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Alistair

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Everything posted by Alistair

  1. I'm several of those. I skill up to about 26k points. If the opposing team is weak, I continue skilling until the end. If not, I attack people that attack me/my team. Usually with either dagger or Ice Blitz. If our team is really in a pickle (based, or otherwise always attacked), then one-iteming and pickpocketing is in order, as is stabbing/maging from fog.
  2. I would have been happier to play longer had it been optimised for the iPad. It's just so...small. Though I understand it's hard to make a game like this HD, especially as there isn't much of a benefit.
  3. Chaotic Rapier, but I don't use it for anything (apart from the occasional quest) seeing as it's not used in either Dungeoneering or Stealing Creation.
  4. I think I keyed one in about 20 minutes just now. But...2 people left about 10 minutes in, I died 6 times (kamikaze), we didn't open any extra rooms and I didn't even bother climbing up the end ladder in the end :P For an actual sane dungeon (all possible doors opened), I know I've done 30-35 minutes before (the other team members were timing), maybe less in other dungeons but not any with solid evidence.
  5. Grammar shouldn't require much effort if you're a native speaker. One thing which really irks me is when people use the completely wrong word. Whilst 'barrow' is annoying when meaning 'borrow', 'lend' is even worse if 'borrow' was the intended meaning.
  6. Quite nice exploring all those dungeons I've forgotten about. Killed a Frost Dragon just because. The construction hotspots would be nice, but it's annoying to have a requirement of, for example, Zephyrium for a prayer altar. I say they should accept anything Zephyrium and above in any combination and the same with the wood used >_> The groupstone is lovely. And I probably haven't had time to appreciate how nice it would be not to have to use air or earth runes anymore for teleport/cure (free space!). So what are everyone's classes? :P Dunno how to balance it so I just assigned the following:- Tank 5 Tactician 4 Berserker 9 Sniper 4 Keen Eye 8 Desperado 7 Blazer 8 Blaster 5 Blitzer 5 Medic 7 Gatherer 7 Artisan 7
  7. Ever, I'm not quite sure. I did gain 911k one day, mostly from Construction, but that's not really much considering the speed of Construction.
  8. Alistair

    Levelcists

    I find it somewhat annoying too when I see it. Especially when the combat level they are asking for is exactly theirs (e.g. 126+ as a 126). Combat does play a big part in dungeoneering though. More than I'd like :P Important skill levels for dungeoneering are pretty much assumed for high combat levels (generally correctly, though not always), such as the level for law crafting. Hopefully the ring upgrades will make dungeoneering more useful in...dungeoneering. That is, statistically, rather than experience hopefully translating into success. Although...none of the melee upgrades apply to the use of a spear so I'll just have to see how that pans out. The problem is that skills are realistically only needed by a single person, all parts of it necessary to finish the dungeon are quick and therefore not a rate determining step, whereas combat takes a large amount of time and combat level affects the speed of this rate determining step. This is ameliorated by the fact that the levels are balanced according to the combat levels of the participants, but apparently, not enough. And just to add to the question of why I want to keep my combat artificially low, I like not having to worry about revenants at all when abyss runecrafting. But I'm rambling now :3
  9. At current prices, without too much concentration, lurker and 4 pouches at 75 runecrafting, 650k an hour.
  10. I like all three things. It would amuse me if defeating that dragon in a dungeon is part of a treasure trail.
  11. I use both. Wish they were better so I could actually be justified in doing so though :P I am more likely to use the Balmung than Keris though.
  12. 99 Dungeoneering, or as close to it as possible. Finish Nomad's Requiem too. I actually have no idea how much free time I'll have over summer.
  13. That's a boss room, kill the skeletons, wait until the Skinweaver tells you to block it before blocking it. Skeletons stop coming = win
  14. Err I guess I'm a lazy slayer. I use super sets, and that's about it. Sometimes cannon during Dagannoth or Kalphite. The only task I use prayer on is Elves. I can also write with my left hand whilst slaying, so that works out too.
  15. I went with the bat, even though it's hardly going to win. I don't like playing dress up, and a skeletal puppy would look gauche in my menagerie (if indeed it can go there). Maybe if I had another volcano biome one it would fit. Bats fit everywhere. Pumpkin seeds would be nice, but not as a decorative holiday event.
  16. My dungeoneering is pretty erratic. I find random teammates in W117 or W2 (less hectic). It's not the best method, but it's pretty much my only option. The friends I have dungeoneered with tend to be worse at it (hopefully none of them read this) >.> I usually play small from 1-20, 20-25 can be small or medium, 26-29 can be medium or large, 30-35 always large. I never use a lower complexity. I nearly always do 5:5 not because I think it's better but because that's what everyone always chooses :P Essentially, whatever gets called, and as many in a row as possible. I agree that all teammates should try to get hold of at least a few essential tools. The key person should especially hold it, so they can call for any skill doors they can't open with the level. I personally don't think gatestones need to be used for small rushes. Dying is not much of an issue, and neither is transport. The only boss found on small rushes where it might be useful would be Stomp. If I knew the best way to use gatestones, I would use them :P Because I tend to be the keychain, I leave it at areas of high unopened door density. I also like to leave them at altars. Maps vary a lot so the use of gatestones has to be adaptable. Of course, when it comes to bosses, in front of all bosses if I have them, apart from Luminescent Icefiend...because you can't. Sometimes I teleport out of the ice demon when he freezes and the other teammates refuse to listen to 'break the ice'. I sometimes place gatestones inside Sagittare's maze if it's low level, just to kill it faster. At Stomp, I gatestone one of the lodestones and another teammate gatestones another, and then a third and fourth teammate stands in front of them. I would bind in the order: Spear p++, Blood Necklace, Platebody, Platelegs/Skirt. For me that would be Gorgonite, but obviously the highest level possible. I bind arrows. They don't take up an inventory space and are a pain to make. By the time I have the level to cast Fire [whatever the one above wave is called], I would have the level to craft bloods Rushing is something which really depends on what the leader says. I prefer the 'all but de' approach because it's less crazy, but am fine with running through monster filled rooms to open doors. As long as an altar and the room before boss is clear, it's generally fine. It depends largely on the layout of the dungeon how successful it is. I don't know about everyone else but I like it when the leader marks monsters to kill - I hate having to think about what to kill first, and it would be nice to for everyone to pile and complete the room quicker. Kicking is something which I tend to ignore. Any attempts are nearly always a result of hot headedness, a careless judgment. Oh, I've also never seen a Soulgazer before either, and have only seen an Edimmu once.
  17. I liked the starter case, even if the reward was useless.
  18. Back in my day, the house on Tutorial Island was extremely hard to get out of. :rolleyes:
  19. Well I visit Shilo and the Ape Atoll course semi-frequently, but I don't go through the jungle to get there. I think I only go through the jungle itself to look for Shooting Stars or penguins, seeing as I never visit the Calquat patch nowadays. Interesting poll anyway :P
  20. Iron bars to knives is a small profit at current prices, and they have pretty high demand. But they're slow too.
  21. Strangely enough, with 2 levels more to boot and with an Arctic Bear, my xp rate per hour soared from 71000xp/hr to 98000xp/hr...maybe I concentrated more, I don't know, but it certainly seems effective :P
  22. I tend to fill up my inventory with drops and then leave to do the clue, including those I might otherwise drop (e.g. guam). I know how worthwhile they can be seeing as I have gotten third age before and other valuables, but sometimes it's just not worth going out of the way to do one on the off chance you might miss getting another clue drop in the time you stay.
  23. I'm dumping everything into Runecrafting until I get 75 because it takes too long :P After that, I'd probably choose Summoning or Slayer.
  24. Eh, what I'm worried about is that deaths are meant to be countered in some ways by skilling. For example, if your prayer is low, then you drink a rejuvenation potion or if your stats have been reduced by the Unholy Cursebearer, you would drink a stat restore. If the death penalty was minimal (mostly referring to the proposed 1% for the first death), then that would further reduce the need for these lesser used potions. Or similarly, the use of fishing and cooking and making armour would not be worth the time given how painless it is to die. I think the xp reduction is also a slight compromise for not having any of your items lost (imagine how hard it would be if you dropped your armour in Plane-Freezer's boss room). On the other hand, yes, there is definitely a concern that the death penalty compromises team playing, with people acting selfishly to avoid deaths (as opposed to dungeoneering sensibly and avoiding suicide missions as was probably intended). Again, as mentioned, this is most likely the case with large dungeons - I don't particularly care about dying in small dungeons and always return immediately to the place of action. But at present the penalty is large enough for people to readily quit after dying or skulk around doing precious little to avoid incurring further penalties. I think it should be reduced, but not by a whole lot. I always disagree with the idea of 1% because that trivialises death; in a dangerous dungeon, I think there should be a somewhat noticeable difference between someone who survives and someone who does not, but not an overly dramatic difference. Maybe 8%. I wouldn't say it's that easy to determine who is a leecher. Using the xp method proposed as an example - if a level 60 and a level 130 hit the same amount of damage in the entire dungeon (ceteris parabis), you can tell who's leeching, but the method cannot. People are also assigned roles in dungeoneering, so the 'tool guy' would naturally gain the most xp, and there are things which do not gain any or much xp and are important to dungeoneering - things like doing the guardian sphere puzzle, counting down for the lever puzzle, healing other people and dropping important resources at base spring to mind. Measuring it by trades would be strange because dropping is a more efficient way of trading in any case. I would suggest that the only reason that punishing leeching is not already implemented into the game is because it's so damn hard to do so fairly. That's just how I feel at the moment, feel free to convince me otherwise :P
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