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V O R K

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Posts posted by V O R K

  1. CS Nexon: Zombies

    Dead Island: Epidemic

    F.E.A.R. Online

    Total war series

    Firefall<3

    Path of Exile

    Loadout

    Natural selection 2

    Planetside 2

    Quake Live

    Rise of the triad.
    Mission against Terror

    Dirty Bomb (coming to steam)

     

    Upcoming/Alpha/Beta

    Nosgoth

    Rise of incarnates (made by Harada, creator of tekken)

    Overwatch

    Heroes of the Storm (oh yay more LOLcrap)

  2. alternate proposal: make everything a featureless blue block landscape in order to make runescape run faster

     

    i'm puttin that one on runelabs

     

    oh man that'd be lovely.

     

    cg_drawblood 0

    cg_particles 0

    cg_muzzleflash 0

     

    bb bullshit, low is not nearly LOW enough!!!

  3. North of varrock, F2P deaths at Zamorak Altar. My rune scimmies were my life :(

     

    Dying to Torag.

     

    250m on 4,7,8

    Lost 0.6b whilst I had doubles and then the white came aaahhhh

     

    Duel arena: I think i've been cleaned from max cash to nil about 6 times so far, forgetting about the rares.

     

    Currently 500m :'(

     

    I made so much cash pre-gravestones. RIP death meaning something.

  4. Hey all,
    Once again, thanks for all the responses so far!

    Below I have second version of the proposed change for you to look over and give feedback on. Check it out and as always, give me feedback

    Proposed changes to EoC PvP v2:

    • - Change basic interrupts to be a 2 cycle (1.2s) stun.

    • - Remove the linked cooldown between the basic stuns and treshold stuns.

    • - Add a 1 cycle stun to the start of Destroy/Asphixitate/RF to interrupt the player.

    • - If the player follows a basic stun with Destroy/Asphixitate/RF this stun is increased in duration to 3 cycles.

    • - Destroy/Asphixitate/RF will retain their current bind.

    • - Investiagte and strengthen the deminishing returns on stuns to prevent multiway stunlocks.

    • - Remove prayer drop from dragon breath, snipe and havoc.

    • - Add prayer drop to bash.

    • - Increase the damage ceiling of all ultimates in PvP.

    • - Investigate adding the following passive effects to exisiting ultimates:
      • - Increase damage taken for x seconds.

      • - Decrease any healing done by x% for y seconds.


    • - Design a new set of thresholds which can have a 15%-50% adrenaline cost (Design to come, discuss).
      • - Thresholds can combo with exisiting basics to realiably boost their damage.

      • - Thresholds can offer unrealiable spike damage.


    • - Rescale PvP damage reduction so that it scales with armour value as this works on a polynomial scale.

    • - Defence will no longer offer base PvP damage reduction, it will instead apply a multiplier to the worn damage reduction on the player.

    • - Quake will now perform 219% weapon damage to the main target.

    • - Hurricane will hit twice on the main target. Once at the start and once at the end.

    • - Meteor strike will perform an AoE attack.

    • - Meteor strike will no longer require your opponent to be above 50% lifepoints.

    • - Barge will no longer cast if you do not have a target, it will instead supply you with the targetting cursor.

    • - Barge will apply a 2 cycle bind on your opponent.

    • - Barge will no longer share a cooldown with surge.

    • - Escape will now remove binds.

    • - Melee combo abilities will chase after your target.

    • - The hard cap on damage will be removed.

    • - A soft cap will be applied to all damage over a threshold (TBD by play tests. PvM and PvP will have different thresholds) enforcing deminishing returns for hitting over this amount.


    Let me know any feedback you have on this and I can tweak accordingly.

    There are quite a few discussion points here, namely which ultimates should get the buffs mentioned and possible designs for the new threshold abilities!

    Once we have this design sorted I will move the proposal to future updates to get general feedback before we start making the changes.

    Thanks,
    Pi

  5. ~Open Wilderness PvP, PvM, Riches~

    An Open world filled with action.

    it takes place in the resource-rich area known as The Wilderness. The wasteland can be accessed by either locating Mr. Ex, various levers, an instanced teleportal or rings/statues.(*)
    I don't want to grief you, I don't want to kill you, if it was for a pure PVP experience i'd go Pest control or BH, Castle wars, Soul wars, Clan wars, Crucible, Fist of Guthix, Duel arena... 
    All of these should come with a PVP tutorial. Starting from the bottoms up, explaining each form of PVP (and safety) and then eventually, as final touch; 
    The wilderness, deemed a very dangerous place where the predator rules but also where the experienced player can take a risk and receive something for it. (unsafe, duh it's PvP)

    When you interact with a lever a menu will open where you will have several options to choose from. You can start one of the many events through the grouping system(1) or travel to different areas of the Wilderness. Clicking one pops up a screen for travel.
    *: Edgeville, Ardougne, Add more? ~Levers
    )An instanced portal, activated through Jennica's ring or a portal somewhere in Gielinor and make an interface so we can teleport to each portal in the Wilderness on our free choice (like home tele tab). The wilderness must be accesible and the portals already are great but sometimes you keep getting sent and back and that spoils a lot of the fun and it's hard to navigate team-based cooperation.
    -Forinthry bracelet, other bracelets? Or make bracelets have PvP buffs, show jewelry some love please. With the imbue method you can also revive a lot of older unused items to the EOC-era.
    -remove the hometele near the black unicorns and just put a portal there?

    -Make God War tokens teleport to God-assigned teleports in the wilderness, from WE2 and make them retrievable for everybody BUT for players who don't have one they need to PK it from another player. (then it is also retrievable for the new player who didn't obtain it)******; Seems like fun PvP :')
    -Make the Zamorak mage (or others) wandering near Edgeville teleport anywhere, add a quest blk.gif.

    Teleports/Areas/Where to teleport.

    Bracelets, necklaces, amulets
    Boneyard/Zombie graveyard (saphire), Green drags (W/E Emerald), Zamorak prayer altar/chaos altar (Ruby, add more God-Faction altars?), RR or mining node (Diamond), Scorpion pit/Chaos ele (Jade), Red Topaz (Hobgoblin mine), Opal (Ruins with smith anvil and ruins with furnace). 
    The teleportals ofcourse accessible in and outside of Wilderness.

    Statues*:
    Frost warriors, Dark warriors castle in the middle, Under hill giants, Inside Wilderness Volcano, Inside Bandit camp, Demonic ruins, Mage bank.

     

    -Statue Control-

    When you first arrive at a statue it will be neutral or under control by divine magic and if it's under control a barrier will be around the statue.
    This divine forcefield is powered by a magicician near the statue or in a building or underground or upstairs, by killing him you get access to the node.
    You will have to destroy the divine power node and afterwards the barrier goes down.
    You may run into a few guards at this point that hit very hard so you will have to take them out before destroying the barrier. 
    If you are successful you can start converting the statue. 
    This will start a 2(?) minute countdown during which another team can come and prevent you from taking over the place. 
    If you still have control of the area after two minutes everything will respawn but it will be in your possession. 
    Areas like God-faction altars, Bandit camp, Mage Bank, Dark warriors castle (larger areas) will have a barracks which enables player to put their spawnpoint there.
    The longer you are in control of an area (1 - 2 - 3 stages) will grant you more EXP, larges chances on Boss monster/Slayer monster drops or PvP Buffs/Items or randomized events:
    Meteorites that fall around the area which contain ores for a brief window that can be mined very fast.
    Plants/Trees that sprout which you can harvest
    Fishing spots, Div spots, etc, and so on and on...
    Farming area with god vines, nightshade, etc
    Large DG dungeons where you can find PvP armour or weaponry which can be taken outside or a voucher system (alike DG tokens) which makes you able to buy armour/weaponry from Mr. Ex.
    Please add more suggestions blk.gif

     

    To transfer the supplies/Resources safely we should be able to have a looting bag or otherwise talk to the magician and after +6(?) minutes he will teleport the items to your bank.
    This is where teams come into play. Teams may want to send a few players out to scout for resources while the rest of the team stays back and defends.
    If there are several hotspots in the wilderness and with the various teleports around now like lodestones, Games necklace, Portals, levers it's much easier to call in friends or clanmates coming to help you.

    ~fortuitous events~
    There are several bone, plank, Herblore secondaries, gems, runes, ... spawns over the whole wilderness, remnants from ancient times, whilst they were useful for starting players in F2P long ago this is no longer the case, 
    there could be COMPLETELY randomized drops all over which spawn from time to time (something alike the rares on 07). Various planks up to mahogany, Summoning secondaries (tortoise?), fragments for PVP armours/weaponry, runes, gems up to dragonstone... 
    This could make use of the broadcasting chat when you are exploring the area around the statue and a message pops up if you found something.

     

    Add a master bloodwood tree which makes you able to craft t75 weaponry or armour.

    ~PvM~
    Wildy***m is an awesome initiative
    Add a demon boss at Demonic ruins?
    Add a frost demon/dragon boss at frost plateau?
    Rework Chaos ele droprate and add "Chaos weaponry"
    Add divine upgrades for everything which you can earn from Magebank?
    Make god staves/books upgradeable to T75 and let books/defenders buff mainhand for legacy or add a GodBook ability blk.gif, add a quest to the mage arena.
    Add more drops from revenants.

    Wilderness Buffs
    Increased damage output agains dragons & demons in the wilderness
    More runes from the abyss
    Faster mining rate of ores, faster rate of anything?
    The odds that revenants or wilderness monsters drop Brawler gloves & PVP armours is near doubled
    Add more drops from revenants. Add a large revenant cyclops which drops a level 75 defender -> upgradeable to T8 through dungeoneering.
    The odds of clues from wilderness monsters are higher.
    Sigil , Dragonrider boots/gloves, DFS, Dragon items, rare/very rare drops droprates are increased. These are the items in the Wilderness now and it's not nearly enough, this is for people with 70 stats, Wouldn't consider this endgame.
    Increased rate of gathering Warband supplies aswell as receiving the wand of treachery drop.
    Add randomized items (corrupt barrows armour? Clues? Effigies? ...) From Wb's and nerf the XP (sorry guys)
    Smithing in wilderness has the same effect as portables (chance of more bars)
    Cooking in Bandit camp ^

    Other:
    Looting bag!
    Put the solo/multi toggle back so you won't get ganged upon when first entering the Wilderness, if using a portal 10s no attack.
    Remove Wilderness seperation up north.
    Add a bank chest in the middle of crater.
    Add all of these events to the grouping system (which can be closed for FC's/CC)
    Implent Job boards for more tokens
    Implent a bounty system where after you've made three kills you are assigned to someone as bounty. Bounty targets drop an item that makes transferring collected items in the wilderness faster or the acquisation of statues.

    I dunno man, i'm tired of this desolate empty piece of land with a fugly crater. basic gist of the idea is that there's high level res everywhere, meteorites, random events, enemies, bosses, skill spots, like every step you take you wouldn't know what happens next. Open world PvP blk.gif

    and i'm also tired seeing level 70-90 noobs at drags/revs/etc so I want some high level content to do whilst I pk

     

    TLDR: Put more stuff in Wild, it's big (but really not big enough to completely write my idea out).
    If any of this inspires you, takes these ideas as your own.

     

    Time to move on to other games, sadly :(

    not really phased at what combat system they throw at us, I just want to have fun, make it instanced for all I care ,... whatever

    and ye ik I posted some of this earlier.

    sadly one guy has to derail the PvP thread everytime, I bet that's real fun being a dev and then reading that shit again and again

    immature pricks

    y'know get your head out of your ass and stop thinking it's US VS MEEEEE it's about all of us but yeah if you want to keep this place desolated and far underwhelming.. pft enjoy the EXP ;)

    • Like 1
  6.  

    So yeah.... All RNG based? try none RNG based. Getting all potion recipes is the most RNG based and can easily gotten with normal gameplay, even if you don't consider the maw (i've got 3 recipes from the maw) or consistent yak, which make is extremely easy to get. Implings were a given and everyone knew about it for a long time. It's your fault for trying to do this during rush-hour. All-in-all, for people that will comp in the future, these new requirements won't really make the cape any harder to get. It's just the old compers who are whining because their candy was taken away.

     

    It was obviously hyperbole, but the point stands:

     

    -Implings: RNG based. Could go to Puro Puro, but that's luck. Could use scrimshaw but that's RNG as well. Went through 2 scrimshaws at all sorts of trees, including ending up at Crystals, didn't get anything buy the 5-6 common implings. Friend has gone through 3 Scrimshaws at Crystal Trees, still waiting for Kingly. Another friend found Kingly after 6 hours of world hopping.

     

    -Emote: RNG based (was ridiculous enough that it had to be hotfixed).

     

    -Recipes: extremely RNG based (with people having spent several hours and not having even gotten one). Yes the MAW can give you recipes, but it too is also RNG based, the usual reward from it is coins, rocks or other stupid stuff. I have gotten one recipe from it, in addition to various completely crappy stuff the other few days (coins, rune items, strange rocks).

     

    Harmony Moss: RNG component determining harvest, otherwise a minimum of 40M experience (if you happen to be unlucky).

     

     

    Again, there is absolutely no excuse for these sorts of requirements, and why with both batch 1 and 2 the trim barely had any while Comp had basically everything. Nobody can deny that basically since the creation of Trim and Comp, there's been a fairly clear tradition about what sort of requirements to expect for each, and it's been maintained for years. This update (as well as batch 1) was a complete reversal of that. And in my view a pretty scumbag thing to do.

     

    ----

     

     

     

     

    So yeah.... All RNG based? try none RNG based. Getting all potion recipes is the most RNG based and can easily gotten with normal gameplay, even if you don't consider the maw (i've got 3 recipes from the maw) or consistent yak, which make is extremely easy to get. Implings were a given and everyone knew about it for a long time. It's your fault for trying to do this during rush-hour. All-in-all, for people that will comp in the future, these new requirements won't really make the cape any harder to get. It's just the old compers who are whining because their candy was taken away.

     

    If all recipes can be gotten from DGing normally from 1-120, why the [bleep] bother adding it as a req in the first place? From that perspective, it seems to me it was added specifically to piss off old compers.

     

    Unlocking all herblore potion recipes is as much of a completionist deed as unlocking all magic spells, including those from an angry agricultural association.

     

     

    I wouldn't have been opposed to all herblore recipes if they were bought through tokens or some other way. To make them Dungeoneering based (a skill that Compers are not only 120 in, but many are 200M in) was just pure trolling.

     

     

    Ahahahah say neigh to gambling

     

    and then some kids whine because I want to put money on a row of flowers, hypocrits xD

  7.  

    It just doesn't make sense why people would want to force making things more difficult on themselves.

     

    Maybe we are tired of safescape and want the element of danger back in our games. You can't die, you can't lose items, nothing is dangerous, free stuff and exp is handed out left and right. You can leave your character logged in in the middle of a dangerous dungeon filled with scary and angry dragons and demons and nothing will happen. Everything wants to cuddle you and hold your hands. What the hell is the point? Why are dark evil wizards south of Varroc so scared of me? Why don't muggers want to mug me? Why aren't pirates trying to take over my treasures? Why is there nobody trying to kill me in the Wilderness when I wear a damn partyhat?

     

    Join me for a group hug.

     

    *joins*

     

    This so much this

     

     

    Perhaps because half your post about reasoning, though not using the literal word realism, tied in to the concept of realism.

     

    Muggers attacking you or not? issue of realism

    Evil wizards attacking or not? issue of realism

    Nothing in what you perceive to be dangerous dungeons filled with angry beats attacking you? issue of realism

     

    Your motivation might be safescape vs riskscape, but the fundamental arguments presented are underpinned with concepts of the fact these creatures aren't attacking you when they are 'dangerous' is unrealistic.

     

    no it's boring, that's what's being said, very, very boring.

  8. I'm still pro Multi/Solo zones AND the toggle.

     

    Nobody should be able to be attacked by a gang when they use a teleportal, lever, other methods of getting into the wilderness...

     

    Guess i'll write another wall of text for Mod Pi which he won't read and where two skillers vs a forum ruin it for the rest

     

    sigh, boring

    • Like 2
  9. According to RS Wiki, you can farm it in Draynor Village too.  Is that effective or able to be tied in with normal farm runs?  At any rate weapon poison is what, 5k a does?  It doesn't seem excessively overpriced compared to other supplies people use.

     

    Yep you can pick one (plants shows two btw), it usually dies and it takes 5 hour to grow. So I can get four a day if i'm not too shitty mooded in hte morning and if i'm not tired of work in the evening. gg

     

    Yes I know ents exist.

     

    np made me rich, still uberlame

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