearly is not a market place, it is a service being offered much like the banks where things are stored away in hidden magical vaults, which would eliminate the idea of stumbling across something. Of course there are other ways you can chose to view it since there is no official lore as such, but based on sort of the 'standard' rules of how gameplay things translate to non-gameplay 'real' world lore and what actually exists in game I'd say this is the basic framework of what the ge isn't lore terms, backed up as much as can be by the way many of the npcs talk about it and deal with it (eg the dwarf delivery tunnel and the traders). Even with a kind of marketplace view where you could stumble upon stuff I'd still doubt it'd be a way for us to come across ascension shards, as again in lore terms the people of Gielinor are predominantly simple people living day-to-day lives. There's not going to be a market for strange crystals you can't really do a lot with easily and there's equally not going to be much of a supply of them since there's limited slayer master and adventurers to even come across them and, in a lore sense, people wouldn't camp down in a dungeon mindlessly slaughtering monsters again and again with no end. Realistically you might kill a few for training or to explore and infiltrate, but they wouldn't be respawning so they'd be quite a finite number to kill limiting the source of such materials.
  19. This was a pretty good answer, lol. Clever response to deal with that lore issue...cause they totally were thinking of that when the update actually happened. Unless of course we take the angle that in lore terms ascension gear is something only the adventurer and a few slayer masters know about and even at that we only know it to be some sort of magic crystal thing, so there is limited reason for us to assume it'd be remotely similar to an substance from the eastern lands we've never seen and know nothing about. I mean that's like saying well you didn't know wtf the material in the scroll was so you tried bread and it seemed to work so thats what you ran with. Plus of course to get to make the darts we don't even need the slayer req for ascension dung, which in lore terms would negate any reason for us to have been there and thus have even a vague knowledge of such a material existing. Then it's less clever than a blindly fumbled excuse for an illogical design choice that really messed with the lore of it all. We have no idea what exactly the scroll says. It may be very descriptive and describe a material that seems similar to the Ascension Shards. Ascension Shards are also on the grand exchange so its possible for any adventurer to come across them before they themselves can enter the dungeon, and we have no proof that other npc have never heard of them. Except from a lore perspective the grand exchange isn't some interface you can randomly search it is something you go to and say I want x of y here's my money Or I want to sell these for x Then they contact you when it's done. Plus in lore terms it'd be highly unlikely for any sort of monster drop or rarer item to be within the grand exchange - it'd be a place where basic goods are trader much like the existing trader npcs who care about ores and herbs and logs and such. Uber rare items only discover by adventurers on their epic quests would likely not be something they'd be able to sell cause no-one would know about them or want them. You have to remember when it comes to lore no player other than you exists - it's not like theres hordes of adventurers all going around doing similar stuff there just a very small group consisting of Arianne, Ozan, Owen, Xeina, Raptor, Lynsa and yourself and possibly a few other unknowns (but obviously not many since all these people still have adventurer needs when we arrive). I mean Meg goes about adventuring too but she is useless, the Carnillean kid is implied to be rather bad at it as well and of course Cyrius died. If you have no prior knowledge of ascension shards you wouldn't come across them on the ge in a lore sense. Equally yes the scroll may be very descriptive we don't know but that still poses the issue of we don't really know a lot of what ascension is like other than it being crystal-like - there's plenty of other materials we know the same or more off in similar family (elf crystals etc.) Plus it would be kinda odd for the scroll to be highly descriptive of the material; it's instructions to make an item they tend to tell you materials and how to use em on the assumption you know what the materials are. I mean you don't buy a cookbook and find and description of the precise nature of flour it just says you need flour. So why should an instruction on how to make darts go beyond telling you to use a specific material? It's not like these scrolls were produced for outside eyes they are essential instructions the village/tribe/island w/e had to share their knowledge with new generations. Plus yes we have no proof other npcs (outside slayer masters) have never heard of it, but what we do have is the dialogue they do have in which none of them mention or talk about the dungeon so in terms of the lore of the game and our interactions that is as good as not knowing. If they haven't seen it in any known situation and do not talk about it at all there's no lore reason to assume they know about it, especially when lore suggests most of these people are quite static and it is unusual to travel between settlements let alone traipsing between kingdoms all over the world. I'm by no means saying their reasoning CAN'T work just that is is extremely sloppy and lazy excuse for a design choice they made with probably no consideration of lore at all that when considered beyond face value has a number of flaws that can only be explain by complicated ideas and theories about instructional scrolls going in to excessive details about a material and reasons we might know about an obscure resource despite lacking reason to have been there and disocver it.
  20. Did they not remove range and mage reqs from most armours with eoc? instead standardizing them to defence only on the basis that wearing wrong class gives you accuracy nerfs anyway.
  21. Nobody cares about the elves so much so that more people voted for them...dat rage logic. You voted for another skill then what? I'll tell you what you max it, complain about it being useless and boring and never use it again until it becomes the central pillar for a world event. Well done you also just voted for another world event over the elf city.
  22. Besides it does seem to be due to bad voting more than the losing of battles. Armadyl loses plenty of skirmishs yet maintains high group levels and full morale. The fact morale exists has to mean it does SOMETHING and there was always options that lost or gained morale and from very early on Bandos had 0 morale and never regained any in all the weeks I was on that side which highly suggests bad voting as they did not go for the option that restored morale. I mean the overall score is in the ballpark of 75:25 - 70:30 so there is no logical reason for bandos to have 0 troops and arma near full other than the morale factor which is caused by bad voting. And why is such a bad concept that players would be mildly disadvantaged within the confines of a short term event for being on the losing side? You know losing tends to come with its downsides.
  23. Or you could say in terms of gameplay they carefully rigged it so that neither side could entirely run out of troops until right here and now in the last few days and it'd actually be better gameplay if people faced a consequence of poor army managment choices throughout the event and ended up losing all their troops due to low morale coupled with losing the battles. You know like making gameplay choices have actual meaning and ramifications beyond ooo look the progress bars are empty now!
  24. The only good thing here is we know they have at least a vague concept of a story for the elf city and some good concept art and a clearly mapped area for it to be in with a predveloped theme; plus with 8 years of speculation and desire there is a treasure trove of good ideas to pull from. Where as invention they have 'machines and things powered by divine energy that can level up as you use em' that literally seems to be all they have. Even the concept art is defunct since they scrapped t90 2h entirely from the skill along with the idea of sticking existing items together. Voting for invention is really quite a blind hope of something good based on the name being alright, voting for elf city is a desperate hope Jagex can for once not ruin the hype and few strands of info we have been given/seen. This vote would've been better if they had good solid concepts with some art and maybe some storyboards and such and could link us to essentially their internal design document with the concept stuff so we could have a good read (for those that really care) and see what we are exactly voting for to go in to dev, instead we are voting for vague abstract concepts that have little on paper beyond a name.
  25. According to the wiki it only affected skirmishes. The more you had then the more of your side would appear at skirmishes. 3 was minimum and 10 maximum. Well thats great logic 30k troops? We can send 10 to a battle! 0 troops? We can still send 3!

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