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Fallstar

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Everything posted by Fallstar

  1. The difficulty of the super barrows has been overstated. It is in between Nex and Vorago in difficulty, and is doable in tier 80/85 equipment. You won't need seismics for it - it might end up being the in between activity people do to be able to afford seismics in a reasonable time frame. Just to clarify - I do think that seismics are currently too expensive, but that's to be expected given that magic is the most powerful style (this isn't new - even pre eoc, magic with SoA outdps'd rapierscape, it was just exorbitantly expensive. Really we've come full circle now. Ranged is shit, melee is overpowered for how cheap it is, magic is generally bad but if you can spend ridiculous sums it's the best. What exactly did EoC achieve here?) and their newness. Not to mention they look cool. People forget how big an impact looks have on gear. I mean, even after they tripled the nex drop rates and made it easier to enter with ceremonial, full nex sets still set you back nearly 2b. Then they did the graphical rework and they started freefalling. IMO you should have to pay ~ 200m for one set of tier 90 weapons. I think 200m is a reasonable amount of money to make for someone with level 90 stats. After all, level 90 is only really still mid to borderline high levelled content. The problem lies in that level 90 is currently the best gear in the game. Which means that even though level 90 gear shouldn't really be that prestigious or difficult to obtain, the fact that it is the best we have means it is.
  2. Incidentally, those stats were about this, not the high dragon.
  3. DA2 not being in the same class as DAO is not relevant to the point - that triple A developers are putting content in their games that is only found and completed by small %s of their playerbase. Very very good gear should be several hundred million. The absolute best should be obtainable only to the statistically insignificant minority you refer to.
  4. It is good game design. There was a boss fight in a DA2 dlc which was found by fewer than 5% of players, and was so difficult fewer than 10% of those who found it completed it and obtained the rewards. Did Bioware decide this meant they should stop making this kind of content? No, they conducted a feedback poll and found overwhelming support for the presence of that content, as even the players who did not experience it or could not complete it appreciated that it was there, and that there was aspirational content present. The issue with RS players is they have a sense of entitlement, that they should be able to get the best gear. Well, no, the majority of players shouldn't be able to. Incidentally, the same argument is what is holding us back from truly divergent storylines in game. Players and game developers need to move past the idea that content needs to be seen and played by all players. It doesn't. Thankfully most high quality developers are now doing so.
  5. If you can't make the money for a seismic wand, then don't aim for a seismic wand. I am not sure what you find so difficult about this idea?
  6. Nobody here is expecting to have the best things handed to them. They just want the amount of effort it takes to make sense. No. The best things in the game should be unobtainable to the vast majority of people, whether it be the rarest gear/items, ranks etc... The game shouldn't be the thing which imposes a hard cap on player achievement - it should provide all across the board and allow players to choose the level that is comfortable for them. The fact that we have hard coded limits at all is more the problem IMO.
  7. The twitch VOD service and my net do not get along for some reason. Hope the streams get uploaded to YT at some point.
  8. If the odds are done right, I don't think you can ever truly mitigate the risk on games of chance. Well, if you have a large stack of cash, you can always just do a martingale strategy. It's not foolproof, but it's not all that bad either. That's practically how a lot of the high stakers make their money. No, a lot of the high stakers make their money from people using Martingale.
  9. I agree, but it wouldn't really matter if they capped how many spins you could redeem with bonds It would. He said it's about a 60:40 split bonds:real money purchased spins as ff you email Jagex you can get the cap on spins with real money lifted.
  10. People already just multilog to merchant with 0 time lost on other things, and use multiple accounts to bypass limits. Increasing the severity of ge limits without being harsher on enforcing certain rules would be more harmful to non merchants than merchants. My post was not to do with merchants in particular anyway - just anyone willing to invest more into the game. Whether what they are investing is more time, more skill in high level PVM, or the time to obtain a basic understanding of the games econonmy and a feel for how certain items behave.
  11. TY for the update, great job as usual.
  12. What if I like something and would like to collect a large quantity of that item. Precisely why do we need these restrictions? For it not to be hoarded, so prices drops and thus more accessible to the people who it's meant for? If the price drops, that also makes the activity which gives the item less rewarding. The paltry sum you can make from skilling would become even more pathetic, the gp/hr from bossing would approach the skilling tier. Not to mention that if someone has the desire and means to hoard an item and drive the price up artificially... let them. The in-game economy is not, and neither it should be, something which is fettered with restrictions and regulations. The price of an item should be based on the average demand of the entire population, not restricted to a certain range - which is the real terms effect of restricting access to items - in order to satisfy a certain entitled subset who feels they should be able to obtain the same things in game as someone who is willing to invest more into the game.
  13. What if I like something and would like to collect a large quantity of that item. Precisely why do we need these restrictions?
  14. That first hour is extremely valuable compared to the subsequent hours you play due to the vastly disproportionate rewards dailies give compared to time spent. In modern RS you actually don't really hurt your ability to max that much by limiting yourself to an hour or so a day. With good macromanagement of your time, I believe it is pretty easily possible to reach max total playing the game (i.e. not buying spins/bonds) in fewer than 50 days played starting from scratch. I don't know how close you already are. I don't know what max equipment is or how much it's worth, so ask someone else for that. But again, you only have to invest time into the money making process up to a certain point. Once you have say 400M, you can make decent returns daily with negligible time spent.
  15. If you want max total on RS you don't have to sacrifice any of those things. I have no idea how much max gear actually costs (or even wtf it is these days) so I can't speak to that.
  16. @above I very much doubt that will ever happen. They should have just called the GG award "#1 player at RF". Yo Blue still didn't beat Svulle for most xp spun in a single day for a skill, but he has 7.6 thousand spins left so that might change. Oh, and he has over 30 million bonus divination xp stacked up from SOF too. But of course, no one would ever spin a large portion of 200m, right guys?
  17. The problem with momentum is that it isn't reasonably less DPS than using abilities - the difference is huge if you have a basic understanding of when to use which ability. IMO momentum needs a buff so that you can achieve ~ 80% of the DPS using abilities gets you, with the caveat that you can't use momentum on bosses at all. No one I have spoken to about it, and I suspect very few people globally, enjoy using abilities for hours of slayer.
  18. I voted no because that's what the voices said.
  19. The biggest issue is the number of abilities used per minute, which is caused by a large number of low cooldown basic abilities and the way adrenaline is generated. This is, imo, the biggest problem with the EoC as a whole. That you effectively learn optimum rotations for your goal, be it PvP, slayer or PvM, and then repeat that rotation. A more tactical approach to the ability system is required, and the way adrenaline is generated needs to be reworked. I personally like the idea of completely removing basic abilities and having auto attacks generate adrenaline. You then have a large number of thresholds and a few ultimates to choose from, which leaves combat being in the same vein as the old combat system, whilst still being more varied. It makes adrenaline usage much more tactical.
  20. His profile picture is like the definition of the word appropriate.
  21. Not a fan of the way they word it that the overall hiscores will be based on prestige, and the xp hiscores will be the 'old hiscores.'
  22. Thing is people who trained to 200m won't get more prestige points as they trained those skills at level 99 xp rates. I'm pretty sure you get 1 prestige point for each 99-1 reset, regardless of how much xp past 99 you have. Which kinda sucks.
  23. http://services.runescape.com/m=news/dev-blog---prestige LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL.
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