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Creaphis

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Everything posted by Creaphis

  1. Ooh wow, interesting trick. I wonder if I could if I could keep her "dancing" for a long time at a stretch. Does she lay eggs while "dancing"?
  2. Hi, I'm trying to smuggle an extremely fragile character through wave 10 of BA (if you click on my sig you'll be able to guess which), and if anybody knows about any safe spots or strategies that can keep a noob alive in there, I'd love to know! Thanks!
  3. Oh, the afro isn't a hairstyle - it's a wearable item sold in Party Pete's shop! I guess I've spent more time leeching at the party hall than you have... :oops: So, something that I've been hearing a lot of lately is that I'm of an endangered (or maybe even extinct) species of player. I'm hearing this from friends, from clanmates, and from Animalmagik's earlier post in this very thread. I suppose that's true... though it's taken me a little while to understand just how true that really is. Everywhere I turn, I see people working way too hard to maximize their xp per hour in this skill or that one, or gp per hour, or whatever else. These people are only willing to train their skills or make money in this one method that they've deemed to be optimal, and will spend obscene amounts of time doing only that one thing. And for what? To gain some "prestigious" skill level that thousands upon thousands of people already have! Wow, that'll get attention... :roll: I undestand that there's some personal satisfaction to be had in gaining ever-higher levels, and being able to afford nice loot, but you have to have some fun too. And, this is why the slayer skill works so well. "Slayer" requires that you add some variety, and some novelty, to your training regimen. This way, those players who would otherwise burn themselves out doing the same thing over and over, are forced to have fun - fun that they would otherwise refuse to have! Silly, isn't it? :blink: I'm writing this just because I want to say something to those who are getting burned out by the daily grind, but would like to keep playing Runescape: it doesn't have to be this way! There is fun to be had in this game, in a million different ways. I don't want to tell you how you should get it, but if you're struggling to come up with ideas, I've had a couple ideas for "challenge games" that I can't use myself, as this hp pure has my hands full enough already! - The Frontiersman - Make a noob account, and stick to the following restrictions: One, never use the grand exchange. Two, never even bank. :shock: It sounds impossible, doesn't it? Well then, you might be interested to know that, for the first phase of Runescape's life, the bank didn't even exist! Wouldn't it be interesting to follow in the footsteps of Runescape's brave pioneers? Yes, training most skills would be a bit of a chore, but that's why this challenge isn't about reaching 99 this or 99 that - it's about finding out what you can do with a character that hikes across the world with his trusty rune long, that fishes and cooks food only when he's hungry, and that barters directly with other players when he needs something he can't get himself. What quests can you pass? What beasts can you slay? - The Rogue - This challenge is named for the "Roguelike-style" gameplay it might have. Fire up the instant demo, drop whatever items they start you off with, and walk straight into the wilderness. Become at least 20 combat, or at least 100 skill total, without ever leaving the wild, and without ever dying. Changing worlds to escape revenants is allowed. However, deaths in Clan Wars, Stealing Creation, and Fist of Guthix do count as deaths. :twisted: Finally, no matter how you decide to spend your time with this game... ...stop to smell the lilies! :grin: Okay, now what have I done since last time... [hide=Oh yeah, this stuff!] I do like most quests in this game, but "Murder Mystery" is just too weakly written. Fingerprints? In a swords-and-sorcery society? Really? :? I also finished "The Giant Dwarf," but forgot to grab a screenshot of the reward screen. However, here's a shot of the quest's aftermath: The fireworks were deafening! I got fooled into buying some swampland in Rimmington... I met with distinguished royalty... I visited the hustle and bustle that is the games room... I tried out some risque fashions... You whippersnappers may be too young to remember this, but back around when Keldagrim, and these dwarf clothes, were first released, the female players model was also made absolutely twig-thin! I think somebody at Jagex let their... preferences get a little bit out of hand... :shame: Finally, I went crazy! [/hide]
  4. Is firemaking useless next to other skills? Yeah, pretty much. However, at the same time, Jagex has done a commendable job of making the skill more useful than it was in its original incarnation. Way back in RS Classic, what was firemaking good for? One thing, and one thing only: making portable ranges, which could be used to cook basic meats, and nothing else. It seems strange today that the Gowers would make a skill so laughably simple, but it was a simpler time. They figured that people should be able to make fires in their game, so they added logs and tinderboxes, and then they decided, on a whim, that making fires was something that the player should be able to get better at with time, so they made it into a skill. Firemaking wasn't the only single-use skill, either; woodcutting was useful only for getting normal logs that could be used to make fires. Cooking was useful only for making cooked meat and bread - no other foods existed yet. There was also a skill called "tailoring" that was useful only for making basic leather items. Wow, right? Nobody was expected to get level 99 in these skills. I'll bet that nobody was even expected to get level 10. However, it's nine years later, and in the intervening time, Runescape's players have gotten more and more experience in these skills, and have been taking this game more and more seriously. So, Jagex has been engaged in an endless struggle to take these useless skills, and make them useful. Woodcutting was saved by the release of the fletching skill, which created a use for higher grades of wood. Cooking was saved by the release of fishing, and some more advanced forms of baking. Tailoring... well, tailoring was quickly abandoned, and its abilities were merged into the crafting skill. But what about firemaking? It quickly became too late to abandon firemaking, and it didn't make sense to merge its abilities into another skill, so what could possibly be added to it? Shade burning, pyre ships, a few quests and a minigame. That's not much, but it's more than I'd ever think to add to the skill, so in this way, Jagex has shown some respectable creativity. They put their heads together, thought up some clever ideas, and now firemaking isn't an absolutely useless skill. It's only pretty useless.
  5. Thanks. :) I'm trying to keep these posts concise and colourful. I figure there are already enough blogs in this forum that are overstuffed with statistical minutiae, such as "Today I played for 4.3 hours. I killed 1143 waterfiends, gaining 176,532.2 total experience points, and 748 crimson charms, bringing me 17.54% closer to achieving my goal of level 89.4 summoning." Dry, boring stuff! I'll spare you from that here. I do have a confession to make, though... I might be taking this more seriously than I'm letting on. :( I have some serious goals that are bound to take serious effort to achieve. For instance, I'm not yet completely convinced that it's impossible for this character to beat "The Temple at Senntisten." Imagine that! A 9 hp pure with access to the ancient curses... my heart burns with the anticipation of such power... *burp* Oh wait, nevermind, it was just heartburn. Anyways, that's a long ways away, and I still have a lot more goofing off to do first! Since my last update, I've finished a few more quests... Oh, did I forget to mention I bought a membership? :wink: I learned a few things about natural history... I got myself into a bit of a pickle... If you don't have a thieving level high enough to open these doors, but if you walk through them when they're opened by somebody else, and if the door closes on you again, then you're at the mercy of the thieves around you! (Though, I suppose "home teleport" would also work in a pinch.) My kitten grew into a cat... But then, later, I wandered too close to those dangerous jail guards near Draynor, and lost him! :sad: In loving memory of Foofles
  6. "I want to be special and unique by having the same items that other people have!" Jesus Christ. Grow up, people.
  7. I think the update was a good move. I still find that I have to mentally translate every number (76 damage... oh yeah, that's around what 8 used to be) but the old system was, for the lack of a better word, tacky. Your remaining health is of fundamental importance in these games, but in Runescape it was just lazily stuck into the skills list. It's better for hp or lp or whatever you want to call it to be separated from the skills and given its own place in the HUD and the game's mechanics. Also, if Jagex keeps their word and releases constitution potions, that's going to make playing my low-hp pure a lot easier.
  8. There's a trajectory that MMORPGs typically follow. At first, the player base grows, as more players are attracted to a new and interesting game. During this phase, development is focused on attracting as many new players as possible, by giving them a vast and complex world to do stuff in. Eventually, however, population growth stops. From this point onward, development is focused on getting the people who are already playing the game to keep playing - the developers will release ever-more difficult bosses to fight, they will release better equipment for players to earn, they will increase level caps, etc. Nobody can stay interested in the same game forever, though, so the game's player population will shrink, as these old players get bored and leave, one by one. Finally, subscription fees no longer cover the costs of hosting and development, and the MMORPG is no more. Runescape's population is no longer growing, and Jagex knows it, which is why they're making frantic maneuvers like putting "true skill mastery" for dungeoneering at level 120. This is an attempt to keep their old players grinding away at a near-impossible goal, and paying their subscription fees, for many months to come. However, that's not to say that Runescape is at death's door. Runescape actually enjoys several unique advantages that serve to extend its lifespan. For one, Runescape caters to a niche market by being, essentially, a highly advanced browser game. This game is very hardware-friendly, it can be played from just about anywhere, it's easy enough to learn, and you don't need to make any commitments to begin playing it. (To start playing WoW you need to buy the game data, and pay a hefty subscription fee; to play Runescape, you can just go to www.runescape.com.) These factors make Runescape attractive to the casual player - it's kind of like Habbo Hotel with monsters. Another thing that has helped to extend Runescape's life is how it has vastly changed in content, gameplay and style multiple times during its lifespan. (Compare the early forms of RS Classic to what we're playing now.) This has meant that, when one generation of players starts to get bored with this game, Runescape becomes another game, capable of attracting a new generation, or a different niche of players, allowing the cycle of growth to begin anew. Runescape will eventually end, of course, because all things do, but I can guarantee that it won't end just because Jagex gets bored of developing it. The only sensible thing for them to do, business-wise, is to keep developing Runescape until it's finally no longer profitable, and it will only stop being profitable once the majority of the player base leaves. Note also that, if the majority of the player base has left by the time Runescape is ended, odds are that you'll have left as well, which means that the death of Runescape won't be something that concerns you. You'll probably be playing something else by then.
  9. Ooh, the berserker necklace looks very useful for my purposes. No level requirements, and it's (relatively) affordable. Thanks a lot! Did you not read the first post? To get the demon to attack you first, you have to attack with silverlight first. After that you can just do nothing and let recoils kill it. Haha, technically I haven't even tested the second half of this plan. I'm hoping I can just do nothing and let recoils kill it. Off topic, but in case anybody's interested: it seems that you can lower all defense modifiers (except for summoning defense) to -40 by equipping the orb of oculus and berserker necklace together. That could come in handy if you ever feel like dying faster.
  10. Yes it matters, gosh darn it! "1000 xp" is a very pretty number to look at. Well okay, it doesn't really matter. But still, I want to be able to do this elegantly; the enjoyment I get from this is the enjoyment of finding clever ways to get past these obstacles flawlessly (ie. without gaining any xp at all). Doing a sloppy job of something isn't as much fun and therefore there isn't really a point to it. Also you're right, this signature is about 6 years too old. I'll take care of it.
  11. So I've got a character in sort of an unusual situation. I'm trying to do as many quests as possible, but without ever gaining even a single point of constitution experience. Part of the plan is to beat Demon Slayer by killing Delrith with rings of recoil. However, Delrith is not aggressive, and the only way to get Delrith to attack you is to first attack him with silverlight. (The game does not allow you to attack with any other melee weapon, or with any spell or range attack, as far as I know - neither attacking with a rubber chicken or with the curse spell is possible). So, if I am going to anger Delrith by hitting him with silverlight, I'd like to be reasonably sure that I'll hit a 0, thus avoiding xp gain. I can use beer to lower my attack to 0, but Silverlight still has positive attack bonuses, so: does anybody know about any obscure wearable items (other than weapons) with negative melee attack bonuses or a negative melee strength bonus? So far I've found the farseer helm, the archer helm, the ranger hat (from Barbarian Assault), and the Armadyl set, but those are all difficult/impossible for me to use for different reasons.
  12. Since my last update, I did two more quests: And after that, some skill training: It was fun getting fast levels like these. Smithing was especially easy, as the bizarrely generous experience reward for Knight's Sword brought me straight from 1 to 29. I'm not sure why Jagex would let us skip an entire quarter of the smithing skill just for doing one beginner quest, especially when so many more of these quests have virtually no reward at all. I guess I'll just try to ignore the inconsistency and enjoy my easy xp wherever I can get it. The dungeoneering levels were a little bit trickier to get, but luckily, I found a small clan of friendly hp pures (the clan chat channel is owned by "Clan of ten" if you want to say hi). A few of us went dungeoneering together, each of us proudly bearing the title of "leecher" while a couple high level friends of ours cleared our path. (Thanks guys!) Finally, because I like unlocking music tracks, and because I really just like knowing what's out there, I explored the wildy... Ugh. I don't know how someone could stand Fist of Guthix. All I saw in it was a cacophanous spam-fest. Though, I suppose it's probably a bit more fun if you can actually attack other players. Since I don't want any constitution xp, all I can do is whack my opponent with my rubber chicken - and that doesn't seem to help all that much.
  13. Hm, I should update this again! First of all, I've finished more quests... [hide=A whole bunch of quest reward screens] [/hide] There are a couple more quests that I'll be able to do before I subscribe, but just as many are, sadly, impossible without members items (such as the cannon). Even the witch's potion quest can't be done by this pure - I would have to kill a rat! While exploring, I've discovered a few neat things. One of those is the "orb of oculus," which I didn't know existed. Getting to peer into faraway corners is cool, but what actually intriges me more is the item's minus-twenty modifier to every defense. This is more useful than one might think; soon I may have to start dispatching monsters with rings of recoil, and the ability to lower my defense to astonishingly low depths will actually help me kill my enemies quicker. "Fun weapons" are surprisingly helpful for a pure like this - I've also been wielding my old rubber chicken everywhere I go, so that if I accidentally attack a monster I'm quite unlikely to hurt it. I also found out that the south-east corner of Varrock has been opened up to non-members. Though, I'm not sure why, because all that free players can do in that area is be aggressively berated for not giving Jagex any money. Here I am posing next to Tipsy the unicorn. My (almost) current stats are superimposed for your convenience. I deliberated for some time over how best to spend the first antique lamp from Explorer Jack, and the two from the Stronghold of Player Safety. I'd probably still be deliberating if I had all of the members' skills to choose from, as well. Finally, I ended up spending all three (1500 experience total) on defense, as the melee combat skills are quite difficult for me to train, otherwise; and it seemed that increased defense would provide the largest benefit to a pacifist character. I still worried for a little bit, though, that I had wasted the one-time opportunity these lamps present - but then I calmed myself by remembering something I'd heard about this "Soul Wars" minigame. Apparently I can use it to train my slayer skill, combat skills and even summoning (indirectly) as much as I want, while leaving my constitution xp untouched. I'm looking forward to that. Oh, later I also raised my attack to 5 with the attack dummies in Varrock, just so that I could wield a steel pickaxe. Then I started a bit of skilling. Tuto Island is going to need to make some money. She can't live from quest to quest forever.
  14. 1) The products or supplies for nearly all other skills at least have some existence in Runescape's larger economy. Combat skills may train ammo and runes to train, but produce monster drops which can be sold. Fishing makes fish, cooking costs raw fish and produces cooked fish, etc. - the examples are all obvious. Dungeoneering, however, is entirely self-contained. It costs no external supplies to train, and it produces nothing sellable. Therefore, economically, it has much more in common with the activities and minigames in this game than with the skills. 3) BluePixels is saying that dungeoneering cannot be used outside of Daemonheim. This is true. Also, if the "skill" ever does come to be useful elsewhere, it will almost definitely be some other randomly generated dungeon, quite isolated from the rest of this game's landscape. The reasons why Jagex decided to make this into a skill are: - Jagex is under a lot of pressure from the player base to release new skills every so often (even though all the good ideas have already been used, apparently). - Jagex wishes to exploit the need-for-perfection present in many players. Now that Jagex has raised the level cap to 120 for this skill, and has made this skill very slow and difficult to level, they've ensured that a significant portion of their fanbase will keep playing Runescape until they finally reach 120 (or at least until they reach a level they can be satisfied with). If you aren't pleased that Jagex is trying to exploit your impulses in this way, then show it by just treating dungeoneering like any other activity. Play it for a while, get bored, move onto something else.
  15. Alright, I don't want to keep my faithful watchers (or watcher) waiting any longer, so, I spent a few hours yesterday getting this show on the road. Most of that time was spent idling around Lumbridge, chatting with the pair of old friends who, remarkably, still remember me despite my years of absence. But, I also found time to finish some noob quests. I decided to ruin my virgin 3 combat immediately by burying the bones from Restless Ghost. Eventually, I hope to get prayer to at least 43, for obvious advantages. Sadly, I can't finish Blood Pact, or even the Lumbridge achievement diary, for that matter - it requires killing a cow, and a giant rat. Once I subscribe, though, I'll be sure to grab a few rings of recoil and vanquish these monsters with their own hostility. Oh yeah, one more thing - I was invited to try my luck at the Party Room for some decent loot, and while I didn't get anything special, I did learn, for the first time, that afros exist. This made me very excited. I think I've got a good look going on now.
  16. Give your scroll wheel a break and click on these handy links instead: Post 16 - July 16 - Bad news... Post 15 - June 30 - Dragon Slayer! (Some other stuff too.) Post 14 - June 20 - TUTO had a Little Lamb... Post 13 - June 11 - Smarter than your Average Monk Post 12 - June 7 - Teaching Leeching Post 11 - May 31 - Cwars and prayer Post 10 - May 26 - Dirty Tricks Post 9 - May 20 - Murderous Mayhem Post 8 - May 14 - Magnificent Merching Post 7 - May 10 - More of the Same! Post 6 - May 4 - TL;DR :oops: Post 5 - April 30 - Tragic Losses Post 4 Post 3 Post 2 ------------------------------------------------------------------------------------------------------------------------------------ I'm Creaphis. None of you know me, but I used to post here a lot, and play a lot of Runescape, about a million years ago. Okay, more accurately, I stopped in about 2007. Since then, however, I've found that this game is a hard thing to forget. I've been logging on out of morbid curiosity a couple times each year. Now, in 2010, the temptation to start playing again is stronger than it ever has been. However, a few things have changed for me in the last few years... - I'm not interested in playing "catch up" with Runescape. My old main (Creaphis) now has skills and equipment that are years out of date, and I've forgotten everything I used to know about this game, so trying to whip that character into shape and making him "cutting edge" again would be a lot of tedious work. - I don't really care to have a "cutting edge" character, anyway. I was never too interested in killing the big monsters, or whatever else it is that you do with a powerful character. - I no longer want to spend a lot of time working towards difficult goals. - I no longer have much time that I can afford to spend on this game, anyway. So, what does that leave? Well, it means that for maybe a few hours each week, I can goof around with this: The character's name is "Tuto Island." I made it way back in the RSC days, but never trained it, which is why its constitution is now level 9. I initially named it how I did because I was planning to raise its skills as high as possible while leaving it on tutorial island, but never got around to it, and when RS2 came out, she got sent to Lumbridge where she's been sitting pretty much ever since. I'm thinking that I'll use her to re-experience noobhood - I'll explore the world, find out again what's possible and what isn't, and do as many quests as possible - all while preserving her most unusual characteristic: her level 9 constitution. I'm hoping that "as many quests as possible" will actually turn out to be more quests than one might initially think. I'll have to find a way to dispatch monsters without gaining constitution xp. Cannons come to mind, although most quests don't allow you to use them, so this could be tricky. No, this character isn't going to turn into anything particularly spectacular. Also, I'm sure that this has been done a million times before. But, so be it. I'm not hoping to impress anybody. I'm just hoping to have a bit of fun.
  17. I can settle this. In RSC, after the "starting class" system was removed from the game (you could get small boosts in combat stats as a "warrior," a boost in magic level as a "wizard," etc.) all characters started with level 1 in all skills, and 1000 hp exp. However, even though 1000 exp isn't normally enough to have level 10 in a skill, it was enough to have level 10 hp in RSC. When RS2 was released, Jagex removed this exception from the game, so that new players would start with 1154 hp exp instead and all the old 1000 exp characters would have level 9 hp. This change was NOT made when tutorial island was released, but only later, with the change to RS2. As a matter of fact, I have a (nearly unused) account with level 9 constitution named "Tuto Island".
  18. He just wanted fr33 st00f. Besides, if he wasn't going to sell them, then your rares are removed from the economy either way. It doesn't matter. (And a santa hat is going to rot in my bank forever too.)
  19. Why is this prayer thing a big deal? I always turned my prayers off and on in fight caves anyway. Yeah, I hope the player's pathfinding is improved.
  20. If it was a noob miner, I'd probably try to mine all the rocks before he could. If he's a more experienced minor than me, I'd say something with a holier-than-thou attitude and hop worlds. (Such as, "Alright, I'll be the better man and switch.")
  21. I actually haven't ever tried Trouble Brewing, but I've read a fair amount about it. It seems that Jagex intended it to be a competitive minigame, but there's no actual benefit to making more rum than the other team, is there? Perhaps it should be a one-team thing (sort of like the blast furnace) and burning should be impossible.
  22. You only need gem tips on your bolts if you plan to enchant them. I wouldn't bother enchanting bolts for training, it would require too many gems and runes. Ten bolts are enchanted per spell.
  23. Woah, 26 with addy at 90 range! I like the way this is looking.
  24. Here's my information so far: 1) A crossbow on rapid shoots 3/5 as fast as a shortbow on rapid. 2) The rune crossbow now has 90 range bonus, and if you use a Zamorak book, you can achieve +98 range; 29 points higher than a magic shortbow. 3) Many stunningly powerful hits with bolts have been observed. I'd still like to see some max hit comparisons. Try testing rune c'bow versus magic short. Use the same metal type of ammo (ie. addy arrows versus addy bolts), use untipped bolts, and avoid using range pots or the range prayers. Tell us your max hit with each bow and your range level. Thanks! Also, have the special crossbows been changed at all (Karil's, hunter, dorgeshuun)?
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