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opus_pocus

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Everything posted by opus_pocus

  1. I'm not some uber sig judge, came on these forums to browse, but seriously, that is one heck of a job dude. It looks like me looking in a mirror :lol: All jokes aside, the colour's like....perfect and the texture is amazing. I smell uber pro on the way up.
  2. W43p0n pr0f1c1nc13y or weapon proficincy (excuse spelling, I r tired) Basic idea, you use it, your special attacks get stronger, you get faster with weapon. A bit more in-depth (as much as I'll go for a while until I can write this out fully in it's god-awful huge extent, hehe) There could be several weapon sets: Short blades Long blades Pole arms Bludgeoning Axes Whips (it gets its own) Now, as we use a weapon from the set (i'll use whip, because they're 1337) If I use my whip to kill 120 experiments in an hour (48k exp to chosen skill) I would also get 24k to my whip proficiency level (it would be a sub-menu from the skills menu) with each level, my speed using a whip increases (at level 99 it would be double it's original speed) and my ability to dodge (will cover full info later) increases with it. Also my special attacks would pack more punch and there effect could possibly change (2 special attacks, same bare, 2 options) So at level 40 whip proficiency my special attacks would only need 33% of the bar, therefore allowing three specials at level 80, make it so I could possibly do 6 of my normal and 2 of the new ones I get at level 80 (This isn't a noobs friendly idea, this is to make lvl 90+ pking and staking a hell of alot more interesting and to help make it that the game's more exciting, faster paced in fighting, if it's easier to level ,who cares, you call it easy, I'll ask how many 99 skills you have, I don't and I train pretty hard.) So I will indulge and run through a quick list of ideas ;) Level 1 weapon proficiency - where we are now. level 40 - can now do 1.5 times previous special (if 4, now 6, if 2 now 3 ect) level 60 - double the origional spec (if 4, now 2, if 2 now 4) and you get 1 use of new special attack (something like for whip, it makes the next 3 shots negate all armour) or for battleaxe (ultimate battlecry, does same effects as orignal +50%) level 80 - 3 times original number of specs, double new specs level 95 - 4 times original specs, triple of the original new specs (they would all be 1 barrers, so 3 per bar) level 99 - 1 new special effect worthy of drooling. You get the idea? The exp, as previously stated (for you maths cretins) is damage times 2 = weapon being used class's exp gain. eg.... I hit a 4 times by 2 (8) I'm using a whip whip experience is now 8 higher;) Benefits of weapon proficiency: - Pking would be hell of alot more fun - new specials, more variety, that low level wimp with dagger might have been using one his whole life, watch out ;) - Brings a touch of *shudders* reality - Helps to make those dagger + whip + range + mage + whatever else people seem a little inferior - Potentially easier levelling (yep, that's a good thing, I personally feel the stats after level 85 or so because of the way exp is worked out, grow too much and start going crazy) Cons of weapon proficiency: - Pking would be alot more dangerous - People hate change - Difficulty noobs cry about it being easier (get level 99 two times over then big guy, there's ya challenge) - Wimp noobs complain about a certain someone not getting 99 everything now (mind your own business) and those big bullies at castle wars beating them even faster (try a different world if you run into huge groups of 110+) - Potentially easier levelling - Stops people swapping weapons as freely, more restrictive, puts kids off the game a little (they can't dedicate to diddley squat) D0dg1ng or dodging. Will type later, I wanna do some barrows trips. Post freely, anythings cool, just keep it clean, if it's useless insults, go talk to wall otherwise, post away.
  3. I'm not sure if i think that's over complex or pure genius... lol.... Anyways, base of 30 + 3 per damage is good, but 30 exp minimum for 150-200gp is verging on being reasonable afk exp(nowhere near what it was) i think if they made magic offensive spells purely damage based it would fix alot of the afk mage problems, then they would have to use autoers and when someone clicks the exact same pixel 2,000 times over at same interval, i'm sure jagex have a way of intercepting that... And, for those who don't think crumble undead is a good idea because you know, CLEARLY there are undead for everyone, consider the drops... skele's have good or bad drops? BAD! zombies have good or bad drops? BAD! on the other hand, lets say i use fire bolt at dust demons, good or bad drops? good and potentially amazing or fire giants? good to great black demons? awesome drops, dragons? good drops, hides and bones make it fantabulous... and yet you're trying to say restricting us to what is clearly a money losing margin is a bad thing? I guess i disagree. Keep posting suggestions for ways of fixing the exp, the 30+ 3d is good (d stands for damage)
  4. Ever tried crumble on a non-undead enemy? It is absolutely hideous, it could be mistaken for wind strike (not that bad but oh well) i think it deserves to have more exp, we're restricted to low level enemies with drops that blow? If it didn't have more exp then other spells it would be completely nullified and never heard of again... It's only purpose was exp and now they've taken it away... Btw, nice job with the apllause, 500 hands from 1 person is impressive.
  5. That's right jagex, you destroyed crumble undead, you freaking kicked it while it was down! This brings up more then 1 issue I'm going to try and tackle. Number 1: Afkers, jagex is doing everything in their power to stop afkers, which i full support. BUT!!!! it is at the expense of those of us who enjoy training and actually watching what our characters do, because it's faster exp, so things like making it enemies don't stay agressive, just makes it a little more annoying. Number 2, the main issue: CRUMBLE UNDEAD! that's right, all of you who used this to train knew it was freaking sp00n4g3 it was mad as experience and it came at a reasonable price, now jagex have destroyed it because of idiots who used full rune and afk trained it because they never killed their enemies, i personally trained it wearing full mystic or ahrim! why? because i get better value and faster levels. Currently the maximum chaos runes in the mage guild is 250 yet the minds are at 5,000!!! Seems kinda stupid? If you want to stop afk nubs who just want to train by clicking once and walking away, make us WANT to kill our adversaries, make it so we get experience from doing damage = we have to kill more for exp = WE NEED TO PAY ATTENTION! BAM! there goes thoes afk scum crying that jagex ruined a training method when those who actually train properly, still get our good exp.... I suggest that magic spells are changed to give 1exp a cast (this is combat spells only of course) and the rest of the experience comes through doing damage... My highest hit with crumble is 16 (i think, havent done for 2 weeks, wont start again either) so we'll halve that and say my average is 8. It was at once stage 49 exp a cast, right? so that makes if the average damage is 8, we want to somehow turn 8 damage into 48 experience (and 1 more for the casting to make 49) so... BAM!! 6 experience for every damage done and your system IS FIXED! i know, it's amazing, afk trainers can enjoy getting 12 exp a cast in their full rune and people who actually want to train properly will get what they deserve! I'm open to other opinions of how to fix this problem. I'd also like to say i like how they're owning afkers with randoms, I once tried to fish aswell as do my homework only to look up to see my charecter being hit for 7 by a troll and then falling to his knees. never again.
  6. some guy worked out the algorythm that rs use and then worked how much exp, think about it this way, lvl 92 is approx. half of 99, that means (not using the correct algorythm, the truth is worse then i make it out to be) that around lvl 105 would be around 30 mill lvl 110 would be about 80mil i think, ill try and find the numbers, i could understand a max of 150, because that way we can ancourage uber no lifers, maybe 110-120 but seriously, getting lvl 120 alone would be harder then pulling a zezima and maxing all skills, i dont no what kind of life(or lack thereof) you have but it sounds like it needs ALOT less runescape.
  7. are you serious, omg, i had no idea! *throws med away* I guess if it wont work in real life it wont work in a game. go get a sword and armour in real life, i like aesthetics on a game.
  8. The reason i would like this over slayer is because you can get non-combats involved... plus, they wouldn't have to make it into a bloody skill this time :roll:
  9. Listening music always unles watchin tv or playing guitar. tap on table (gotta hate drummers), talk msn or post here. :lol:
  10. Ok, before i Ctrl c and Ctrl v this from an old word document, lets get some things straight, this is an idea from two years ago, so of course it's not as greatly put together as it should be (hey, i was and still am a yung'n) so yeh, Don't knock the spelling, don't worry about item suggestions to much, I want to hear your opinions/suggestions about the basic foundation on which this idea is based. Anyways, letting the copy and pasting proceed. Rewards are tasks like mini quests given by any guild that give no quest points and come in randomised tasks, so there's no need for guides as there's no riddles...... mining guild's super hard task but short may be mine 5 rune ore. things like that. You must be in any guild to do it 5 dificulty levels easy medium hard super hard overly stupidly mega insane hard 5 lengths short medium long very long get a life long The way these work is, that a harder task requires higher levels, so for legends it may be kill the kbd once for a short but super hard task. Or maybe easy but long, like kill 200 men. Things like this. Once you complete a given task you receive a REWARD!!! tasks can involve more guilds, this is an example of how it will go. Some guy at legends : we have several tasks, how long do you want it to be? Me : short Legends guy : how hard? Me : as hard as it gets legends guy : do you wish for it to involve another guild me : yes legends : which ones me : mining legends : any others me : crafting legends : any others me : no so my task may be killing 2 kbds, mining 10 rune ore and making 2 dragon ammies. I am going to post some of the rewards... Weapons. Demon sword (legends only) +20 slash +16 stab ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâ3 crush ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâ4 range ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâ6 mage +20 strength against demons it not only has the effect of stun, vulnerability and enfeeble, everything about it triples. Lots of demons need to be killed to get this. Dragon-proof plate (legends only) Exactly the same as rune plate, but has effect of dragon shield. Requires killing of large amounts of dragons being killed. Undead sword (heroÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s and legends only) Same as rune long but against zombies, skeles, ghosts and shady kinda things it does 1.5x the damage. Enchanted pickaxe (mining guild only) It gives + 20%xp but requires a lot of work to get, like maybe several tries at long hard reward challenges. Coal pickaxe (mining guild only) It makes it that if you mine 1 coal, you get 2 in your inventory Stupidly hard challenge to get this one. Glittering harpoon (fishing guild) Gives double chance of swords over tuna Gives 1.5x xp for sharks. Shaking lobby pot (fishing guild) Like coal pickaxe, for lobs. Enchanting of guants (cooking guild) Doubles effectiveness of cooking guants, practically impossible to get. Enchanting guants (magic guild) Same as above Enchanting guants (crafting guild) Same as above Chaos staff (magic guild) Requires lvl 55 magic to wield, same power as mystic staff, gives infinite chaos, nearly impossible to get Death tally (magic guild) Self explanatory, hard to get. Double quivers (ranging + champs) Holds iron and bronze arrows at same time, you choose which one you want to use, this just offers 1 more space Quadruple quivers (ranging + crafting + legends) Holds 4 different types of arrows and increases speed of shooting, not at all easy to get. Super elemental staff (every guild) ThereÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s only ever going to be 10 of these in the game, if you die with one, it always comes with you, even with skull, untradeable and undropable. Has infinite air, water, earth and fire. It is as strong as mystics. Enchanting of staffs (mind) (magic + heros) Gives any elemental staff (air to fire) infinite mind runes as well hard-ish to get, costs 100k Enchanting of staffs (chaos) (magic + legends) Same as above, but this time infinite chaos, costs 500k to enchant, hard to get Enchanting of staffs (death) (magic + legends + prayer + crafting) Same as above, but this time infinite DEATH RUNES costs 1mil to enchant, rare as to get!!! Enchanting of staffs (bloods) (every guild) This can only be enchanted on a super elemental staff, it costs only 100k to enchant, because you will have worked for it this means you can have infinite fire strike, but because limited to super elementals only 10 in game that are un-tradeable also when enchanted with blood power it gives +30 strength bonus but itÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s like soooo hard to get this it would make your head spin. God bows (ranging + magic) Requires 80 range to wield, attacks double speed, 5 in existence, hard as! Enchanted dragonhide armour (ranging + prayer + crafting) Requires lvl 80 range to wear, all arrows fire when wearing this (you get full set) will always appear on ground, untradeable. Very very very hard to get. Ranging gloves (ranging + crafting + magic) 90% return rate on arrows fired and anytime when you would hit below 5 is increased to always hit 7 damage, anything above 5 will hit normal, so the lowest you hit is 6 dmg. Tradeable, short quest, has to be hardest difficulty setting Ammy of range (range + crafting) An orange amulet that gives +30 range attack but ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâ15 magic defense. Sword of might (legends) Exact same stats as dragon long, but with +15 strength. Rare Sword of no zeroÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s (legends + prayer + mage) Never hits a zero, lvl 65 attack to use same stats as a dragon long but by saying it never hits a zero I am lying, it never hits anything below 6 damage. Very rare Baxe of might (legends) Same as sword Baxe of no zeroÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s (legends + prayer + mage) Same as sword Dragon chain mail (legends) Dragonite chain mail Dragon enchantment (legends + magic) You can take 5 dragon bones ground blue dragon scale and any dragon armour or weapon piece to some guy he enchants it to give +20 every defense and +10 strength even if your sword gives defense or armour strength Gauntlets of pain (legends) Gauntlets that give +20 to every attack and + 5 to strength You all may be underestimating the skill lvls needed, for things like the sword that never hits below zero you would be killing the kbd several times single handedly aswell as killing 1k+ black demons with melee. I apreciate how powerfull and to some, stupidly powerfull these weapons seem. But a very very rare weapon like the all elements + infinite blood staff would require 90+ in every skill that has a guild, i really must impress apon you that if it's that powerful, you must have skills to match, we don't want 10 lvl 5 noobs walking around with infinite firewave. Another point. These are specialty weapons, assuming you mine like 100 iron for a task you're not gonna get one of these super weapons. These are like getting a berret or getting trimmed armour, nothing too common. Also i would like to point out you may get bad rewards for example... steel pickaxe but you might get alot of mining exp or crafting exp. I'm sorry if I using mining guild as example alot, first one that comes to mind. I would also like to make several adjustments but i can't fit. SO here it is. Sword of no zero's - only 1000 in game Mind staff - 10,000 in game chaos staff - 2,000 in game death staff - 500 in game blood/super elemental staff - 10 in game One more thing i forgot to mention enough times it seems. If you do these tasks rewards can be. - amazingly cool items as listed above and whatever other things jagex wanna put in. - experience, yes, now there's a easier way to get exp, maybe.... - coins, sometimes you may just get 1k coins, if you do lots of stuff, you may get 1mil. - normal items, you can just get a mith longsword if you don't do much. That's my old post, any tidying up of it necassery will be added as i notice mistakes.
  11. I love it, i love all your draining ideas, marry me!!! :lol: jkin btw, i hate your ideas but you can still marry me :shock: joking again, love the ideas but stay away pl0z.
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