Jump to content

Ruinous Edge

Members
  • Posts

    516
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Ruinous Edge

  1. That is my main fear, I exclusively train in bandos armour, and am nearly 91 def now, I can't afford armour such as torva etc. so my LP boost will suffer because I don't have the amount of cash needed to own/upkeep torva, which is unfair

    Just to clarify I wasn't whining and being like 'omg give me torva now!!' As long as Jagex recognize that not all players can afford such prestigious armours such as Nex gear, and accept the 'norm' for LP as under 15k, i.e Dragon/barrows/bandos LP boost level, then I'm fine with my bandos/dfs etc. My only fear is Jagex making bosses impossible or near impossible to fight unless your at 15k LP etc.

  2. I would put granite on the same level as rune. It'd just be a better member's version.

    On another note if your say 90 def like I am and train in dragon for example will your LP boost be reduced, I mean what armour is there to use non-degradable at 90 defense maximise your LP boost?

     

    You've put my fear into words.

    That is my main fear, I exclusively train in bandos armour, and am nearly 91 def now, I can't afford armour such as torva etc. so my LP boost will suffer because I don't have the amount of cash needed to own/upkeep torva, which is unfair

  3. Wait, you made your own topic about this and then posted the same link in the main EoC thread?

    I'm merging this thread with the main one then.

     

     

    Looks pretty awesome. Brb, stocking up on a few weapons that should rise in price.

    I just thought seeing as the older Og Blogs had there own topics it would need it's own as well as here..like I said was unsure so posted it twice just in case, thanks for merging them though :D

  4. I would put granite on the same level as rune. It'd just be a better member's version.

    that would seriouslly devalue rune I would guess? does'nt granite have slightly better stats and potentially a better LP boost? unless rune is 50, granite is 55, dragon is 60 keeping granite the mid point between rune - dragon.

    On another note if your say 90 def like I am and train in dragon for example will your LP boost be reduced, I mean what armour is there to use non-degradable at 90 defense maximise your LP boost?

  5. Surprised they're placing reqs/caps on food..Could be either very good or very bad for prices, specially higher end fish

    Also raising runes req. to 50 def is surprising move, but what does this mean for mith, addy etc.? will they get their levels raised too, a logical approach would be bronze level 1, iron level 5, steel level 10, white/black level 20, mithril level 30, addy level 40 and rune level 50, leading into dragon at 60, but then what happens to granite?

  6. Final OG-Blog

    Og Blog: The Final Challenges

    16 hours ago

    Hi!

     

    Here is the last of my Og Blogs about the imminent launch of the Evolution of Combat Beta, in which I’ll be dissecting the final few challenges we set ourselves to address back when this whole project started. In many ways, we have saved the best till last!

     

    Give rangers and mages a fighting chance – build a real combat triangle.

     

    Perhaps one of the most contentious aims set out for the rework was to address the combat triangle. Firstly, it’s worthwhile pointing out that RuneScape has always been a melee-centric game, by which I mean that melee has always been the easiest, most accessible combat style to engage with, and 95% of the NPCs in the game are melee-based creatures. Rangers and mages have always had advantages in rare, self-contained situations in the game, but mostly it’s all about the melee combat. That’s our fault and it’s all about to change - but by raising the effectiveness of a ranger or mage to the level of a melee fighter; not by nerfing the melee user.

     

    We’re also changing your base effectiveness against opposite points of that combat triangle, so – for example - mages will find themselves at a huge advantage over melee targets, both in PvP and in PvE. That’s the same for rangers vs mages and melee vs rangers. One of the great things about RuneScape is that it doesn’t force you to only adopt one combat style,and you should be given plenty of opportunities to make good use of each. We’re changing a huge number of NPCs to start using range or mage skills rather than only using melee, so, if you’ve got specific targets you wish to fight, you might want to change your combat style to be as effective (and efficient) as possible against them.

     

    Of course, every player (with the right stats) will have access to every single ability and tactic available...it’s just up to you when and where you use them.

     

    Fill the gaps in existing equipment tiers.

     

    Without a doubt, this has been one of the most exciting areas to work on, with the aim to make sure that every combat style had a full range of gear to support practitioners of all levels. At many of the earlier levels in the current live game, some classes (especially mages) have a real shortage of gear to use, so we’re adding plenty of gear to plug the gaps. Also, with the introduction of the brand new dual wielding ability, huge amounts of new equipment for the off-hand have been added to the game.

     

    Here are a few of our highlights. I’ll start by shouting loudly...

     

    FULL BANDOS!

     

    Yes - Bandos gear will be completed with the addition of a new shield, gloves and a brand new helm. Armadyl gear will get similar treatment! Rangers will find delight in the new cockroach armour; ranger “tank” bucklers; and awesome off-hand crossbows. Mages will find new safety decked out in spider silk robes and bat wing robes, while wielding new off-hand wands and orbs to increase their damage (or defensive) potential. The option to hybridise your combat technique by using multiple styles at once, by dual wielding, is probably my favourite. Anyone for dual crossbows, or an epic sword, crossbow and auto-cast spell triple-combo? Me, please! We’ve also made some changes to existing gear, modifying some of the wield requirements:rune gear, for example, will now only be available at level 50+. We’ve done this to spread out some of the gear at the lower levels, and to make progression through those levels a more balanced experience. Other gear has also been modified to work as an off-hand weapon, like the enchanted Excalibur reward.

     

    Fix the Defence and life points.

     

    It’s really difficult to create a balanced experience for players if they use items intended for players far higher in level than they are. While we can control this quite nicely with wieldi requirements, it’s much more difficult with things like food. After all, there’s nothing stopping a low-level player eating rocktails and drinking brews all day (aside from the cost, of course) but, if they do, it makes it nigh-impossible for us to create balanced, challenging content for them. You can hardly balance a fight assuming that all players are using high end consumables...unless they are high level.

    So, we made the difficult choice to link life point healing directly to the Constitution level of the player. So, if you’re eating food intended for a player of a considerably higher level, we will be limiting the amount of healing it can do. For example, players around level 50 in Constitution should really be eating lobsters. If they choose to eat sharks, they still can, but it won’t heal any more than the lobster will.

     

    The Defence skill has always been playing catch-up with the other combat stats. It’s been too easy to ignore it and undervalue it. From the perspective of a designer, that’s bad, especially when people are deliberately avoiding content that could increase their Defence level.

     

    So, a big part of the challenge was about making the Defence skill more attractive for players to level up. We’ve solved this by adding a range of Defence-only abilities that give you more tactical choices, and tie many of those abilities to actually using a shield, or shield-like equivalent for mages and rangers.

     

    We have also given players a significant life point boost if they wear armour appropriate for their level. Wearing appropriate armour can contribute as much as 90% of your total life points; more so if you choose to wield a shield as well. This means that a player with the right armour for their level (assuming that a player’s Defence level is roughly the same as their offensive stat) will have ten to fifteen times the life points of someone wearing no armour at all. The lower the level of the armour, the fewer points it can give you.

     

    Allow players’ combat levels to truly represent their ability.

     

    In the last blog, I spoke about the new Combat level calculator. With the strengthening of the Defence skill and more emphasis given to the abilities and equipment a player is using, rather than to skills like Prayer and Summoning, we hope this will give people a quicker and more accurate guide to the relative power of your opponent. While Prayer and Summoning will still be important, their contribution to the overall potential of your character will be reduced. This will, of course, generate more players with the highest possible Combat level.

     

    A final note.

     

    Well, it’s only a few days now until the beta worlds are launched, and we really are looking forward to seeing how you feel about the changes we’re making. As with all things in the beta, these choices and decisions are subject to change, and we need your help to make sure they are changed in the best possible way, and for the right reasons. Nothing is set in stone and everything can be altered, but what we need is quality feedback. If you don’t like something, tell us why, and - even better - give us suggestions towards a better solution. We don’t expect all our decisions to be perfect! It’s as important to tell us what you do like, too.

     

    To give us feedback once the beta starts, you’ll be able to post your thoughts on the Combat Discussion forum, and to report bugs in-game as you normally would.

     

    Don’t forget, beta accounts are only going to exist for the beta. Once it closes, they will be deleted.

     

    Nothing you earn, lose or level on the beta servers will remain afterwards, and nothing you do in the beta will affect the live game. This will not change!

     

    During the beta you’ll be able to pick up all the new gear and items, for free, from traders added to Lumbridge. These obviously won’t exist after the beta, and we will be working hard to add the new additions to the right areas of the game for the full launch.

     

    You’ll also be able to reset your profile on the beta worlds to match your current live account at any point during the beta, in case you achieve something in the live game - such as completing a quest - that you would like reflected on your beta character. You can even reset your beta account to level 1 again. Ah, the memories of being a noob.

     

    Thanks for reading, and see you in the beta!

     

    Mod Mark

    Not saw it posted here yet, sorry in advance if it has

    Finally a bandos helmet, and the gloves and shield too, wonder what they'll add to armadyl set though to 'complete' it, vambs? boots? possibly a ranger buckler? or a bow maybe even?

  7. If it requieres every other item from membership cards: :rolleyes:

    Now that you mention it, that wouldn't surprise me at all, lol.

    Same here. Shame I didn't want that green skin then haha.

     

    Something like that would be marketed at too few people to be worth it in my opinion.

    Same could've been said about that limited edition golden scythe from runefest, only released 25 into game wasn't it?

  8. there are still GAME stores near me, 3 to be exact, seems they're keeping there trading name for time being, I heard a rumour that GameStation brought them out? unsure tbh though. If so makes little sense because another local area had GAME and GameStation open, but closed the GS in favour of GAME :/

  9. Discussing efficiency is the reason this thread is [DEAD]. Every time I come on to check and see if maybe there is something the least bit interesting all I see is lots of inane math that I recall from Grade 6. I don't care if a method saves you 2 ticks or the difference between 75k xp and 76.2k xp and I sure as hell don't want to read the same garbage every damn day on c2 fishing etc. Go start up a efficiency thread and stay the hell out of 200m in all skills.

     

    Not sure if trolling, or...

    They must be trolling...when you after 200M in all skills efficiency is key I assume, that 2 ticks or 1.2k, could in theory save you hours of game time in the long run

  10. I find it odd in the post Den linked us to on RSOF the mod says look out for future news on the katana, even though it has clearly already been released in-game :/

    And @Urza, I fail to see how mercifull is taking hear-say as fact in the quote you provided, he simply seems to be offering a potential answer to who is entitled to katanas

     

    Its not odd of Den to post this, its odd of JAGeX to post this.

    you mis-read my post, I said it's odd what the mod said in rsof post not that den QFC linked it here for us to read, they are basically saying in the post forget all about katana, focus on skulls for time being, even though they are already in-game and not a word as been said about how to get a katana

     

    There is some JMod answering topics with "Here's your answer" and puts the quick code for that link, thats... misleading :P

    But yeah im a little tired, sorry about that.

    It's very misleading , a typical Jagex response as usual

  11. I find it odd in the post Den linked us to on RSOF the mod says look out for future news on the katana, even though it has clearly already been released in-game :/

    And @Urza, I fail to see how mercifull is taking hear-say as fact in the quote you provided, he simply seems to be offering a potential answer to who is entitled to katanas

     

    Its not odd of Den to post this, its odd of JAGeX to post this.

    you mis-read my post, I said it's odd what the mod said in rsof post not that den QFC linked it here for us to read, they are basically saying in the post forget all about katana, focus on skulls for time being, even though they are already in-game and not a word as been said about how to get a katana

  12. I find it odd in the post Den linked us to on RSOF the mod says look out for future news on the katana, even though it has clearly already been released in-game :/

    And @Urza, I fail to see how mercifull is taking hear-say as fact in the quote you provided, he simply seems to be offering a potential answer to who is entitled to katanas

  13. two handed weapons are going to need buffing up alot to be able to compete with say a rapier and CLS combo, or a polypore + SOA, Oh lawd, Imagine polypore and SOA or two SOA...

     

    I don't think you can dual cast.

    Seeing as all staves are now 2h, Polypore won't be dual wield at all, as far as dual cast spells...as far as I can tell you can dual cast spells and they give you increased casting rate, but reduced damage compared to staves that have 150% damage boost.

    So basically the same issue as melee, reduced damage for faster attacks.

  14. I've just thought of something:

     

    Does this now mean all weapons will be given the option to do this:

     

    Train Attack

    Train Strength

    Train Defence

    Train Controlled

     

    Otherwise you'll (which may be a good idea also) have say the Whip on Attack but the Dragon Scimitar training Strength.

    Think it was confirmed in BTS #5 or #4, you select the xp gain on all weapons

  15. Dual wielding crossbows throws me through a loop because of how unrealistic it is but I guess the "it's a game" excuse works.

     

    Because dragons and giants are realistic, right?

    Dual crossbows isn't due to lack of realism like dragons and giants, but simply being impossible to wind a crossbow while holding another unless you use your mouth or something, or grow a third hand lol

    Also Sir, most shields have a wrist strap so you can free up your hand to reload crossbow, then hold shield in your hand again

  16. Wow, they look amazing, stats aren't bad either!

    I might have to invest in them! Are they cheap? What's their Defence requirement, mines only 45 lol.

    80 ranged and usual 40 def for royal d'hide and I paid 400k for the set chaps, body, vambs day of release currently I'm not sure

  17. In reference to the off hand weapon news from ModRathe, wonder what reqs. they will have, such as can you wield OH Drag scim. without completing MM etc. and will they have a def. req to use also

    The thing what springs to my mind is; no, maybe a Strength requirement for each off-hand item though (left hand).

     

    As for completing the Quest, I'd say yes, you must complete the quest, otherwise people won't do quests but will be able to use the best gear.

    Upon further thinking I am inclined to agree about the str req over def, but would it be like dragon OH's require 60 str like the weapons require 60 attack etc.

    And also with them being off-hand, would there stats suffer possibly?

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.