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Scherzo

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Everything posted by Scherzo

  1. If it wasn't buyable then the production skill coming out next year would literally be DIY only. That's not certain is it? Couldn't it be like wc->fletching? You buy a tradeable ingredient and use it in the new skill. Though I think it's probably fine, you still have to do some work even when buying energy - and my hope is that the production skill also is more work than just buying resources and prosessing like smithing/cooking. EDIT ON THIS POST TOO: Alternating between two spots gives you memories a lot faster. I'm not sure if this is a bug or a feature though - since it basically resets the timer between collecting. What's your opinions?
  2. I'm not sure if I like that the energy is buyable. This won't let you buy levels, but money will help with faster xp rates. EDIT: Apparently keepsaked capes can still be worn. Congrats compers.
  3. Rantz the Ogre. He's not voice acted yet is he? Please say he's not. Everything that comes out that mouth is ugly.
  4. They "fixed" bloom for java. No, that's not me doing a fault in uploading - that's how the game screen looks now <.<
  5. The only thing I miss from RS, being able to watch netflix while scaping.. I stil do that! Using windows 8, with the netflix app in the left 1/4 of the screen 8-)
  6. Seriously though, if the image and anecdote were too weak an explanation, then I'll just outright say it: it's really fun to fiddle around and train, but people will find an item or method that is a comfortable middle-ground between easy/fast and cost and only make that for the rest of the skill/grind. It doesn't really add any "depth" to the skill or activity, just a minor inconvenience. The same would be true with the idea that what you can do at the different levels are hidden at first. I thought about the idea mainly because the skill is new also for the ingame world, so that the commmunity had to work on finding the different recipes. After this had been found, then of course it'd shift back to a grind - exactly like it would have if we knew the ingredients beforehand too.
  7. We've seen the skill interface, requiring certain items to make whatever we're making in this skill, but wouldn't it be cool not to have the "recipes" ready, but that we rather had to experiment with different stuff to see what results we would have?
  8. I'd have to enjoy it a lot for it to be worth it. Like eating cake - I always enjoy eating cake. Eating cake every day for a year would be a waste though, because it would not be healthy. If I liked cake A LOT more than I do now though, I'd think it would be fat to grow a bit okay. Same goes for rs imo. It wouldn't be enough for me just to enjoy it in the moment (in this case, in the 10 years), if that made me less able to enjoy my life afterwards. That's not me saying that noone would enjoy it enough, and that it'd be a waste for everyone though. Edit: And if you're tired of this discussion, please do not answer my post - I remembered after writing it that this has derailed the thread a lot of times.
  9. Hoped for #5, but no surprise that either #1 or #6 would win, considering how they are on the far ends of a graded choice.
  10. Also, making it as a text guide would make the information easier. Instead of having to watch through the whole 11 minutes to figure out the way to run, or whatever is the reason I opened the guide, I can just find it fast and simply through the headlines. And if I wanted to read/watch the whole thing, it still would be faster using a text based guide, as long as there's nothing overly advanced that's best explained via video.
  11. Wouldn't it be possible to make power armour so that for increasing tiers, the defence stays the same, or even diminishes, while the power boost increases. That would make power the obvious choice for slayer and lesser bosses, but the higher ones would be too hard. That way power and tank armour would be entirely different, and make the choices between them more important at higher levels.
  12. The potion trick is in the borderland, in my opinion, but I didn't have a problem with people doing it, since it most definitely required more attention for it. What I do hope, is that Jagex would make a warning post about borderline game mechanic use/abuse so that people will have a chance to stop doing it before bans are handed out. When Jagex have gone so long without banning about it, and even fixed the re-drinking ovl part that were used a year ago, then it's hard for the community to suddenly understand what is and what is not allowed. Again - I don't care too much about it being for or against the rules, as long as they're clear about it.
  13. Didn't know about the code in that song. They managed to make a nice melody out of that morse code though :)
  14. Alot of the titles would be fun to have as some tasks. Elite = get leecher in a 5-man warped. (or something a bit harder)
  15. That's not true though. I remember when they updated the slayer monsters a few years ago. Spectres became nicer, but harder to click on, for one.
  16. New elemental quest required for the skill - and for every (untradeable) resource you need, you need to make it from scratch
  17. Are you still going to make a profit? Or just trying to cut your losses? If I get signets on my next Primus and Secundus kill, I'm still going to profit :P So loss after that? Are you still going to finish the bow? Not finishing it would end up with an even worse loss. (Not too dissimiliar to certain problems with gambling)
  18. I'm against the idea of extending the skills past 99, at least for now. It'd certainly make the game longer, but only by adding more grind of the same as we know of today. I find the amount to get 99 as it is today as quite good, or perhaps a little too high, thinking about new players coming into the game. I too miss the time when people could spesialise if they so wished, but I think there's better ways of returning that than extending the skills. I know this suggestion has been repeated several times to the point of being boring, but why not make activities that are bound the certain skills, that are fun, and quite different to each other. Through these activities you could have rewards that is not game breaking, but rather show how much you like the activity, and perhaps give a boost to the skill it belongs to. This way people could still find their "preferred skill" if they want to be something else than all-rounders, while still letting all-rounders enjoy the game without extending the grind by 8x. The skills would not be the same - they would be more connected with these activites than with the traditional training, but you could still spesialise. To give an example, think about runespan, or artisan's workshop; just with an activity that's fun on its own. In addition, the rewards would be more satisfacting than the esteem points given in runespan. Let them be a bit more rewarding for its skill, and perhaps a little easier to show off, as that will always be a drive for a lot of players. Last but not least: Do NOT let this be the best way of obtaining xp, but let it keep a good enough xp rate. This way everyone who cares about their xp past 90 or 99 or w/e lvl could still carry on as before, while people wanting to play the skill could have fun. EDIT: I agree fully with what Quyn said above, and I should probably have said something like her post as an introduction to my post - please do treat it like it was.
  19. I liked the quest, nice to get a quest that's not trying to be all epic and world changing every once in a while. I did get a litle tired of all the " I'm a insane murderer (poorly) trying to hide it from the adventurer"-jokes. I guess that there's a lot of references / undertext I'm not catching, since I'm not british, nor english speaking, but I still laughed a few times. :)
  20. Dungeoneering is by far my favourite skill, but I still partly agree with the ones saying it's more like a minigame. The main reason to this is the exact arguments that you use, Stev. How good you are at dungeoneering isn't just something your character is, but how much you - the player have trained it. No other skills are like this in this scale, unless you count monster hunting and pking as skilling, which I've seldom heard. Minigames on the other hand is much more effected by player skill - look at Castle wars, at least back when I used to play it, a level 50 could change the course of a game by being a good flag-holder - or look at Trouble brewing, although dead now, needed a great lot of player skill to play competively. Dungeoneering is more complex than minigames as well though, but if put on a line, I'd say it goes in a line from "old-school skills" -> mini-games -> dungeoneering, keeping it far from the rest of the skills. All these aspects, which you also looked at is something that in my eyes makes it quite similar to a minigame. This does not mean, however, that I don't think it should be a skill. I think this was a good direction to go for some skills, because it blew life into dungeoneering as an activity that a simple "mini-games hiscore" could not have done.
  21. Might not be too hard still though. If there's warbands over all the worlds at the same time, it might be that there's not too many people at each. Might have to bring proper gear now though.
  22. http://www.youtube.com/watch?v=in-sZ20G3F8
  23. I think both would help. If something with as you say fewer items per hour, then having the increase from a higher tier tool would help more as well. Edit: Nevermind then - I'll agree that a new tool isn't needed compared to possibilities on training on highxp low items stuff.
  24. It might be because it's almost 1am, but I just cannot comprehend what Osbourne is talking about in the second half of the video. Anyone got a summary?
  25. I'm not sure if it's the vid or it is my computer, but around 1.40, the video freezes, although the soundtrack continues.
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