Dragon Sol
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Another thing I was thinking of for the dragon armor update is that it looks wayyy better than barrows, and if the two items being that and torva pitted against each other without regard for their actual comparative significance one can say there will be people that say dragon *looks* better than torva for its completely different design. which would add perfect with my argument that the completionist cape would be comparable with a fire cape in terms of its looks not its stats. Here are some pics Btw, GF EVERYBODY? I'M MAXED 60 DEF PURE CHECK MY STATS PLOX?
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that was a reply to another person's post that was similar to highlanders point, not exactly though. i was just stating other points that show the potency of the update as jagex are introducing similar ones with the same conceptual position. "I don't think the fire cape really deserves to look that epic considering basically any newb or pure can get it" As for the Woox example, it was forming a similar circumstance whereas Woox is a highly skilled player deflating his abilities by not using maximized gear is the same as a level 40 "newb" being a highly skilled player deflating himself to defeat an adversary of significance. the argument for low levels deeming a minigame too easy is discredited by my example above.
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Someone on the RSOF said something very similar to what highlanders said, this was my reply: Level 30's can have dragon armor, why is it being updated? (It looks awesome btw) Like I've explained the minigame is one of the first and has been out the longest. If there was no established method to doing it it is in fact a very challenging minigame. And I'm willing to bet those level "30-40s" you're talking about have mains that are nearly maxed. Obviously meaning they know how to play the game therefore they were able to accomplish such a feat of beating the minigame which would mean there should be a deserving reward. If Woox can kill the corporal beast without food or armor does it mean it shouldn't drop valuable items like sigils? And considering that, basically every predecessor shouldn't drop anything worthy either, based off your logic.
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Regardless of how easy it is because so many people have tried it and because of that have found the best and most easy method to beat the minigame doesn't mean it's not meant to be a hard cape to get. Fighting one of the highest combat leveled boss + having the best stats apart from the capes in which you get from beating the game I wouldn't say it's not a deserving reward. Once again though, this is a graphical update. And everything is due to have a graphical update regardless of the object's player-value. It's the incentive they have to update an item to look more appealing. Why would they update the bronze-addy armors when they are the weakest of the armors? Because they are of great representation to the game. And so is the fire cape.
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The droplets would be an independent animated object that falls from the cape, then shortly after it's animation disappears. That way, even if you move the drips will trail behind you then remove itself. It shouldn't be that complicated nor memory intensive. As for the looping I know you would notice the repetition just as you can tell the texture of the fire cape repeats. But you can always make it indistinguishably subtle or add some randomized algorithm to keep the animated droplets be slightly different each time. The trouble is matching the cape's rocky texture with the droplets. As a specific lump of rock reaches the end of the cape it should create the droplet on that spot seamlessly to simulate it falling out of the cape. I only wish this were true as I do realize how unlikely I would make an impact on Jagex's creations. If only I worked there or owned my own game. :P OMG I just thought of the most amazing idea for the cape. Imagine if you will, a cape completely made out of lava that flows down the the ground itself. The cape would touch the ground as if it was constantly leaking lava onto the ground. Once it touches the ground once again it would turn black then disappear. If you are standing still you will simply see the lava flowing to the ground from your shoulders then turn black momentarily but since the lava is constantly flowing to the same spot you would just see hardened rock on the bottom. But if you move it would trail behind you the still molten lava that is constantly flowing to the ground. Then it would cool down and disappear so the cape essentially has hot glowing lava dragging on the ground behind you if you while you are moving.
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And they said they wanted to keep it the same... I can see the unique shape you meant. But if my idea were to be implemented, the dripping of the lava would pretty much take over the bottom of the cape, which is pretty cool if you ask me because it would be a constantly changing bottom due to the dripping. I know I suggested for it to glow at one point. Blooming would be perfect. And I see the fire effect. It's just an asymmetrical shaped particle that resembles dissipating flame. For the intents and purpose of resembling magma however it should be 3d unlike the fire it looks flat. So as you turn your screen to look at the droplets of magma (which I know you disagreed on but if they were to do it) you would see the shading for a 3d lump fall down and flatten onto the ground. Of course the lava texture would be perfect but I imagined like the cape you can see dark parts just like when lava on the surface cools it solidifies slightly like this (you can see the smoke rising too): That's what I imagined but darker where the solid parts are darkened obsidian. And when it flows off the cape you can actually see the hardness of it with the completely molten lava stuck with it. Like when you bite an oreo the hard black surface cracks while the white is smooth and runny (well if it were lava it would be). Then as it touches the floor I imagined it doing something like: Cooling into dark rock. Smoke would also rise from the cape like this: And occasionally bubbles will appear and burst on the cape resulting in this: Last but not least, the lava would drip off the cape similar to this: More of describing how the lava lumps would fall. Like in the second image, both the black hardened rock and the orange magma would fall off; chunks of rock with some molten lava attached to it. As it hits the ground the rock would stay solid as the fluid lava would flatten onto the ground and soon cool into the same color as the dark rock. Then it disappears because it wouldn't be left there forever. That's how I pictured it.
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Sorry I meant for your left hand to reach as most people use their right hand to hold the mouse. Why can you hold down tab as well? Anyway the idea is what matters the keys don't really.
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Yes, but what I'm suggesting would be slightly different and may not be compatible with the current particle effect simulator. The current particle effect emanates spherical objects that have a opaque edge fading from it's radius. What I am suggesting are solid lumps of magma that change shape whilst dropping to the floor and pooling due to coming in contact with hard surface. I do not think the particle emitter can create such an effect. Rather an actual animation of the splitting of the model would have to be put in place here. Like water dripping from a facet.
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Well, the keys are not set that's up for the devs to decide, but the reason why I didn't go for Ctrl was because Ctrl makes you run and I don't know if you should or can bind two actions to one key. If you could it probably wouldn't be a big problem because you can Ctrl click for the running and press the numbers for switching. Then again you have a point with the typing because you wouldn't be able to type the uppercase of those numbers, so woops there on my part, lol. As for the on and off that would be a bit confusing, you would have to add another graphic that showed you when it was on and off, I'd say just find an alternative base key (the Shift) that doesn't interfere with anything else. How about [Tab]? That would work mighty well because it's right next to the numbers and close enough for your right hand to reach so you don't have to let go of your mouse.
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It's completely coherent and the words do belong. I simply used different vocabulary for the meaning for several points that branched off my main argument. I'm assuming everyone thought I was trying to be insulting merely because I said 'no offence' and 'logic failure'. I assumed there would be a slight discourse in the statement of logic failure which was directed as the same thing as saying "I disagree with your disagreement", therefore I said 'no offence', which a lot of times is purposely used as an offence but in my case I was pointing out the fact that I was just stating my own opinion. Yes, those words are not the softest but nor are they insulting, simply direct. I didn't want to go on explaining why his logic was flawed in my view, as I went on to further elaborate on, so I simply stated in the simplest form that from what I understood he basically meant don't update anything because they have some sort of recollection to the previous "memories" of the game. It struck me as one of those sayings as to not touch anything if it's not broken which was the common criticism that Jagex got for all their "uncalled for" updates, which I am also opposed of because it results in the same rhetoric result. I may come off as what you described me, but simply put, because of the type of post this is I tend to try and be as direct and informative as I can therefore I always have so much to say. If I weren't trying to provide a detailed explanation and also a deep response to all the replies I got for my idea then I would not be so much of a jerk. But now no one will even consider my idea due to the fact that everyone would now be rooting for the innocent bystander. If you spent so much time re-imagining a structure or object into it's maximum magnificence and many were thoroughly impressed by it, then someone with their "own opinion" came along and said that they shouldn't make any updates to any graphics to anything that reminded them of the past, basically saying don't update anything, you would be a bit flustered too. Bye, I probably just closed anyone's attention to the idea of the post itself, so no point in posting here anymore, I'm having much more success in the RSOF anyway. Edit after another one posted: Wow, it's almost like I can see the future. Me condescending jerk says. I'm not stating an opinion, I'm stating an idea. And then he went on to state his own opinion of disagreeing with my idea based off flawed logic. If the logic were valid I would not have been so prudent. And you probably didn't even read the post, once again rooting for the innocent bystander against the evil 7 posts jerk that just joined the forums to your Monster Hunting Team buddy. Based off what I said, the changes in the cape would be graphically sound to it's original concept, thus it would not be removing the "feel" of the past like he stated. Do you want me to point out the picture again? (Does the last demon remove the "feel" of the good old times just because it's made fancier? Just by having the same name and theme it doesn't, making your point invalid. Now not only does it still reference to the previous state, it also looks about 50x better making the game more appealing for the older players and new.) Probably both of you didn't read the description I made, just went straight to assuming I wanted to vastly remove the original "Fire Cape" and replace it with something else. Really ignorant if you ask me (just my opinion, no need to be insulted right?).
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Hotbar sound better. But this would not be useless because there are situations where switching to another style quickly would be useful, mainly being combat related scenarios with lots of varying instances. Of course if you're just fighting one type of monster over and over then no. And as well as turning on special and turning off auto retaliation would come in useful for said instances.
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I was not being insulting. I merely stated that his logic was flawed. As I understood what he said he basically meant to keep an item at it's original graphical standard just because of it's chronological reference. Which makes no sense because an item's objective state by it's name and attainability is already connected with it's ancestral memory if it were to be graphically changed. Which means what he said makes no valid point that therefore refusing to change an object or item's look just because of it's previous known form's relation to a player's mind is necessary and that would mean the devaluing of necessary changes to any time recital. Having a hard time comprehending? Take this image for example: Should the object shown stay at it's very basic form just because it reminds you of the past? No. Because the newer forms feature the same element but in a more feasible fashion to the graphical capabilities at hand. Which is then why I stated to why not just never update anything, because the act of updating something does not infer with the idea of an item as long as the factions of reference to it's usage and elemental state retain abound and if that weren't the case then nothing should be updated because every update would wipe away any previous record of it in a player's mind, which is not logical. Now I can understand in his point of view he meant that if an item's iconic sensory is removed as if a symbol is radically changed to something completely different it would cause such an effect, but that is not the case. The way I described the cape in the post is nearly identical in it's respect and is simply upgraded just as TzHaar will soon be. It still looks relatively the same if you imagine it and does the same thing. Just like in the picture above. And I stated to not take offense because I genuinely mean for no offense to be taken for someone's own misjudgment as I perceived it. If I vastly disagree at his disagreement it is natural for a harshly intended repercussion. Just as this one may sound. There, did I make my argument well now? As for your points, I just say they haven't had the time to change it. Just as the woodcutting axes still remain at the very first model and the hammer still looks like a rock on a stick because it is not of priority for change. That is why I have suggested this idea at this time because of their announced plan to overhaul TzHaar for the second time. As for the classic cape animation, that is called for because the emote was purposely idealized to represent an element directly from the past.
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Currently the hotkeys you can use are running by holding [Ctrl] when clicking to move and [F1-F5] for the combat related tabs. First, right now you can only go from walking to running by holding down [Ctrl]. Unfortunately, because Jagex now saves your running state upon logout people rarely use this function. What if whenever you held down [Ctrl] and moved somewhere it would do the reverse function? If you are walking you run, if you are running you walk. There are certain parts of the game that require you to walk through instead of running, this is when this would come in handy. Jagex should also incorporate more events that require the usage of this as to make it more useful. Now on to the main suggestion. Hotkeys that switch your attack styles and turns on/off your special attack. Something along the lines of [Tab] + [1-6]. There are many situations where you need to switch your attack styles, turn on/off your special attack or turn on/off auto retaliation. How it would work (2 ways): 1. When holding down [Tab] and pressing 1-6, you activate the corresponding function. If a weapon has 4 Attack Styles, then 1 would mean the first, 2 would mean the second and so on. After the fourth Attack Style as that is the most a weapon it can have you activate the next two possible functions, that being the Special Attack or Auto Retaliate. If a weapon has less than 4 styles then obviously the amount of keys used would be subtracted; 4 may now be the Special Attack hotkey as 3 would be the last possible Attack Style. Pures should be cautious when using these hotkeys and keep in mind how many attack styles a weapon has. 2. Always have each number set for each corresponding option regardless of the amount of attack styles available. If a weapon has only 3 attack styles pressing 4 would do nothing. 5 and 6 will always be for your Special Attack and Auto Retaliation. I personally think the second method would be easier to learn and remember. :)
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Lol. Why not just never update anything then. Sorry, logic failure. No offense. And can I ask you why you specifically want the Fire Cape not to be updated? Everything but the fire cape can be updated because everything else has no problem being changed because nothing else can remind you of the past of the game? Who are you to say which items should be kept the same while others can thrive for the better? If a concept is better than the original should it not be altered just because the previous would remind someone of how the game used to be? And what is what the game used to be anyway? How is that beneficial to the furthermost of the game's graphical appeal? I'm sorry if my first paragraph hurt your feelings at all, but it just doesn't sit well with me what you are basically saying. And anyone below me that bashed me for being cynical have no stance in the argument and did not even properly understand or try to read the actual idea and post I made. I've stated over and over that yes, he has a right to post his opinion and I completely respect it, nor was I trying to be insulting, but I simply disagree, with my own opinion. And thus far I've tried several times to thoroughly explain why that is.
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Visual Concept For those who do not have the vivid imagination, I've made a sketch-up made from the color pallet from RuneScape's new graphics at the TzHaar using the concept derived from the post. Enjoy! Final Concept: Sketch-up & color pallet: Conceptual Interpretation Imagine if you will, a cape completely made out of lava that flows down the the ground itself. The flowing lava should have depth and thickness. So if you look at it from the side you will see that it is thick and uneven and not just one pixel thin. The cape is completely engulfed in lava as it is made out of it. It would not have the monotone red on the inner side. The cape would actually touch the ground as if it was constantly leaking lava onto the ground rather than hovering above the ground like a regular cape. Once it touches the ground, it will solidify into a heap of black obsidian chunks of rock, then slowing fading away. If you are standing still you will simply see the lava flowing to the ground from your shoulders then turn black, since the lava is constantly flowing to the same spot you would just see hardened rock on the bottom of the "lavafall". But if you move it will trail behind you! The cape should now be slightly angled at the bottom as it is being pulled in both directions. The still molten lava that is constantly flowing to the ground. Then it would cool down and disappear so the cape essentially has hot glowing lava dragging on the ground behind you while you are moving. On top of that, when the lava first starts from the top it is the hottest with smoke rising out of it. Sometimes bubbles appear and burst spewing tiny drops of lava that you can see falling onto the ground making small black dots then disappearing. Then as the lava progressively flows down your back, it slowly and gradually cools into solid black chunks of rock. You should still be able to see the orange, hot lava underneath the cracks of the cooling magma on the surface. The closer it reaches to the ground the cooler it becomes thus slowly solidifying into rock. Once it touches the ground it pools of melting, fuming rock at the bottom, you can see the cape widens from its original width. If you are moving however, it should not do this as it would not be pooling underneath you. It will instead become thinner in width making a thinner trail as well. There would be 3 different states, standing, walking and running. With each one gradually thinner in width and steeper angle. While standing would create pooling like explained above. Now there is one slight issue coming from the idea that the cape doesn't hover above the surface. If a player is to jump up or pass by a gap in the ground the cape has to be able to separate from the ground. This would be somewhat complicated and I wouldn't know an exact solution to this problem, but perhaps have the cape appear as though it was pulled off the ground, from the halt of a constant flow, causing it to splatter lava and cooling rock everywhere underneath while burning smoke rises. The effect would be similar to that of someone taking a bucket full of boiling water and dumping it out from the air, seeing the water disperse and fly in droplets all around while the steam disperses into the atmosphere. The falling rock and lava once near the ground would disappear leaving no trace. Now lastly, if only there was another graphical effect that allows for the image diffusing that occurs when there is heat like in a desert plain, where you see the heat literally rising from the burning sand. The whole cape is smoldering, melted rock, hotter than fire, it should be heating the air around it therefore creating the blistering effect around it distorting the reflective imagery. I hope you can imagine it as vividly as me. Please support and bump so this can become reality. ;) Recollections Some readers argued that such an epicly described cape shouldn't be obtainable from such an "easy" minigame. Easy? Keep in mind it was the first major minigame with a boss praised as the most powerful NPC in Gielinor for years. Just because over time thousands of players have been given a chance to challenge thy foe meaning inevitably there will be methods that exposes its weakness doesn't mean it's not worthy of the fullest prize. The cape itself still possesses many of the most elite bonuses known on RuneScape. Regardless of how easy it is because so many people have tried it and because of that have found the best and most easy method to beat the minigame, doesn't mean it's not meant to be a hard cape to get. Fighting one of the highest combat leveled boss + having the best stats apart from the capes in which you get from beating the game I wouldn't say it's not a deserving reward. Once again, this is a graphical update. And everything is due to have a graphical update regardless of the object's player-value. It's the incentive they have to update an item to look more appealing. Why would they update the bronze-steel armors when they are the weakest of the armors? Because they are of great representation to the game. And so is the fire cape. And take note that what was described was as closely exemplified as the concept of the "Fire Cape" in the first place: A furious cape flowing with scorching magma slurring down its surface. The old cape doesn't touch the ground because they thought it was just a cape. But if lava is flowing down its surface it shouldn't just disappear into nothing. And just because RuneScape's previous graphics engine wasn't able to recreate the imagery I created doesn't mean it shouldn't now. Don't let what your mind is used to seeing as the "Fire Cape" now hold you back as to what could possibly be. The completionist cape is its own visage with its own personality and elegance that anchors its meaning of uniqueness. Its intricate design with customizable colors and magnificent influx is clearly enough to hold its own. We shouldn't hold ourselves to a standard of which cape should be the best looking just because it has the most prestige; they are all completely isometric elements that should all span into its greatest lineage. What I am saying is, they should not be compared to each other. Each of them are their own ground. Each of them are the most valued capes attainable on the grounds of Gielinor. You shouldn't limit the creativeness and potential of such a flawless concept. You've heard that Jagex are updating the TzHaar. You've heard their boasting of it's greatness. They have not yet revealed the ultimate reverence, TzTok Jad, yet, while they are also conserving to releasing yet another even more powerful boss that requires the initial entry of A fire cape. Not only does that pronounce for an update for the fire cape itself, it also means another even more elite reward. Whether this be an upgraded fire cape, which means you can either cut from parts of this concept to renew the first cape then add the rest in for the brand new one, or a completely different item, which would cause for an equally or more appealing item to match its predecessor. This whole range of updates are clearly a reacknowledgement of the valiant gained when receiving such a reward as the Fire Cape. Lag? Have you guys seen the new video teasing about the TzHaar Kiln on RuneScape's official Youtube? Seeing sight of the graphics enabled throughout that video shows just how possible this cape would be! Show your support for the updated fire cape! :) SUPPORT IT ON THE RSOF AS WELL! Here is the QFC: 16-17-806-63536652.
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Please add more equipment for 60 Defence. Dragon is just too expensive for use in anything practical. It's almost used for aesthetic usage only now. The only pieces cheap enough are the platelegs/skirt and boots. The medium helm is worthless because of Neitiznot and any other parts are 10M+. And especially with the probable updates of all armors this may/should include Dragon armors as well. The med helm, platelegs/skirt, boots, sq shield and chainbody are all outdated like the other metal armors below Barrows. And even the platebody and full helm will be outmatched even by the iron armors after the upcoming armor update. Players that progress through level 60 Defence should get some new choices of armor pieces that are affordable. In my opinion Dragon armor should be something special with very appealing looks as well as superior stats considering its cost and rarity. But there should be some armor that can be worn at the same level that are slightly less strong but more affordable like runite armor but a bit better and better than granite as well. This could be an expansion to the Smithing skill. Lower the requirements to make rune and add another tier for 60 Defence, as Dragon armor cannot be smithed it is rarer, more costly and better looking. The new 60 Defence armor would be the new smithable armor that's not as good as Dragon which cannot be made but better than rune and costs relatively more as to increase the profitability of Smithing. My idea doesn't diffuse from the main game mechanics already set in stone. There's already Smithing and the skill is massively underused and unprofitable, there is only one type of melee armor at 60 Defence that's truly impractical in its respective bonuses relative of their cost, and players can simply train 10 more levels to use 5+ new sets of armor (Barrows). And like I mentioned, if they were to revamp the looks of Dragon armor yet again they would probably look pretty magnificent, and then the lower valued pieces like the leggings, shield and boots will jump in price even more making it even more impractical. So my solution to this is to make a new lower-end set of armor at 60 Defence. More affordable than Dragon but weaker, still superior to Granite and Rune. And player-created through Smithing by adding it to the smithing tables which would revive the usage of Smithing. This would however present another point to the mix. Since Crafting has always matched Smithing in its creations with Ranging equipment, there would ultimately need to be another set of Range gear at 60 Defence as well. But with that said I see yet another problem that would arise through the addition of my ideas. Dragon armor would be cheapened. Due to another set of equipment being available at a lower price that's nearing the bonuses of Dragon at the same Defence requirement the usage of dragon would drastically decrease. However, there are still advantages to Dragon armor as it should look way more BAMF then any of the other metal armors therefore retaining it's high price. So there's two possibilities with my idea: 1. Keep Dragon armors at 60 Defence with the new 60 Defence armor which would lower the price of Dragon thus making both sets affordable. But essentially one is higher-end. This makes sense because as a player's Defence or any skill gets higher the better the unlocks should be and the more the unlocks should be. From 1-40 Defence you only unlock one type or so of new armors per 10 levels. Well, I believe at 60 you should unlock the next smithable set of armor outmatching Rune and Granite, but also unlock the unsmithable armors made by the Dragonkins. 2. Bumping Dragon armors up to 70 Defence to match with Barrows. I think Dragon has always been eliminated in its popularity due to the fact that there are so many better armors just by level 10 more Defence levels. Dragon is almost primarily used for its looks, which defy its meaning as the special unsmithable metallic armor made from the all-powerful Dragonkins. Shouldn't it be more powerful? Making it even more powerful and bumping it's requirements up to 70 would be a foreseeable change because now players WILL actively use the armor. But that'll be the catch for its use, the high price due to bosses dropping them. Now you've got armor that may be slightly better than Barrows at 70 Defence which is priced a far more than them giving high incentive for players to purchase such armors. Not just for it's power, but rarity and looks as well, bull-eyeing all three factors for it's extraordinaire. I personally like option 2 better. Just because it would extend the smithing table simply to 60, making Smithing desirable again, and make Dragon armors mainstream armor once again also. The prior would be spot on as well. Because of the addition of an additional set of armor at level 60, Dragon armor would be cheapened which makes it slightly more affordable which also promotes its use for wealthy players. However, it would be still outmatched by Barrows which I don't believe should be the case. Perhaps make Dragon 65 then boosts its stats closer to Barrows. Quick find code: 185-186-136-63535100
