brando13a
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Everything posted by brando13a
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Well I have one hole in the op's argument: Who says you need Guthix druidic teachings to become a Nature Spirit at all? In addition to that we have no confirmation that she didnt have prior knowledge of Guthix or rituals as others have said, so really I think this plothole is spawned from over-analyzing non-facts.
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So all we know for certain is that several mods believe this video to be faked, but are still investigating its legitimacy? So no we dont know thats its fake. No we dont know that it's real. My personal opinion is that it could easily be real, and with effort faked.
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With Iron i, you can effectively AFK with ~104% bonus exp. it works out to about 40k exp/hour, at a range from 1.5-2gp/xp. By AFK, you can check back about every 4 minutes to change inventories, and since he will call the item you're afking on you'll get bonus exp on at least 25% of each inventory. Handy for when reading university papers/researching extremely boring articles. I ran a test on 1000 iron ore, and found my average exp per ingot to be 104.7. each inventory took aproximately 4 minutes to complete. I believe in the long run this works out to be about 1 million exp per 23 hours. that means 100% respect takes roughly a day to obtain using only iron i and afking. great news to f2p smithing rates. Still sucks that it leaves no real reason to get high smithing anyway!
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Doesnt the cannon in that picture have 2 furnaces? the base looks like it has a few too many parts than the regular cannon that I remember....
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Well, I havnt played in over a year. I like to poke on the forums to check out updates, see whats happening with this game and what the people who still play are thinking about the state of things! I have to say, being a silent observer, and former customer, the smithing update is shocking. It's been a known issue since RS2 was released that smithing and mining were no longer in sync with the flow of the rest of the skills and gameplay. By a margin of 50 levels, all smithing and mining requirements outreach their respective use levels for the products being made. Why does a level 1 item, require level 30 smithing to make? (speaking of iron) why does a level 40 item require 99 smithing? (rune obviously) This disjunction has gone by the wayside because in RSC, when runescape could have sunk, and when Jagex wasnt 100% sure what they were doing or where they might go, made rune the endgame equipment, with no foreseeable plans to upgrade. Thus it made sense to make rune freaking hard to obtain. RUNEscape, it was meant to be the endall equipment. The game has evolved far, but the balance has not. Jagex has taken strides toward balancing things (poorly on most counts, but they acknowledge some of their follies) in many skills, but the difficulty curve is so outweighed by their bandaid patches (non-craftable items/rewards/ training methods). The current state of things is such: smithing and mining, along with several other skills, have no uses for their level equivilant products. In their place, Jagex threw out bandaids to fill in combat without repairing the production system for creating combat equipment. Crafting level to Equip level runs at a rough 2:1 ratio, when it should be logically 1:1. The logical patch: readjust smithing and mining in particular to have a near 1:1 crafting:using level requirement. Effectively, bronze is fully craftable at level 1, from dagger to platebody. Iron levels from 1-10, steel from 10-20, mithril from 20-30, adamant from 30-40, rune from 40-50. Mining would shift to match this, experience would also take a shift downwards for all items. Why does jagex not do this? They've already built a whole world based around smithing in particular, to fill 50 odd levels of content and include it in the world is dauntingly gigantic! Yes it needs to be done, its the logical progression, you should be able to craft the items you'd use at the level you'd be using them. Jagex would be forced to fill the remaining levels with level appropriate content. They're just lazy, and avoiding a game changing update that is totally needed. Honestly, they could release equipment improvement/enhancement, making a level 50 version of bronze, which requires a plethora of bronze and other random ingredients to make a little graphical change, and stat shift in bronze to outclass rune, and so on. It's a simple fix that requires no real changes to the system on a large scale. but no, they havnt opted to this either. They have so much opportunity, but fear change. On topic- other updates look great, quests are fun and add lore and content, no one should be complainging about that addition. RoW additional uses is fantastic, teleports and increased drops, and a message to give you an actual feeling of accomplishment! GREAT! bonus exp is cool, never tried it, have fun guys.
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1st October, 2010: Behind the Scenes - October
brando13a replied to BloodAngel's topic in General Discussion
I'm confused on why people are taking such offence to having low-no requirements for quests. the way I see it, people are suggesting simply, that quests can be done by anyone at any time. Whether or not its feasable, or even possible at certain levels is the whole point however. Basically, questing would become a true challenge, able to be taken on by anyone, but extremely difficult without the "recommended skills". Obviously some skill levels would be required, such as the Hero's Guild fishing requirement, which you actually need to fish lava eels. People are obviously miffed at the arbitrary requirements, which see no actual use, such as a door which only opens with X smithing. Why not make it a % chance to open based on your level? when you meet the recommended skill level, its 100%, but before this point its variably more difficult. In the same boat, combat requirements are often arbitrary, as anyone can really complete a combat task in their own way. I see a "suggested level" system being far more dynamic, and allowing ingenuity that doesnt exist in runescape today. Some quests do throw out a totally random requirement, just for the sake of having a high requirement. This makes no sense in the context of anything really, allowing people to attempt things at any time, but with varying degrees of difficulty would be an amazing way to go about things. Retaining the current skill requirements as suggested skills, would allow players to see where they "should" be in order to succesfully complete the quest. Most quests can be completed well before the requirements are met, so why not allow people to attempt it? So have strict level requirements, or a dynamic system build on player choice vs difficulty. We all know that it will remain as the first, but the second is a solid, viable, and somewhat more appealing system which would open questing in a new way. -
I'd like to be an objective third party; I dont play anymore, but that doesnt mean my opinion is invalid in any way. From what Ive read on this thread, efficiency oriented people seem to be like most elitist groups, in that they laugh and smile to themselves that they are the best and above all others for their "Oh so efficient and result bearing gameplay". THIS I dont understand. Why be elitist? "Inefficient people cant be on my team" are you saying that inefficient people are all like that one guy who hides keys and ragequits? not so I'm afraid. Inefficency, and especially self confessed inefficiency doesnt equate to stupidity. The people posting here arent people who run around being a jackass in all things, they just arent people who spend 100% concentration on a game, especially one that doesnt require any real skill to play. And dont say that it does, because the only "skill" is the gameplay standards created by efficiency minded people who abuse timing and graphical ques to the point where others either conform or do something else. "Fun" in efficiency doesnt exist to a casual gamer, maxing out and micromanaging every click isnt a relaxing way to kill time. That isnt to say that efficiency cant be fun. To each their own, honestly I dont care what you do either way. I am not pro anything, I dont play, I just dont understand the elitest behaviours of the pro-efficiency people on this thread. The non efficiency people started the thread with this in mind, they started by saying efficiency minded people think they are high and mighty, and the efficiency minded folk showed up to 100% support this point. so good job? you've only proved you fall into your stereotype when asked, like an efficient little elitist drone. Please dont take that as offensive, but seriously, if efficiency means attitude and elitist tendencies, then what fun are you making the game for anyone else? forcing others to conscribe to your ideology. Down with the dogma that is efficiency if thats how all the efficiency minded players are. honestly I cant say Ive seen one person on this thread support efficiency and not scoff at the non-efficient players. Each one has tried to show how efficiency is "better". Its not. Its your way of playing, to your own ends. "better" is not quantifiable, because "better" exists only in the constructs of your own ideology. you view doing things fast as better, many people dont, many people enjoy the act, not the result.
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Post and discuss all Jagex Twitter updates here!
brando13a replied to forestfrolic's topic in General Discussion
To be honest, instanced or not, no one will be screwed on rewards. look at the stronghold of security, its open to everyone, and no one gets cut from rewards. If they are going to put rewards for everyone one-time, they'll do it so everyone can get it at the same time if need be, so saying it has to be instanced so that people can get their one-time reward is a null comment. Personally, I'm torn on what I think it will be, there isnt enough information to make a truly viable guess. They are non-Daemonheim dungeons, so they could be like every other dungeon we've ever seen. Alternatively they could follow in suit of the dungeoneering style, and be instanced, allowing you to bring a team of friends to work with you. All we know for sure is that the dungeon wont be randomly generated, so it will have the same structure as previous dungeons around the game world. Logic would say it will follow the skill as it is; but the stated difference opens any possibility. My vote would be for similar dungeons to daemonheim. It makes the most sense with the skill, spellunking through dungeons as a lone adventurer or with a team. All of the available information only tells us that everyone gets the same reward regardless of what happens, and that the dungeon wont be random. -
Should F2P get fletching as a skill outright? No. Should F2P get fletching that they can artificially level in dungeons only? No. Should Jagex realize they left a hole in dungeon content, and allow F2P to craft bows/arrows as an extention of range/crafting skills? Yes. Why on earth should a member skill cross to F2P? you can thematically make it viable for a ranger to craft his own arrows and bows using existing F2P skills, and keep it limited to the dungeons. Hell fletching should have been a combo of crafting and ranged to begin with (and smithing). It doesnt really seem like it needed to be its own skill... the ability just floods the market with bows anyway, it should have been a nifty niche ability tacked onto ranged in some way. Just my two cents.
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@Cottage- Just so you, and everyone else realizes; That data has no point, and scientific validity to apply to a point. Unless you supply the average change over an average weekend, there is no point of comparison. There could be 500+ people getting 99 attack on any given weekend, we cant say that that number is larger or smaller than average. The only one that stands out significantly for me is summoning however, given the speed of the skill, 1600+ people in one weekend seems.... really large.
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New Skill Speculation - Shape Shifting
brando13a replied to Central_Keeper's topic in General Discussion
I'm not totally clear, but if I remember correctly, every time we've been transformed in the past- someone else did it for us. so why on earth would we get any experience? and beyond that, shape shifting could open whole new areas, games and tactics. Used in combat they could be a devastating new tactic, and think of new places you could explore like monster dens for treasure hunting? sounds like a cool idea to me, dont knock it because we've been transformed before- get excited that we might get to do it on our own! edit- and to the discussion above: we've only ever used transformation (done by npc's on us) for passive exploration. A new skill would entail this, but obviously more. look at summoning, we get pets through our summoning level, but also get combat and skill familiars. Transformation could entail passive exploration, as well as new combat features and skilling features. -
For everyone whining about the unfair requirement of a fire cape, why not suggest useful and constructive alternatives? I've seen people suggesting a buyable version of hte firecape with serious drawbacks, but have to wonder why put a whole new item into the game, when you could easily just add to pre-existing content to give it an actual use. My suggestion, which people may use/criticize or do whatever they please with is as follows: Slayer cape should count as slayer equipment. Plain and simple, 99 slayer should allow people to fight slayer monsters who require a specific item, without said item. it makes sense, and gives people who dont want/cant get a firecape a viable solution. If you're already 93+ you're probably going for 99, so tough it out one way or the other honestly. thats my suggestion for a solution. And a second suggestion is to stop whining and ask jagex for an alternative rather than a flat out change if it bothers you so much.
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Something I find interesting, is that according to the RS wiki, not only do the leech prayers (levels 70+) drain more slowly than the sap prayers at lower levels. additionally, they drain a half second slower than ultimate strength and co. Piety drains 2 points/ 3 seconds Turmoil drains 1 point/ 1.8 seconds= 2 points/ 3.6 seconds. these prayers as a whole, reward you for having higher levels (as they should) and you loose nothing by using them. you actually gain more time using these prayers than their normal prayer book variants. according to the drain rates alone, you'd be a fool not to use these prayers as your permanent book. There are obviously times when the old prayer book is better/easier to use, but in places where they compare, the new prayers are stronger, and have better drain rates.
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Post all RS Screenshots, Videos, and Sounds here!
brando13a replied to misterxman's topic in General Discussion
To clarify, the poster of the picture does have the INcorrect spelling of Santa Claus. The movie "The Santa Clause" is a play on words, "clause' meaning a contract, although having the same pronounciation and very similar spelling to the actual name santa claus. Taken from the movie "the Santa Clause" website. The name is Santa Claus, if you've spelled in Clause with the E on the end, you've spelt it wrong. Not being a grammar nazi, I dont use the best grammar online, but spelling santa's name incorrectly is something no one should do! -
There are definitely some things that are messed up. Such as rune platebody protecting over Sara sword. Personally, I think the LEVEL of the item should be taken into account rather than high alch price. that is to say, the level to wear said item. with this system, whip/sarasword/gs etc would ALWAYS protect over rune platebody. it just doesnt make sense for a level 40 item, to protect over a level 70+ item. Items of the same level would then revert back to the high alch value, so rune items, all level 40, would be kept on a basis of highest value, as is true now. as for other items, such as crystal seeds, statuettes (which should be removed entirely anyway) and the like, an assumed level could be given, not too hard to code at all, just a hassle to go through every item to do so. although, they would still work with an assumed level 0 and then compare between high alch value. Minigame/quest items are another matter. Personally I believe they should be kept on death in addition to everything else. basically a permanent item locked to your character, a fighter torso is NOT worth the time it takes to get repeatedly, and seems silly to loose it. although many things could be done here, such as discounts for multiple purchases of minigame items, or even a gold cost to get them back. who knows?
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For Those That Hate 76k'rs: What Have You Done to Stop Them?
brando13a replied to NukeMarine's topic in General Discussion
Killing 76kers wont solve anything. They truly arent the problem, they simply abuse it. The obvious problem is EP itself. I made a post earlier outlining my idea, but to put it simply: 1: EP, if kept, should go towards giving you a % of your resources used in pvp fights. (You use up EP when you get a kill, and the EP goes towards returning up to 90% of the value of resources you used in that fight) 2: as a "reward" for killing someone you gain 0-100% of their risked wealth. this is NOT tied to EP, totally random what you get, and up to a roof limit. (up to a limit ie 76k, or maybe 200k etc, it would need to be relatively low to keep rwt unviable) 3: PvP drops(not statues) are included in drop tables for "impressive kills", and the current system which lowers rewards for killing same targets would stay too. this gives you the chance to gain a somewhat substantial but random reward. summary: EP goes towards minimizing the cost of supplies (like how we get food and pots now). we get a random percentage of our opponents wealth, to a limited amount (I'd say max 500k). PvP drops (not statues) remain as rare drops, to give better rewards randomly, for real pkers. all in all, you get risk for reward, rwt isnt viable. Sounds good to me, and its not so bloody rediculous as it is now. -
Bickering? Training consists of fighting over trivial facts or opinions with other players! We all get to keep the xp we've already earned while playing. Fastest 99 ever! no... thats just silly. Jagex has looked at how the majority of players act in game, and decided to incorporate the most common activity as a skill! BEGGING! Fr3e Xp's plez?
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After reading this, I liked the idea in general, however, I think there are a few points which could make it better: - it should be limited to player killing for not loosing items, this way PvM can still be done without you risking absolutely nothing. - A system which reads your carried wealth when a PvP fight begins, and the wealth after you win (only for the winner) and give you 0-90% of the difference as a drop of coins, runes, pots, food etc. (this would stop pvp from being a total money sink, but would also prevent it from being totally free training, it would be just like fighting monsters.) -The same system would be counting the losing player, and would award the winner 0-50% of the difference in wealth of the losing player as a reward(note, the system currently in place does not allow you to drop your items, so no worries about making a 70m difference by dropping a GS) Conclusion- PvM ISNT safe, you gain back 0-90% of your lost wealth in a fight (from food/pots etc), and 0-50% of your opponents lost wealth (again from food/pots etc. the 0-90 could be affected by your EP, and the 0-50% would be random. I think this would balance PvP pretty well, it would make money, not much, not farmable, but still fun. Although keeping a chance of getting PvP equipment would be a great idea! still a chance of a 'rare' drop from pking, and beneficial to pkers, not effected by EP though!
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Removal of new high level potions in PvP
brando13a replied to The Observer's topic in General Discussion
Integration is smart. if we had things completely seperate, we'd have attack strength defence and hitpoints all working independant of one another. Basically, without tieing skills together, they just dont work. This is a GAME and in this GAME there are close to 30 SKILLS, the majority of which are not combat related. However, combat is the "main" draw of the game, so why the hell doesnt everything else tie into combat, because combat ties into everything else! RS is unbalanced. I quit years ago because of it, hitpoints are too low, power is too high, there isnt enough high level content (being remedied slowly however), and there's little to no integration of skills. RS needs a major rework, which wont happen, but it does need it. as it is, it works. poorly. We have jagex trying and then showing their cowardice and lack of confidence in improving THEIR game! If agility combined with defence to add to your blocking/dodging ability that would be fantastic. Firemaking giving a boost to fire based magic/allowing fire damage in combat would be amazing. hunting/summoning/slayer linking together to give you new familiars would be an amazing game dynamic as well. There's so much potential to ways that skills could tie into combat to give you an edge, but players whine and complain because jagex set up their game so poorly that these functions cant be accessed until level 85+. so they cave to the whining players, and remove it. Great job jagex, you swung and missed, then dropped the bat and kept on swinging anyway. The whole game needs work now, because of majorly poor planning by jagex. this was the closest thing RS will probably ever see to non combat skills effectively giving you a valid boost in combat. Shame players cant understand that a multifaceted game should be multifaceted, and not separated between safe/dangerous activities. link everything together, give the game some ACTUAL strategy (because honestly there is very little strategy, you can argue this till the cows come home, but weapon switching, rushing and everything else of the like, are timing based, and i can grant they use some strategy but beyond these 3-5 different 'techniques', the strategy dies). That's my view of things anyway, RS is still fun, and despite the major flaws continues to function pretty well. -
Removal of new high level potions in PvP
brando13a replied to The Observer's topic in General Discussion
I havnt played RS in a few years now, but still like to poke on TIF now and then to see what's happening. This truly is stupid. Ignorant, weak, and stupid of Jagex. Someone raised the point that DT has many noncombat requirements and gives argueably the best pvp advantage in magic. the same goes for lunar spells. and this is true, jagex should have removed these spells from pvp if they remove these potions also, and there's actually more reason to do so. These spells, give SO much more use in pvp, than any of these potions. 7 extra strength levels or attack or magic is not the same as spells that hit 30 and freeze for 20 seconds, or drain skills etc. 100 million coins and painstaking hours in herblore for a very minor advantage (excluding the mage potion, which in my opinion was sorely needed in pvp) is somehow removed, while literally 10 hours of work (all skills plus DT quest) remain in game. the new spell books give so much more advantage, for so much less work, and yet they remain. the potions give a small bonus over players who done have them, and they are removed because players are jealous. yes jealous, they never took the time to realize that 7 levels difference isnt enough to be a true detriment, its an advantage, but not one you cant overcome. I'm glad i quit, jagex's policy is going downhill. ps- apologies for my lack of proper punctuation/capitalization, i'm just really lazy today. -
something jagex should have done, is add charms not only to monster drops, but skilling 'drops' aswell. Such as finding green charms from things like woodcutting (at level appropriate levels, not 1 log + 1 green charm at willows, but a small chance to get charms while you cut, just like nests) and red's from mining perhaps, just like finding gems, you'd randomly get charms. this could be done for every skill, in some way, to give charms at ~ an equal rate with combat. It really doesnt seem right that summoning is solely gained through combat, but i suppose the skill itself bolsters well rounded players as opposed to singularly combat or singularly skillers.
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I have to say the obsession with combat is a little unnerving. I made the topic for the general lack of high level content, and endgame content, for ALL skills, of which there are many more skills that there are combats. Combat is messed up in its own special way, but that doesnt mean the individual skills themselves couldnt use content updates (NOT ITEMS) but rather the usefulness of the skill itself in the final levels. Yes 99 is more accurate than 90, but is it more accurate enough to justify 2x the experience and work to attain? this stands for all skills, and there are many where there isnt even that benefit to debate. herblore, woodcutting, slayer, crafting, and more, give no actual benefit for leveling other than more things to skill on, you dont do any of these activities faster, in some cases you take argueably longer at higher levels (slayer specifically, more possible tasks means more variance and more time spent changing/preparing/traveling etc) the real point is that from 90-99, in ALL skills, there is a lack of usefulness for the time effort and money put into getting these levels. and even if all these levels werent such a huge leap in exp to get, there still remains the void of content for actually having the levels- many skills having nothing new to use/do, and no actual added benefit to fit the work done, or no benefit at all. this is the problem, its larger than just combat, in fact combat is its own topic, the skills themsevles are the real worry however- untradeable pvm only equipment can be released and keep relative balance.
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@ Da Latios- It isnt about high level characters, its just about high levels in general. Any skill, in which any person has ~90, is resonable to consider high. The discussion seems to be focusing around combat, but really the main point is that skills in general lack anything in the end levels, of which are the hardest and longest levels to attain. I find this to be very poor planning on Jagex's behalf, and combat royally screwed the pooch already, and its gonna take alot of work to fix everything. Combat is near broken, we're at a total standstill, where nothing can really be released without totally destroying what little balance is left. Everything else excluding a few skills, has almost nothing past level 70. This is poor design, as people will obviously surpass this, and it is reasonable that an average person will reach level 90 in at least one skill if they play regularly. Personally I dont have 90 in any skills, but its an obvious hole in content that ensures that I really wont get above 91 in a skill. there's really no point if those last 8-9 levels dont give any added benefit for their greater effort and time. There's nothing truely gained by getting 99 in most skills, and even then, the bonus isnt actually worth the time, money and resources.
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with skills like smithing, compression IS needed. It's Jagex's own fault for letting power inflation devalue skills, and make it nigh impossible to create any new equipment or content past level 75 or so. It's the year of fixing, so they should really rework the game, someone mentioned condensing the actual experience you need to get to level 99, by shifting exp required. this would work in theory, as all the current equipment would move WITH the condensing. effectively you could equip a whip at level 50, level 70 would be the new 99, and then we could have all sorts of items above that. This would open room for all skills, and so on. No it isnt a perfect idea, yes we would be getting 15 new things every level, but Jagex hasnt planned appropriately to cater to their own level caps- They need to do something about it, because it will only get worse. making a cap of 200, but moving around the experience we need, so that 200 would land on 200M exp may be a good way to go. everyone would have their levels swooshed around, but in effect you'd stay the same as you are now, but you'd have more to look forward to, more endgame, AND more content that can and would be released to fill the now expansive level margin.
