Jump to content

Peronix

Members
  • Posts

    2786
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Peronix

  1. Can you bind poison arrows? It didn't allow me to poison my bound arrows, yet it let my poison my bound promethium spear when I had that.
  2. "Dungeon generation code will no longer take into account your Summoning level when adding NPCs to rooms. Due to this, creating and using a familiar should now give you a bit more of an advantage." Does this mean dungeons are now easier for us lvl 138s?
  3. I'd say it's tied between planefreezer and geomancer. The goblin gains points just for the music. Planefreezer is just pure annoying, not really so much deadly. Geomancer, however, rapes me just about every time I fight him. Dosen't seem to matter how much leather I put on, his mage always hits. Of course sometimes he dosen't use his prayer disabling attack, but other times he abuses the living HELL out of it to the point where I'm almost never praying.
  4. Yes. The GE does need to be fixed, but that dosen't mean these clans should be allowed to scam their non ranked members in the mean time.
  5. I honestly have no idea, I've never been. I just heard its good money. TDs are 3m an hour too, but not on a consistent basis. 2m an hour from bone hide drops alone sounds like a great deal. My biggest concern is the entrance. Do you need another person or are prime and rex really not as big a threat initially as I'm thinking? All I know is I heard they can hit 40+ and that sounds kinda... bad.
  6. Ah, oops, silly me, returning a reference to ostream when the input is by value... thanks for that. Friend in this case was actually unnecessary, as .get() is a public member of attributeTable.
  7. I beat him once when my stats fell down to 30. Probably best to wait until maybe 50 levels under. Also better than making stat restores is making melee potion, because if you start with high stats you'll kill him quicker so he won't have as much opportunity to lower your stats to oblivion. :thumbup:
  8. Just the basics that most players who play any portion of WoW would even know. The concept of 5 player raiding, the existance of tier armor and weapons the concept of items being soulbound and only being able to destroy them. Those are just to name a few. Also, I know the concept of a multi-layered dungeon is a lot like the pit of trials or whatever it's called in the Zelda series. Randomly generated dungeons, as many have said before, is a concept from Diablo (If I am mistaken, correct me) and the rest of dungeoneering is mixes between pre-existing runescape concepts like the already existant skills and Stealing Creation. I just don't see how a single bit of it is innovative in any way. You're going to have to do better than that. First of all the concept of a 5 player dungeon is completely irrelevant. 5 player is arbitrary, it's not some special concept in of itself. The tier armor and bound items do remind me a bit of WoW. Except that those concepts are used in a completely different way. In WoW I can only assume soulbound items are a concept used to both facilitate free trade of items while also allowing them to be "removed" from the game. In dungeoneering it is simply a concept used to be able to keep items between floors. Also tiers are not limited to armor and weapons, it is used with all resources in the dungeon. It lowers the learning curve somewhat, since it allows me to see which items will be useful and which ones won't. It's not like some lofty goal to aim for like it is in WoW. As for the concept of multi-layered dungeons and randomly generated dungeons, I've seen that concept in a lot of different games. City of Heroes like I mentioned before. And FFX-2 had a 100 floor multi-layered dungeon. I think those two concepts are just way too general to say one game using them copied the other. If the execution of it is similar, maybe, but not simply using the concept.
  9. If I may ask, what specifically are you talking about? I haven't experienced the endgame content on WoW so I wouldn't know about that.
  10. Ah, wonderful, this is something I've wanted in the back of my mind for a long time. To actually ENTER those dark scary portals I destroyed on a regular basis back when I was PCing my 99 attack. I'm hoping the "Void" world sort of resembles the way the cleft of dimension worked in FF5, ie quite random environments sometimes linked together in inconspicuous ways. Would make for some awesome puzzles :thumbup:
  11. As I was trying to imply, WoW is by no means the first to adopt such a model, and to make a comparison to that game specifically is a bit silly considering how radically different the games are. Frankly I don't see how Jagex has been getting into doing things like WoW. Their dungeons are randomly pieces together, if anything they're copying NCSoft's City of Heroes. Their rewards degrade ( -.- ). The game is not class based, and does not restrict you to how many skills you can train. I just don't see the comparison. I see it merely as loathing of WoW (from most people who are making that comparison, and as good as screaming it). I'm sorry you don't find Daemonheim fun, I personally think even in its current state it can be enjoyable, especially if you play it with your friends. I'd like to see some more dungeons, though perhaps executed a little differently as I have mentioned before... like dangerous dungeons with our own gear. Quest requirements... I have to agree on though. I don't see why that would ever be a requirement for a quest, unless they made a similar random configuration quest dungeon. Which might actually be pretty fun if executed correctly, though the whole idea might be way over the top as far as development time is concerned.
  12. Oh, I'm sure as an activity it would get plenty of traffic given that it gives as a reward what are currently the most powerful weapons in the game (even though they do degrade... <_< ...like so much of the other gear released as of late). I don't think it would have quite fit in as an activity though. The way it works demands that you should have to work your way up in ranks before you are prepared to delve deeper into the dungeon, and making it a "skill" certainly accomplishes that. It also opens up the possibility of future dungeons that tie in with the dungeoneering skill. I certainly agree that it isn't a skill in the traditional sense, though. I think perhaps, if they insist on redefining the very meaning of skill, they should separate skills into distinct categories for more clarity. For example, "stats" for combat skills, "skills" or "professions" for the more traditional skills, and maybe "proficiencies" for skills like slayer and dungeoneering. And please no one scream at me that doing that would make the game more like WoW... just don't...
  13. I had a similar experience trying to buy a bandos godsword after I sold my SGS. I went to W2 and managed to buy one for some of my junk + cash. I just figure not many people use the GE for big items like that.
  14. Ya pretty much all the endgame content is grind to max level, do the missions, spend an insane ammount of time farming those jamassive turtle things for gil, and finally upgrade weapons to ultimate versions. Not much awesome sidequest content like 12's Gilgamesh. That was full of win.
  15. Level requirements are completely irrelevant. You can't get have enough tokens to buy any of the rewards unless you already have the required level for them. It's impossible. Arcane stream necklace was lowered to 30k tokens, level to buy is at 70. So for that one you get the tokens you need WAY before you have the level.
  16. As a general strategy for most bosses, wear melee armor and pray mage. Use vengeance as well, it's totally worth the 3 spaces. Also look out for either some valarian, magebane, or lycopus so that you can make melee potion. Sometimes the best defense is a good offense. Killing him faster will mean you will need less food. But if you're REALLY struggling, you could always keep a look out for those bags that monsters sometimes drop, and use one of those as well as the appropriate charm to make a beast of burden to carry some additional food for you.
  17. It seems none of the fixes included something about removing the additional, undocumented penalties against your "base" floor exp and prestige (can't really call it a base, can we?). Oh well, at least I'll get my arcane stream necklace exactly at 70 with some tokens to spare.
  18. Oh wait... never mind... it was something completely different causing the error. The [ ] actually works fine... it's the output stream operator it was having a problem with. Anyone know the answer to THAT one? ostream& operator<<(ostream output, const attributeTable &outputTable){ output << outputTable.get(); return output; }
  19. I'm making a simple C++ program to roll characters for a strange little game me and my friends have picked up called "Maid". Frankly in the past it has taken hours to roll the characters manually and I'd like to automate it. I could probably accomplish this in a much easier way but I'd like to take this opportunity to practice with classes, operator overloading, polymorphism and all that good stuff. The problem is in my attribute table class where I'm trying to overload the [] operator to return a reference to a member of the table it contains such that I can use it as an lvalue. Here's the code for the attribute table class: class attributeTable : public baseAttribute { public: attributeTable(int size) : table(size) {}; baseAttribute*& operator[](size_t index) { return table[index]; }; virtual string get() const { return table[rng(0, table.size() -1)]->get(); }; private: vector< baseAttribute* > table; }; The purpose of the attributes themselves and the attribute tables deriving from the base attribute class is such that tables can contain other tables, ie if I roll onto another table instead of an attribute, that table will roll and return the string up the line. So this class contains a vector of pointers to objects of the abstract base class, and I'd like the [] operator to return a reference to one of these pointers so I can use attributeTable[0] as an lvalue in attributeTable[0] = &attribute for example instead of simply making the vector public and doing attributeTable.table[0] = &attribute or something like that. The only problem is that when I try to compile with the overloaded [] operator I get this message: What am I doing wrong here?
  20. Of course it's not game breaking like those things, but 56% reduction in exp for not opening bonus rooms is still excessive. It should defiantly take away your 13% bonus, but it shouldn't penalize your BASE exp. (it's not really a BASE amount otherwise, is it?) And of course the fact that this second multiplier is completely undocumented.
  21. I think it relates to how many monsters you kill. Though, sometimes I have left relatively few monsters and gotten around 7%, and other times I have left quite a few and it has been 10%. Not exactly sure how it works.
  22. We're not talking 13% here, we're talking about over 50%. That's not greed.
  23. OK, but your base exp shouldn't be raped to hell just because you couldn't do that room, or in my case by extension, couldn't do other rooms because the room you couldn't do contained the key to access the other rooms.
  24. What is your argument? People who take the time to train up all their skills should not be rewarded with better exp? I'm 80 construction. It asked for 83 construction. If I had been 99 construction, it would have probably asked me to be 102 construction. I've had a few runecrafting doors be 105+, and even a mining door 102 even though I'm only 81... the intent here is obviously that you should have to make a potion to boost your level, but monsters don't always drop the right herbs/seeds, and bandit doesn't sell them either. That aside, I wouldn't mind getting 13% less exp for not doing the bonus rooms. But 50% is BEYOND ridiculous. And that's in ADDITION to not getting the 13% extra. And as mentioned the fact that your BASE exp and prestige are affected by the BONUSES, is mentioned nowhere.
  25. OK, I gotta agree with Qeltar and others on one point: That REALLY pissed me off. Notice I got 0% bonus. That's because I didn't have the level to fix a collapsing doorframe, and no monsters dropped an herb needed to make an artisan potion. Apparently the key needed for the other bonus room was in the room that I couldn't get to. So I got a 0% bonus because I absolutely could not access any of the bonus rooms. I don't have a problem with not getting a bonus, what I DO have a problem with is that my prestige is normally around 3200, and I was getting well over 2500 exp. It's absolute bullcrap that these supposed "bonuses" affect prestige as well. Nearly cut my exp in half. And it wasn't even my fault. Also, notice that my prestige is around 2000 when it should normally be around 3200. 2000 * 1.13 = 2260. So apparently the bonus room bonus affects base prestige a HELL of a lot more than it affects your final exp calculation...
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.